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-1,124 +1,129 @@ -
Dungeons & Dragons (5th edition)
Shaped v
   
/
+= 0
10
+
+= 0
10
+
+= 0
10
+
+= 0
10
+
+= 0
10
+
+= 0
10
+
+= 0
10
+
+= 0
10
+
 ()
     
      
/
+
=
+0
/
/
/
/
/
/
/


 (
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y
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: 0 (1d0++    0 (1d0++  . 
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: 0 (1d0++   0 (1d0++ .
×

0
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      123456789
(/+=):
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 ():
y
CANTRIPABJURATION
:1_ACTION
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A
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CANTRIPABJURATION
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A
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CANTRIPABJURATION
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A
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CANTRIPABJURATION
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CANTRIPABJURATION
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A
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CANTRIPABJURATION
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.   
A
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 (/+=;):
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CANTRIPABJURATION
:1_ACTION
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:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
++= +0    .
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A
.
 (/+=;10 ):
y
CANTRIPABJURATION
:1_ACTION
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.
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: 0 (1d0++     0 (1d0++   .
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A
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 (/+=;11 ):
y
CANTRIPABJURATION
:1_ACTION
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:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
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: 0 (1d0++     0 (1d0++   .
.
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.   
A
.
 (/+=;13 ):
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
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: 0 (1d0++     0 (1d0++   .
.
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: 0 (1d0++    0 (1d0++  .
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.   
A
.
/
10
y
+
10
10+++0+=10
0+=0

/
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y


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1
2
3
4
5
6
 (
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Shaped v
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/
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+(+0)
+=0
+(+0)
+=0
+(+0)
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.
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: 0 (1d0++   0 (1d0++ .
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. 1d0+++
    (, ).    :
        (, ).     :
      123456789
(/+=):
;()
(/0);;()
 ():
y
CANTRIPABJURATION
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:
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:INSTANTANEOUS
.
++= +0    .
: 0 (1d0++     0 (1d0++   .
.
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: 0 (1d0++    0 (1d0++  .
.0 (1d0++     0 (1d0++   .
. 1d0++++ 
.   
A
.
 (/+=;):
y
CANTRIPABJURATION
:1_ACTION
:
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.
++= +0    .
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.
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.   
A
.
 (/+=;):
y
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:1_ACTION
:
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++= +0    .
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.
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: 0 (1d0++    0 (1d0++  .
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.   
A
.
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y
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:
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.   
A
.
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:
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++= +0    .
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.
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.   
A
.
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y
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:
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.
++= +0    .
: 0 (1d0++     0 (1d0++   .
.
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. 1d0++++ 
.   
A
.
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y
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:
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++= +0    .
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.   
A
.
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y
CANTRIPABJURATION
:1_ACTION
:
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++= +0    .
: 0 (1d0++     0 (1d0++   .
.
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.   
A
.
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y
CANTRIPABJURATION
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:
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++= +0    .
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A
.
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y
CANTRIPABJURATION
:1_ACTION
:
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++= +0    .
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A
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.0 (1d0++    0 (1d0++  .
. 1d0+++




A
?





A



Fortitude
Str
Dex
Con
Int
Wis
Cha

Reflex
Str
Dex
Con
Int
Wis
Cha

Will
Str
Dex
Con
Int
Wis
Cha


?



y
0
1
2
3
4
5
6
7
8
9
?

 
+
Dungeons & Dragons (5th edition)
Shaped v
   
/
 +0
10
 +0
10
 +0
10
 +0
10
 +0
10
 +0
10
 +0
10
 +0
10
 ()
+0 ()
()
()
+
-
/
/
/
/
/
/
/


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.
+0 (++   . 
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  =0

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y
 
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0
0
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A
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A
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y
 
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  10

×
×
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.
y
        
1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++
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 1++ 
 1++ 
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 1++ 
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 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
1++ 1++ 1++ 1++ 1++
1++ 1++ 1++ 1++ 1++
 + 1++
+
1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++
?
1
2
3
4
5
6
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 , 
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+0 ()
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)
/
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/
/
/
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;()
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A
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A
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:
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.
    (+). 
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A
.
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A
.
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:
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.
+0 (++   .
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.
    (+). 
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.   
A
.
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y
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:1_ACTION
:
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.
+0 (++   .
: 0 (1++     0 (1++   .
.
    (+). 
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.   
A
.
 (
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y
.
+0 (++   .
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.
    (+). 
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.0 (1++    0 (1++  .
. 1+++

.
y
        
1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
 1++ 
1++ 1++ 1++ 1++ 1++
1++ 1++ 1++ 1++ 1++
 + 1++
+
1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++ 1++




A



A



Fortitude
Str
Dex
Con
Int
Wis
Cha

Reflex
Str
Dex
Con
Int
Wis
Cha

Will
Str
Dex
Con
Int
Wis
Cha


?



y
 0
 1
 2
 3
 4
 5
 6
 7
 8
 9
?

 
{{#2d20kh1}}
Advantage
{{/2d20kh1}} {{#2d20kl1}}
Disadvantage
{{/2d20kl1}}
{{#title}}
{{title}}{{#uses}} ({{/uses}} {{#uses_max}} {{^uses}}({{/uses}} {{/uses_max}} {{#recharge}} {{^uses}} {{^uses_max}} ({{/uses_max}} {{/uses}} {{/recharge}} {{#cost}} {{^uses}} {{^uses_max}} {{^recharge}} ({{/recharge}} {{/uses_max}} {{/uses}} {{/cost}} {{#uses}}{{uses}}{{/uses}} {{#uses_max}}/{{uses_max}}{{/uses_max}} {{#recharge}} {{#uses_max}}, {{/uses_max}}{{/recharge}} {{#cost}} {{#uses_max}}, {{/uses_max}} {{#recharge}}{{^uses_max}}, {{/uses_max}}{{/recharge}}{{/cost}} {{#uses}}){{/uses}} {{#uses_max}} {{^uses}}){{/uses}} {{/uses_max}} {{#recharge}} {{^uses}} {{^uses_max}}){{/uses_max}} {{/uses}} {{/recharge}} {{#cost}} {{^uses}} {{^uses_max}} {{^recharge}}){{/recharge}} {{/uses_max}} {{/uses}} {{/cost}}
{{/title}}
{{#spell_first_line}}
{{spell_level}}{{#cast_as_level}} (as {{cast_as_level}}){{/cast_as_level}}{{#school}} {{school}}{{/school}}{{#ritual}} (ritual){{/ritual}}
{{/spell_first_line}} {{#show_character_name}}
{{character_name}}
{{/show_character_name}} {{#subheader}}
{{subheader}}
{{/subheader}}
{{#emote}}

{{character_name}} {{emote}}

{{/emote}}
{{#spell}} {{#casting_time}}
Casting Time: {{casting_time}}
{{/casting_time}} {{#range}}
Range: {{range}}
{{/range}} {{#reach}}
Reach: {{reach}}
{{/reach}} {{#components}}
Components: {{components}} {{#materials}} ({{materials}}){{/materials}}
{{/components}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{#content}}
{{content}}
{{/content}} {{#higher_level}}
{{higher_level}}
{{/higher_level}} {{/spell}} {{#text_top}}
{{text_top}}
{{/text_top}} {{#roll1}}
{{roll1}}{{#roll2}}{{roll2}}{{/roll2}}
{{/roll1}} {{#attack1}}
{{#attack_type}}
:
{{/attack_type}} {{^attack_type}} {{#attack_type_macro}}
{{attack_type_macro}}
{{/attack_type_macro}} {{/attack_type}}
{{attack1}}{{#attack2}}{{attack2}}{{/attack2}} {{#targetName}} {{targetName}}{{/targetName}} {{#targetAC}} AC {{targetAC}}{{/targetAC}} {{#reach}}{{/reach}} {{#range}} {{^reach}}{{/reach}} {{/range}} {{#reach}} {{reach}}{{/reach}} {{#range}} {{#reach}}  {{/reach}} {{range}}{{#ammo}}{{ammo}}{{#ammo_name}} {{ammo_name}} {{/ammo_name}} {{^ammo_name}}ammo{{/ammo_name}}{{/ammo}} {{/range}}
{{/attack1}} {{#has_attack_damage}}
{{#attack_damage_macro}}
{{#rollWasCrit() attack1}} {{attack_damage_crit_macro}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} {{attack_damage_crit_macro}} {{/rollWasCrit() attack2}} {{#^rollWasCrit() attack2}} {{attack_damage_macro}} {{/^rollWasCrit() attack2}} {{^attack2}} {{attack_damage_macro}} {{/attack2}} {{/^rollWasCrit() attack1}}
{{/attack_damage_macro}} {{#attack_damage}}
{{attack_damage}}{{#rollWasCrit() attack1}}+{{attack_damage_crit}}{{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}}+{{attack_damage_crit}}{{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{#force_crit}}+{{attack_damage_crit}}{{/force_crit}} {{#attack_damage_type}}{{attack_damage_type}} {{/attack_damage_type}}damage{{#attack_second_damage}} {{/attack_second_damage}}
{{#attack_second_damage}}
{{attack_second_damage}}{{#rollWasCrit() attack1}}+{{attack_second_damage_crit}}{{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}}+{{attack_second_damage_crit}}{{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{#force_crit}}+{{attack_second_damage_crit}}{{/force_crit}} {{#attack_second_damage_type}}{{attack_second_damage_type}} {{/attack_second_damage_type}}damage
{{/attack_second_damage}} {{/attack_damage}}
{{/has_attack_damage}} {{#saving_throw_dc}}
{{#saving_throw_dc}} {{#targetName}}
{{targetName}}
{{/targetName}}
 {{saving_throw_dc}}{{#saving_throw_vs_ability}} [{{saving_throw_vs_ability}}](~selected|shaped_{{saving_throw_vs_ability}}_saving_throw){{/saving_throw_vs_ability}} 
{{/saving_throw_dc}} {{#saving_throw_success}}
:
{{saving_throw_success}}
{{/saving_throw_success}}
{{/saving_throw_dc}} {{#has_saving_throw_damage}}
{{#saving_throw_damage_macro}}
{{saving_throw_damage_macro}}
{{/saving_throw_damage_macro}} {{#saving_throw_damage}}
{{saving_throw_damage}}{{#saving_throw_damage_type}} {{saving_throw_damage_type}} {{/saving_throw_damage_type}}damage{{#saving_throw_second_damage}} {{/saving_throw_second_damage}}
{{#saving_throw_second_damage}}
{{saving_throw_second_damage}} {{#saving_throw_second_damage_type}}{{saving_throw_second_damage_type}} {{/saving_throw_second_damage_type}}damage
{{/saving_throw_second_damage}} {{/saving_throw_damage}}
{{/has_saving_throw_damage}} {{#other_damage}}
{{other_damage}}{{#rollWasCrit() attack1}}+{{other_damage_crit}}{{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}}+{{other_damage_crit}}{{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{#other_damage_type}}{{other_damage_type}} {{/other_damage_type}}damage{{#other_second_damage}} {{/other_second_damage}}
{{#other_second_damage}}
{{other_second_damage}}{{#rollWasCrit() attack1}}+{{other_second_damage_crit}}{{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}}+{{other_second_damage_crit}}{{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{#other_second_damage_type}}{{other_second_damage_type}} {{/other_second_damage_type}}damage
{{/other_second_damage}}
{{/other_damage}} {{#heal}}
{{heal}} 
{{/heal}} {{#death_saving_throw_successes}}
Successes {{death_saving_throw_successes}} / 3
{{#death_saving_throw_failures}}
Failures {{death_saving_throw_failures}} / 3
{{/death_saving_throw_failures}}
{{/death_saving_throw_successes}} {{#spell_list}}
{{#has_spell_points}}
{{spell_points}}/{{spell_points_max}} {{#spell_points_limit}}, limit {{spell_points_limit}}{{/spell_points_limit}}
{{/has_spell_points}} {{#has_warlock_slots}}
Warlock spell slots ({{warlock_spell_slots}}/{{warlock_spell_slots_max}}): {{warlock_spells_max_level}}
{{/has_warlock_slots}} {{#spells_level_0_show}}
Cantrips (at will): {{cantrips}}
{{/spells_level_0_show}} {{#spells_level_1_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_1_uses}} ({{spells_level_1_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_1_uses}} {{/has_spell_slots}} {{#has_spell_points}} (2 ): {{/has_spell_points}}{{spells_level_1}}
{{/spells_level_1_show}} {{#spells_level_2_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_2_uses}} ({{spells_level_2_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_2_uses}} {{/has_spell_slots}} {{#has_spell_points}} (3 ): {{/has_spell_points}}{{spells_level_2}}
{{/spells_level_2_show}} {{#spells_level_3_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_3_uses}} ({{spells_level_3_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_3_uses}} {{/has_spell_slots}} {{#has_spell_points}} (5 ): {{/has_spell_points}}{{spells_level_3}}
{{/spells_level_3_show}} {{#spells_level_4_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_4_uses}} ({{spells_level_4_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_4_uses}} {{/has_spell_slots}} {{#has_spell_points}} (6 ): {{/has_spell_points}}{{spells_level_4}}
{{/spells_level_4_show}} {{#spells_level_5_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_5_uses}} ({{spells_level_5_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_5_uses}} {{/has_spell_slots}} {{#has_spell_points}} (7 ): {{/has_spell_points}}{{spells_level_5}}
{{/spells_level_5_show}} {{#spells_level_6_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_6_uses}} ({{spells_level_6_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_6_uses}} {{/has_spell_slots}} {{#has_spell_points}} (9 ): {{/has_spell_points}}{{spells_level_6}}
{{/spells_level_6_show}} {{#spells_level_7_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_7_uses}} ({{spells_level_7_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_7_uses}} {{/has_spell_slots}} {{#has_spell_points}} (10 ): {{/has_spell_points}}{{spells_level_7}}
{{/spells_level_7_show}} {{#spells_level_8_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_8_uses}} ({{spells_level_8_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_8_uses}} {{/has_spell_slots}} {{#has_spell_points}} (11 ): {{/has_spell_points}}{{spells_level_8}}
{{/spells_level_8_show}} {{#spells_level_9_show}}
{{^has_spell_slots}}{{^has_spell_points}}:{{/has_spell_points}}{{/has_spell_slots}} {{#has_spell_slots}} {{#spells_level_9_uses}} ({{spells_level_9_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_9_uses}} {{/has_spell_slots}} {{#has_spell_points}} (13 ): {{/has_spell_points}}{{spells_level_9}}
{{/spells_level_9_show}}
{{/spell_list}} {{^spell}} {{#content}}
{{content}}
{{/content}} {{/spell}} {{#hp_max}}
{{hp}}{{#hp}}{{/hp}}/{{hp_max}}
{{#temp_hp}}{{temp_hp}} {{/temp_hp}} {{#hp_max_reduced}} {{#temp_hp}}{{/temp_hp}} {{hp_max_reduced}}{{/hp_max_reduced}}
{{/hp_max}} {{#text_center}}
{{text_center}}
{{/text_center}} {{#text}}
{{text}}
{{/text}} {{#text_big}}
{{text_big}}
{{/text_big}} {{#macros}}
{{macros}}
{{/macros}} {{#allprops() freetext text text_center text_big macros text_top character_name saving_throw title ignore d20 1d20 show_character_name subheader cost per_use uses uses_max roll1 roll2 2d20kh1 2d20kl1 ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName type crit_name crit_text attack1 attack2 attack_type attack_type_macro has_attack_damage attack_damage_macro attack_damage_crit_macro force_crit attack_damage attack_damage_type attack_damage_crit attack_second_damage attack_second_damage_type attack_second_damage_crit has_saving_throw_damage saving_throw_damage_macro saving_throw_damage saving_throw_damage_type saving_throw_damage_crit saving_throw_second_damage saving_throw_second_damage_type other_damage other_damage_type other_damage_crit other_second_damage other_second_damage_type other_second_damage_crit ranged reach range ammo ammo_name spell spell_first_line spell_repeat spell_list prepared_matters saving_throw_dc saving_throw_vs_ability saving_throw_success spell_level school ritual content higher_level cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_target_ac hide_saving_throw_dc hide_content hide_freetext hide_attack hide_damage hide_saving_throw_success recharge hide_recharge fx armor equipment cantrips spells_level_0 spells_level_0_uses spells_level_0_show spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show has_spell_slots has_spell_points spell_points spell_points_max spell_points_limit has_warlock_slots warlock_spell_slots warlock_spell_slots_max warlock_spells_max_level hp hp_max temp_hp hp_max_reduced repeating_item offense utility action reaction legendaryaction lairaction regionaleffect racialtrait classfeature feat trait continuous continuous_header continuous_footer}}
{{key}}. {{value}}
{{/allprops() freetext text text_center text_big macros text_top character_name saving_throw title ignore d20 1d20 show_character_name subheader cost per_use uses uses_max roll1 roll2 2d20kh1 2d20kl1 ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName type crit_name crit_text attack1 attack2 attack_type attack_type_macro has_attack_damage attack_damage_macro attack_damage_crit_macro force_crit attack_damage attack_damage_type attack_damage_crit attack_second_damage attack_second_damage_type attack_second_damage_crit has_saving_throw_damage saving_throw_damage_macro saving_throw_damage saving_throw_damage_type saving_throw_damage_crit saving_throw_second_damage saving_throw_second_damage_type other_damage other_damage_type other_damage_crit other_second_damage other_second_damage_type other_second_damage_crit ranged reach range ammo ammo_name spell spell_first_line spell_repeat spell_list prepared_matters saving_throw_dc saving_throw_vs_ability saving_throw_success spell_level school ritual content higher_level cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_target_ac hide_saving_throw_dc hide_content hide_freetext hide_attack hide_damage hide_saving_throw_success recharge hide_recharge fx armor equipment cantrips spells_level_0 spells_level_0_uses spells_level_0_show spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show has_spell_slots has_spell_points spell_points spell_points_max spell_points_limit has_warlock_slots warlock_spell_slots warlock_spell_slots_max warlock_spells_max_level hp hp_max temp_hp hp_max_reduced repeating_item offense utility action reaction legendaryaction lairaction regionaleffect racialtrait classfeature feat trait continuous continuous_header continuous_footer}} {{#freetext}}
{{freetext}}
{{/freetext}} {{#crit_name}} {{#rollWasCrit() attack1}}
{{crit_name}}. {{crit_text}}
{{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}}
{{crit_name}}. {{crit_text}}
{{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{/crit_name}}
-
{{#2d20kh1}}
Advantage
{{/2d20kh1}} {{#2d20kl1}}
Disadvantage
{{/2d20kl1}}
{{#title}}
{{title}} {{#uses_max}} ( {{/uses_max}} {{#recharge}} {{^uses_max}} ( {{/uses_max}} {{/recharge}} {{#cost}} {{^uses_max}} {{^recharge}} ( {{/recharge}} {{/uses_max}} {{/cost}} {{#uses_max}} {{uses}}/{{uses_max}} {{/uses_max}} {{#recharge}} {{#uses_max}}, {{/uses_max}} {{/recharge}} {{#cost}} {{#uses_max}}, {{/uses_max}} {{#recharge}}{{^uses_max}}, {{/uses_max}}{{/recharge}} {{/cost}} {{#uses_max}} ) {{/uses_max}} {{#recharge}} {{^uses_max}} ) {{/uses_max}} {{/recharge}} {{#cost}} {{^uses_max}} {{^recharge}} ) {{/recharge}} {{/uses_max}} {{/cost}}
{{/title}}
{{#spell}}
{{spell_level}}{{#cast_as_level}} (as {{cast_as_level}}){{/cast_as_level}}{{#school}} {{school}}{{/school}}{{#ritual}} (ritual){{/ritual}}
{{/spell}} {{#show_character_name}}
{{character_name}}
{{/show_character_name}} {{#subheader}}
{{subheader}}
{{/subheader}}
{{#emote}}

{{character_name}} {{emote}}

{{/emote}}
{{#spell}} {{#casting_time}}
Casting Time: {{casting_time}}
{{/casting_time}} {{#range}}
Range: {{range}}
{{/range}} {{#reach}}
Reach: {{reach}}
{{/reach}} {{#components}}
Components: {{components}} {{#materials}}({{materials}}){{/materials}}
{{/components}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{#content}}
{{content}}
{{/content}} {{#higher_level}}
{{higher_level}}
{{/higher_level}} {{/spell}} {{#text_top}}
{{text_top}}
{{/text_top}} {{#roll1}}
{{roll1}} {{#roll2}} {{roll2}} {{/roll2}}
{{/roll1}} {{#attack1}}
{{#attack_type}}
:
{{/attack_type}}
{{attack1}} {{#attack2}} {{attack2}} {{/attack2}}   {{#targetName}}   {{targetName}} {{/targetName}} {{#targetAC}}   AC   {{targetAC}} {{/targetAC}} {{#reach}} {{/reach}} {{#range}} {{^reach}} {{/reach}} {{/range}} {{#reach}}   {{reach}} {{/reach}} {{#range}} {{#reach}}     {{/reach}}   {{range}} {{#ammo}} {{ammo}} {{#ammo_name}} {{ammo_name}} {{/ammo_name}} {{^ammo_name}} ammo {{/ammo_name}} {{/ammo}} {{/range}}
{{/attack1}} {{#has_attack_damage}}
{{#attack_damage_macro}}
{{#rollWasCrit() attack1}} {{attack_damage_crit_macro}}: {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} {{attack_damage_crit_macro}}: {{/rollWasCrit() attack2}} {{#^rollWasCrit() attack2}} {{attack_damage_macro}}: {{/^rollWasCrit() attack2}} {{^attack2}} {{attack_damage_macro}}: {{/attack2}} {{/^rollWasCrit() attack1}}
{{/attack_damage_macro}} {{#attack_damage}}
{{attack_damage}} {{#rollWasCrit() attack1}} +{{attack_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{attack_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{#force_crit}} +{{attack_damage_crit}} {{/force_crit}}   {{#attack_damage_type}} {{attack_damage_type}}   {{/attack_damage_type}} damage {{#attack_second_damage}}   {{/attack_second_damage}}
{{#attack_second_damage}}
{{attack_second_damage}} {{#rollWasCrit() attack1}} +{{attack_second_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{attack_second_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{#force_crit}} +{{attack_second_damage_crit}} {{/force_crit}}   {{#attack_second_damage_type}} {{attack_second_damage_type}}   {{/attack_second_damage_type}} damage
{{/attack_second_damage}} {{/attack_damage}}
{{/has_attack_damage}} {{#saving_throw_dc}}
{{#saving_throw_dc}} {{#targetName}}
{{targetName}}
{{/targetName}}
{{saving_throw_dc}} {{#saving_throw_vs_ability}} [{{saving_throw_vs_ability}}](~selected|shaped_{{saving_throw_vs_ability}}_saving_throw) {{/saving_throw_vs_ability}}
{{/saving_throw_dc}} {{#saving_throw_success}}
:
{{saving_throw_success}}
{{/saving_throw_success}}
{{/saving_throw_dc}} {{#has_saving_throw_damage}}
{{#saving_throw_damage_macro}}
{{saving_throw_damage_macro}}:
{{/saving_throw_damage_macro}} {{#saving_throw_damage}}
{{saving_throw_damage}} {{#saving_throw_damage_type}}   {{saving_throw_damage_type}}   {{/saving_throw_damage_type}} damage {{#saving_throw_second_damage}}   {{/saving_throw_second_damage}}
{{#saving_throw_second_damage}}
{{saving_throw_second_damage}}   {{#saving_throw_second_damage_type}} {{saving_throw_second_damage_type}}   {{/saving_throw_second_damage_type}} damage
{{/saving_throw_second_damage}} {{/saving_throw_damage}}
{{/has_saving_throw_damage}} {{#other_damage}}
{{other_damage}} {{#rollWasCrit() attack1}} +{{other_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{other_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}}   {{#other_damage_type}} {{other_damage_type}}   {{/other_damage_type}} damage {{#other_second_damage}}   {{/other_second_damage}}
{{#other_second_damage}}
{{other_second_damage}} {{#rollWasCrit() attack1}} +{{other_second_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{other_second_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}}   {{#other_second_damage_type}} {{other_second_damage_type}}   {{/other_second_damage_type}} damage
{{/other_second_damage}}
{{/other_damage}} {{#heal}}
{{heal}}
{{/heal}} {{#death_saving_throw_successes}}
Successes {{death_saving_throw_successes}} / 3
{{#death_saving_throw_failures}}
Failures {{death_saving_throw_failures}} / 3
{{/death_saving_throw_failures}}
{{/death_saving_throw_successes}} {{#spell_list}}
{{#has_spell_points}}
{{spell_points}}/{{spell_points_max}} Points{{#spell_points_limit}}, limit {{spell_points_limit}}{{/spell_points_limit}}
{{/has_spell_points}} {{#has_warlock_slots}}
Warlock spell slots ({{warlock_spell_slots}}/{{warlock_spell_slots_max}}): {{warlock_spells_max_level}}
{{/has_warlock_slots}} {{#spells_level_0_show}}
Cantrips (at will): {{cantrips}}
{{/spells_level_0_show}} {{#spells_level_1_show}}
{{#has_spell_slots}} {{#spells_level_1_uses}} ({{spells_level_1_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_1_uses}} {{/has_spell_slots}} {{#has_spell_points}} (2 ): {{/has_spell_points}} {{spells_level_1}}
{{/spells_level_1_show}} {{#spells_level_2_show}}
{{#has_spell_slots}} {{#spells_level_2_uses}} ({{spells_level_2_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_2_uses}} {{/has_spell_slots}} {{#has_spell_points}} (3 ): {{/has_spell_points}} {{spells_level_2}}
{{/spells_level_2_show}} {{#spells_level_3_show}}
{{#has_spell_slots}} {{#spells_level_3_uses}} ({{spells_level_3_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_3_uses}} {{/has_spell_slots}} {{#has_spell_points}} (5 ): {{/has_spell_points}} {{spells_level_3}}
{{/spells_level_3_show}} {{#spells_level_4_show}}
{{#has_spell_slots}} {{#spells_level_4_uses}} ({{spells_level_4_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_4_uses}} {{/has_spell_slots}} {{#has_spell_points}} (6 ): {{/has_spell_points}} {{spells_level_4}}
{{/spells_level_4_show}} {{#spells_level_5_show}}
{{#has_spell_slots}} {{#spells_level_5_uses}} ({{spells_level_5_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_5_uses}} {{/has_spell_slots}} {{#has_spell_points}} (7 ): {{/has_spell_points}} {{spells_level_5}}
{{/spells_level_5_show}} {{#spells_level_6_show}}
{{#has_spell_slots}} {{#spells_level_6_uses}} ({{spells_level_6_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_6_uses}} {{/has_spell_slots}} {{#has_spell_points}} (9 ): {{/has_spell_points}} {{spells_level_6}}
{{/spells_level_6_show}} {{#spells_level_7_show}}
{{#has_spell_slots}} {{#spells_level_7_uses}} ({{spells_level_7_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_7_uses}} {{/has_spell_slots}} {{#has_spell_points}} (10 ): {{/has_spell_points}} {{spells_level_7}}
{{/spells_level_7_show}} {{#spells_level_8_show}}
{{#has_spell_slots}} {{#spells_level_8_uses}} ({{spells_level_8_uses}}){{^has_spell_points}}:{{/has_spell_points}} {{/spells_level_8_uses}} {{/has_spell_slots}} {{#has_spell_points}} (11 ): {{/has_spell_points}} {{spells_level_8}}
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{{/macros}} {{#allprops() freetext text text_center text_big macros text_top character_name saving_throw title ignore d20 1d20 show_character_name subheader cost per_use uses uses_max roll1 roll2 2d20kh1 2d20kl1 ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName type crit_name crit_text attack1 attack2 attack_type has_attack_damage attack_damage_macro attack_damage_crit_macro force_crit attack_damage attack_damage_type attack_damage_crit attack_second_damage attack_second_damage_type attack_second_damage_crit has_saving_throw_damage saving_throw_damage_macro saving_throw_damage saving_throw_damage_type saving_throw_damage_crit saving_throw_second_damage saving_throw_second_damage_type other_damage other_damage_type other_damage_crit other_second_damage other_second_damage_type other_second_damage_crit ranged reach range ammo ammo_name spell spell_repeat spell_list prepared_matters saving_throw_dc saving_throw_vs_ability saving_throw_success spell_level school ritual content higher_level cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_target_ac hide_saving_throw_dc hide_content hide_freetext hide_attack hide_damage hide_saving_throw_success recharge hide_recharge fx armor equipment cantrips spells_level_0 spells_level_0_uses spells_level_0_show spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show has_spell_slots has_spell_points spell_points spell_points_max spell_points_limit has_warlock_slots warlock_spell_slots warlock_spell_slots_max warlock_spells_max_level hp hp_max temp_hp hp_max_reduced repeating_item attack action reaction legendaryaction lairaction regionaleffect racialtrait classfeature feat trait continuous continuous_header continuous_footer}}
{{key}}. {{value}}
{{/allprops() freetext text text_center text_big macros text_top character_name saving_throw title ignore d20 1d20 show_character_name subheader cost per_use uses uses_max roll1 roll2 2d20kh1 2d20kl1 ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName type crit_name crit_text attack1 attack2 attack_type has_attack_damage attack_damage_macro attack_damage_crit_macro force_crit attack_damage attack_damage_type attack_damage_crit attack_second_damage attack_second_damage_type attack_second_damage_crit has_saving_throw_damage saving_throw_damage_macro saving_throw_damage saving_throw_damage_type saving_throw_damage_crit saving_throw_second_damage saving_throw_second_damage_type other_damage other_damage_type other_damage_crit other_second_damage other_second_damage_type other_second_damage_crit ranged reach range ammo ammo_name spell spell_repeat spell_list prepared_matters saving_throw_dc saving_throw_vs_ability saving_throw_success spell_level school ritual content higher_level cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_target_ac hide_saving_throw_dc hide_content hide_freetext hide_attack hide_damage hide_saving_throw_success recharge hide_recharge fx armor equipment cantrips spells_level_0 spells_level_0_uses spells_level_0_show spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show has_spell_slots has_spell_points spell_points spell_points_max spell_points_limit has_warlock_slots warlock_spell_slots warlock_spell_slots_max warlock_spells_max_level hp hp_max temp_hp hp_max_reduced repeating_item attack action reaction legendaryaction lairaction regionaleffect racialtrait classfeature feat trait continuous continuous_header continuous_footer}} {{#freetext}}
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{{/freetext}} {{#crit_name}} {{#rollWasCrit() attack1}}
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\ No newline at end of file +},{}]},{},[36]); + \ No newline at end of file diff --git a/5eShaped/changelog.md b/5eShaped/changelog.md index a99fdd1f6a80..41abd7f1acd2 100644 --- a/5eShaped/changelog.md +++ b/5eShaped/changelog.md @@ -11,6 +11,281 @@ Bugs fall into the patch category. The sheet will always upgrade itself unless I specify otherwise, though some things like roll template fields changing will require users who have added custom macros to fix. +## 15.0.2 + +### Bug Fixes + +* [#539: "extra on crit" doesn't work on secondary damage](https://bitbucket.org/mlenser/5eshaped/issues/539/extra-on-crit-doesnt-work-on-secondary) +* [#541: Spell uses are not recharged on a rest](https://bitbucket.org/mlenser/5eshaped/issues/541/spell-uses-are-not-recharged-on-a-rest) +* [#540: Inventory quantities do not convert when upgrading from 11.3.3 to 15.0.1](https://bitbucket.org/mlenser/5eshaped/issues/540/inventory-quantities-do-not-convert-when) fixed as part of the 14.0.0 upgrade + +## 15.0.1 + +### Bug Fixes + +* [#519: Ammo added to multiple items when trying to add it to 1 item](https://bitbucket.org/mlenser/5eshaped/issues/519/ammo-added-to-multiple-items-when-trying) + +## 15.0.0 + +### Breaking Changes + +* `MELEE_OR_RANGED_WEAPON_ATTACK`s will now be treated as either melee or ranged and the parses will split them out to different weapons as I do for versatile. This is to ensure that the right damage bonuses are being used and ammo is being used properly. All existing items will remain working, but it'll parse all new items. Closes [#533: savage attacks half-orc](https://bitbucket.org/mlenser/5eshaped/issues/533/savage-attacks-half-orc) + +### Bug Fixes + +* Fixed Versatile parsing. +* [#524: Modifiers not reading attribute macros 14.2.4](https://bitbucket.org/mlenser/5eshaped/issues/524/modifiers-not-reading-attribute-macros) +* [#526: On the equipment tab the carrying capacity / weight area is justified oddly](https://bitbucket.org/mlenser/5eshaped/issues/526/on-the-equipment-tab-the-carrying-capacity) +* [#520: Empty utility/offence macro shows last deleted entry](https://bitbucket.org/mlenser/5eshaped/issues/520/empty-utility-offence-macro-shows-last) +* [#531: Formatting of spell title line gets distorted with recharge](https://bitbucket.org/mlenser/5eshaped/issues/531/formatting-of-spell-title-line-gets) + +## 14.3.0 + +### Features + +* Added setting to recover hit dice on a short rest. It includes all, half, fourth, and none. Fourth is there to work with the DMG healing surge rule that allows 1/4th of hit dice to be recovered on a short rest. + +### Bug Fixes + +* All sections that use freeform have changed the way that they do in order to always ensure that freeform comes last even when there are asynchronous calls like finding ammo. Closes [#515: fx with target no longer works](https://bitbucket.org/mlenser/5eshaped/issues/515/fx-with-target-no-longer-works) + +## 14.2.4 + +### Bug Fixes + +* Fixed a bug where prepared_matters_var was not set on new character. Old characters can re-toggle that value on the spells section to have the chat output correct. Closes. [#513: Spell preparation still bugged?](https://bitbucket.org/mlenser/5eshaped/issues/513/spell-preparation-still-bugged) +* Rests will now output a message even if they have not recharged anything: "Nothing recharged". Closes [#514: Short rest doesn't output anything if there's nothing to recharge](https://bitbucket.org/mlenser/5eshaped/issues/514/short-rest-doesnt-output-anything-if) +* [#512: Companion script-imported spell issues](https://bitbucket.org/mlenser/5eshaped/issues/512/companion-script-imported-spell-issues) + +## 14.2.3 + +### Bug Fixes + +* The way that proficiency bonus updates all its dependencies has been changed. This should make it so that all of its dependencies only update when the proficiency bonus actually updates instead of it always updating when it could've possibly updated. Closes [#509: NPC prof bonus not updated when decreasing CR](https://bitbucket.org/mlenser/5eshaped/issues/509/npc-prof-bonus-not-updated-when-decreasing) +* [#510: NPC caster level not being taken into account as appropriate without updates](https://bitbucket.org/mlenser/5eshaped/issues/510/npc-caster-level-not-being-taken-into) +* [#508: Prepared spell highlighting on the sheet](https://bitbucket.org/mlenser/5eshaped/issues/508/prepared-spell-highlighting-on-the-sheet) + +## 14.2.2 + +### Bug Fixes + +* [#506: Spells still broken and items in 14.2.1](https://bitbucket.org/mlenser/5eshaped/issues/506/spells-still-broken-and-items-in-1421) +* [#507: Magical armor not adding the bonus to AC](https://bitbucket.org/mlenser/5eshaped/issues/507/magical-armor-not-adding-the-bonus-to-ac) + +## 14.2.1 + +### Bug Fixes + +* [#504: New spells are broken due to a Javascript error](https://bitbucket.org/mlenser/5eshaped/issues/504/new-spells-are-broken-due-to-a-javascript) +* Cleaned up my release cycle so that the process is streamlined and another developer could pick it up if that ever happens + +## 14.2.0 + +### Features + +* Added a macro to output all resistances and immunities +* Changing an attack type from melee to ranged or vice versa will now update the attack and damage abilities as appropriate. It can be changed afterwards if houserules are desired. +* Changing an armor type will now update the dexterity as appropriate. It can be changed afterwards if houserules are desired. Closes [#468: Dex mod retained when upgrading armor to Plate Armor from Leather Armor](https://bitbucket.org/mlenser/5eshaped/issues/468/dex-mod-retained-when-upgrading-armor-to) +* Acid, Alchemist's Fire, Antitoxin, Ball Bearings, Caltrops, Chalk, Healer's Kit, Holy Water, Ink, Oil, Perfume, Basic Poison, Rations, Iron Spikes, and Waterskin will be parsed to have uses when dragged from the SRD or typed in. +* Items with charges (such as Wand of Magic Missiles) will be parsed to have uses and recharge manually +* Added a "add common items" button to the equipment section to automatically add Backpack, Bedroll, Traveler's Clothes, Rations, Waterskin, Mess Kit, Tinderbox, and a Healer's Kit + +### Bug Fixes + +* Armor is never calculated on a per repeating item basis to avoid any AC calculation issues. Closes [#502: Armor not adding in 14.1.1](https://bitbucket.org/mlenser/5eshaped/issues/502/armor-not-adding-in-1411) + +## 14.1.1 + +### Bug Fixes + +* `Offense` is included in the equipment tab again +* [#499: Equipment weight does not recalculate](https://bitbucket.org/mlenser/5eshaped/issues/499/equipment-weight-does-not-recalculate) + +## 14.1.0 + +### Features + +* `uses_max` will now only show if there is a recharge value. This makes items like potions and other consumables or even non-consumables much more logical sense. I have removed `uses_max` from all sections unless the recharge is set. This will capture the most common case of the `uses_max` being automatically added by me. The other case of an item being manually recharged will have its `uses_max` removed as well and that will need to be manually turned back on. +* `weight_per_use` is a toggle, not a separate field. It has been upgraded. +* Parsed ammo from SRD for all PHB weapons like Longbow, Dart, Net, Crossbow, Handaxe, Dagger, Javelin, etc. Weight is set appropriately. Closes [#8: Auto populate ammo when dragging ranged weapons from the SRD](https://bitbucket.org/mlenser/5eshaped/issues/8/auto-populate-ammo-when-dragging-ranged) + +### Bug Fixes + +* Weight for `Offense`, `Utility`, `Equipment`, and `Armor` will now update the total properly when an individual item is adjusted. Closes [#493: Weight Totals Incorrect](https://bitbucket.org/mlenser/5eshaped/issues/493/weight-totals-incorrect). An upgrade should force calculate the weight of each of these sections. +* Any item with qty upgraded as part of 14.0.0 will no longer have its `weight` transferred to `weight_per_use`. Existing characters will need to manually adjust the values (and remove `uses_max`). Closes [#495: Item quantity/weight after upgrade to 14.0.x](https://bitbucket.org/mlenser/5eshaped/issues/495/item-quantity-weight-after-upgrade-to-140x). + +## 14.0.2 + +### Bug Fixes + +* Healing now works for `Utility` items and Other Damage now works for `Offense`. +* Potion of Healing and other items with a specific wording will now be parsed to heal. + +## 14.0.1 + +### Bug Fixes + +* [#491: Ammo missing from Offense items](https://bitbucket.org/mlenser/5eshaped/issues/491/ammo-missing-from-offense-items) +* Completely revamped hit dice to handle an edge case of 3 or more classes including 7 different hit dice in one character while using the "Half" recovery default rule. Closes [#489: Long Rest button doesn't recover hit dice properly](https://bitbucket.org/mlenser/5eshaped/issues/489/long-rest-button-doesnt-recover-hit-dice) + +## 14.0.0 + +### Breaking Changes + +*There are several breaking changes with regards to the script in this version. See [Ammo qty renamed to "uses"](https://github.com/symposion/roll20-shaped-scripts/issues/489) and [Attacks have been renamed "Offense"](https://github.com/symposion/roll20-shaped-scripts/issues/491). Meaning ammo will likely not auto subtract until it is fixed as well as the attacks token action needing to be updated to offense.* + +* qty has been removed everywhere on the sheet including ammo which may break ammo reduction. I have upgraded qty for ammo and equipment, but not attacks. +* Attacks have been renamed `Offense` and they no longer require an attack. `Utility` has been added below `Offense` and it contains healing and content. In some upcoming versions I will add some SRD importing data to utility. Closes [#168: Expand Equipment](https://bitbucket.org/mlenser/5eshaped/issues/168/expand-equipment) +* Quick removed from equipment and armor. Armor never needed it and equipment only needed it because the utility section didn't exist. +* passive skills are now named `passive_SKILLNAME`. For example: `passive_perception`. + +### Features + +* Potions will now automatically add uses and base their weight on uses +* [#375: Spell uses](https://bitbucket.org/mlenser/5eshaped/issues/375/spell-uses), though they are not editable in presentation mode and the script needs to add functionality to support them +* [#483: Skill list sorting for different languages](https://bitbucket.org/mlenser/5eshaped/issues/483/skill-list-sorting-for-different-languages) + +## 13.0.1 + +### Bug Fixes + +* Fixed javascript errors that occur on new characters +* [#488: Initiative modifier transferred incompletely on upgrade](https://bitbucket.org/mlenser/5eshaped/issues/488/initiative-modifier-transferred) +* [#487: Upon upgrade, Light Armor loses its type](https://bitbucket.org/mlenser/5eshaped/issues/487/upon-upgrade-light-armor-loses-its-type) +* [#486: Modifiers: Ability checks double bonus from ability for passive](https://bitbucket.org/mlenser/5eshaped/issues/486/modifiers-ability-checks-double-bonus-from) +* Initiative second ability moved to Modifiers and upgraded +* [#485: Skill modifier and initiative modifier dice does not apply](https://bitbucket.org/mlenser/5eshaped/issues/485/skill-modifier-and-initiative-modifier) + +## 13.0.0 + +### Breaking Changes + +* Bonuses for ability scores, ability checks, initiative, saving throws, and ***skills*** have been moved to the `Modifiers` section. Closes [#478: Ability modifier for specific skills?](https://bitbucket.org/mlenser/5eshaped/issues/478/ability-modifier-for-specific-skills) and opens the door to doing [#59: Make attachers work for skills](https://bitbucket.org/mlenser/5eshaped/issues/59/make-attachers-work-for-skills) in the same way. +* All repeating section macros will now be ordered based on the order that is shown on the sheet. Closes [#185: Regenerate Repeating Section macros when order being changed](https://bitbucket.org/mlenser/5eshaped/issues/185/regenerate-repeating-section-macros-when) + +### Bug Fixes + +* [#482: "Attack:" should be "Roll:"](https://bitbucket.org/mlenser/5eshaped/issues/482/attack-should-be-roll) +* [#480: Attack and damage modifiers don't apply to spells](https://bitbucket.org/mlenser/5eshaped/issues/480/attack-and-damage-modifiers-dont-apply-to) +* Hit points heart is refactored to no longer use Roll20's font to create the heart as it didn't render correctly on iOS. +* [#477: Ability modifier does not reliably toggle](https://bitbucket.org/mlenser/5eshaped/issues/477/ability-modifier-does-not-reliably-toggle) + +## 12.0.4 + +### Bug Fixes + +* Styling cleanups +* Modifiers now toggle the section on upgrade from the old "Bonuses & Penalties". + +## 12.0.3 + +### Bug Fixes + +* [#472: Ability check addition in modifiers doesn't seem to add to anything](https://bitbucket.org/mlenser/5eshaped/issues/472/ability-check-addition-in-modifiers-doesnt) +* [#471: Extra 0 (or number) on ability scores](https://bitbucket.org/mlenser/5eshaped/issues/471/extra-0-or-number-on-ability-scores) +* [#475: Statblock macro displays unmodified Ability scores](https://bitbucket.org/mlenser/5eshaped/issues/475/statblock-macro-displays-unmodified) +* [#476: Modifiers: check boxes inside the modifier not honored](https://bitbucket.org/mlenser/5eshaped/issues/476/modifiers-check-boxes-inside-the-modifier) +* [#461: Long Rest does not do Multiclass Hit Dice correctly](https://bitbucket.org/mlenser/5eshaped/issues/461/long-rest-does-not-do-multiclass-hit-dice) +* [#473: Spell Repeat does not work unless the spell can be cast at a higher level](https://bitbucket.org/mlenser/5eshaped/issues/473/spell-repeat-does-not-work-unless-the) + +## 12.0.2 + +### Bug Fixes + +* [#469: Modifiers: AC not being added](https://bitbucket.org/mlenser/5eshaped/issues/469/modifiers-ac-not-being-added) +* Parse attack type from SRD after changing the way they are stored to translations. +* Parsed Melee or Ranged Weapon attack for weapons like dagger. +* [#470: Modifiers: Ability Score does nothing](https://bitbucket.org/mlenser/5eshaped/issues/470/modifiers-ability-score-does-nothing) +* [#467: Multiple modifiers of the same type cause "double plus" on rolls, making the rolls 0](https://bitbucket.org/mlenser/5eshaped/issues/467/multiple-modifiers-of-the-same-type-cause) +* [#462: Spell repeat button with no slots remaining](https://bitbucket.org/mlenser/5eshaped/issues/462/spell-repeat-button-with-no-slots) + +## 12.0.1 + +### Bug Fixes + +* [#466: AC values wrong](https://bitbucket.org/mlenser/5eshaped/issues/466/ac-values-wrong) + +## 12.0.0 + +### Breaking Changes + +* Modifiers have replaced global bonuses. Modifiers are much more expressive: + +![alt text](http://i.imgur.com/16kXDWe.png "Modifiers") + +### Features + +* The defense and equipment section's styling has been revamped to more closely match the system used by Attacks, Actions, Class Features, etc. +* Items in the defense section can now handle unarmored defense. This and the modifiers expansion closes [#367: Add back "other" armor type that doesn't do any calculations](https://bitbucket.org/mlenser/5eshaped/issues/367/add-back-other-armor-type-that-doesnt-do) + +![alt text](http://i.imgur.com/7cZdsjt.png "New armor") + +* Removed Expand/Contract in favor of a tab for "Spells", "Equipment", and "Features". In technical implementation these are showing the sections on the core page in an expanded way. +* Added an output toggle to the navigation which allows for quick whispering of abilities, spells, attacks, etc. Closes [#446: Easier method to output a roll to GM](https://bitbucket.org/mlenser/5eshaped/issues/446/easier-method-to-output-a-roll-to-gm) + +![alt text](http://i.imgur.com/HjDx2Jf.png "New nav") + +### Bug Fixes + +* Refactored edit mode detection to use the similar value="1" that I use elsewhere. We'll see if this has any impact on the issue that some people have with it. +* Repeat for spells now correctly hides the content (seems there may have been a change on roll20's end that broke this). +* [#457: Hitpoint output adding 0 to end of current HP](https://bitbucket.org/mlenser/5eshaped/issues/457/hitpoint-output-adding-0-to-end-of-current) +* [#458: Issue with Spiritual Weapon Higher Level Dice](https://bitbucket.org/mlenser/5eshaped/issues/458/issue-with-spiritual-weapon-higher-level) +* [#355: Reduced number of skills causes overlap between stats and damage resistances section](https://bitbucket.org/mlenser/5eshaped/issues/355/reduced-number-of-skills-causes-overlap) + +## 11.6.0 + +### UI Changes + +* Senses are now in the first row like speeds. +* Both speeds and senses have a toggle to show the "other" speeds/senses. The defaults shown are "Speed" and "Darkvision". +* Temp hp and hit point maximum reduced now default to 0. +* Hit point divider is now a straight line. + +### Bug Fixes + +* [#450: Missing space between Spell Level and Spell School](https://bitbucket.org/mlenser/5eshaped/issues/450/missing-space-between-spell-level-and) + +## 11.5.0 + +### UI Changes + +* Conditions have been hidden from the sheet as their current setup has never really been fully supported. +* Hit points have been moved to after speed to better match the paper sheet. Temporary hit points and hit point maximum reduced have been moved inside the heart. +* Burrow, Climb, Fly, and Swim have been moved to the first line of the core page for better visibility. They only show in presentation mode when they have content. + +![alt text](http://i.imgur.com/AXgeFlr.png "new core") +![alt text](http://i.imgur.com/JBBdhdo.png "new core fly") +![alt text](http://i.imgur.com/q2iCzCX.png "new core edit") + + +### Bug Fixes + +* Fixed a config for the script. See the first item at [the script's 9.1.0 release](https://app.roll20.net/forum/permalink/4912230/) + +## 11.4.1 + +### Bug Fixes + +* [#442: Hit Dice should restore a minimum of 1 when using "half" recovery](#442: Hit Dice should restore a minimum of 1 when using "half" recovery) + +## 11.4.0 + +### Features + +* Added a second ability to initiative for archetypes that allow you to add a second ability modifier to initiative. +* Attack type "Ranged Spell Attack" or "Melee Weapon Attack" is now a link to an attack/action/etc's attack so it can be repeated. + +### UI Changes + +* "Save failure" now reads as "Saving throw failure". Same for success. + +### Bug Fixes + +* [#441: global damage bonus not being applied](https://bitbucket.org/mlenser/5eshaped/issues/441/global-damage-bonus-not-being-applied) +* [#437: Settings > House Rules > HPs recovered on long rest value doesn't stick](https://bitbucket.org/mlenser/5eshaped/issues/437/settings-house-rules-hps-recovered-on-long) +* [#444: Elder Brain Lair Actions don't import](https://bitbucket.org/mlenser/5eshaped/issues/444/elder-brain-lair-actions-dont-import) + ## 11.3.3 ### Bug Fixes @@ -94,7 +369,7 @@ The sheet will always upgrade itself unless I specify otherwise, though some thi * [#391: Other second damage not in the blue damage area of the template](https://bitbucket.org/mlenser/5eshaped/issues/391/other-second-damage-not-in-the-blue-damage) -### UI Change +### UI Changes * Styling for the import message * Styling for !shaped-config @@ -103,16 +378,16 @@ The sheet will always upgrade itself unless I specify otherwise, though some thi ### Bug Fixes +### UI Changes + +* [#207: second damage roll template](https://bitbucket.org/mlenser/5eshaped/issues/207/second-damage-roll-template) + * Added default higher level queries * A spell changing to another level now ensures that the filter for that level is turned on. * Freeform is now at the end of repeats as well. Referencing [#379: Spell repeat does not work with freeform if there is a new line in freeform](https://bitbucket.org/mlenser/5eshaped/issues/379/spell-repeat-does-not-work-with-freeform) * [#388: Click to roll damage does not work if the output is from the shaped chat macros](https://bitbucket.org/mlenser/5eshaped/issues/388/click-to-roll-damage-does-not-work-if-the) * [#389: Click to roll damage cannot determine a crit on attack](https://bitbucket.org/mlenser/5eshaped/issues/389/click-to-roll-damage-cannot-determine-a) -### UI Change - -* [#207: second damage roll template](https://bitbucket.org/mlenser/5eshaped/issues/207/second-damage-roll-template) - ## 11.0.0 ### Breaking Changes diff --git a/5eShaped/translation.json b/5eShaped/translation.json index ea272cb0a4f6..98442e3c164f 100644 --- a/5eShaped/translation.json +++ b/5eShaped/translation.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,13 +94,14 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks", "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws", "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", - "AUTOMATIC_HIT_POINTS": "Automatic hit points", + "AUTOMATIC_HIT_POINTS":"Automatic hit points", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", "AVG":"avg", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"Dmg", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save failure", - "SAVE_SUCCESS":"Save success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see spells turn off filters or change the level filter to show all levels.", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/af.json b/5eShaped/translations/af.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/af.json +++ b/5eShaped/translations/af.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/cs.json b/5eShaped/translations/cs.json index 8c833b2a6c46..5c283bb138ef 100644 --- a/5eShaped/translations/cs.json +++ b/5eShaped/translations/cs.json @@ -1,64 +1,66 @@ { "0":"0", - "10TH_LEVEL":"10th-level", - "10_DAYS":"10 days", - "10_MINUTES":"10 minutes", - "11TH_LEVEL":"11th-level", - "12TH_LEVEL":"12th-level", - "12_HOURS":"12 hours", - "13TH_LEVEL":"13th-level", - "14TH_LEVEL":"14th-level", - "15TH_LEVEL":"15th-level", - "16TH_LEVEL":"16th-level", - "17TH_LEVEL":"17th-level", - "18TH_LEVEL":"18th-level", - "19TH_LEVEL":"19th-level", - "1ST":"1st", - "1ST_LEVEL":"1st-level", - "1_ACTION":"1 action", - "1_BONUS_ACTION":"1 bonus action", - "1_HOUR":"1 hour", + "10TH_LEVEL":"10. úroveň", + "10_DAYS":"10 dní", + "10_MINUTES":"10 minut", + "11TH_LEVEL":"11. úroveň", + "12TH_LEVEL":"12. úroveň", + "12_HOURS":"12 hodin", + "13TH_LEVEL":"13. úroveň", + "14TH_LEVEL":"14. úroveň", + "15TH_LEVEL":"15. úroveň", + "16TH_LEVEL":"16. úroveň", + "17TH_LEVEL":"17. úroveň", + "18TH_LEVEL":"18. úroveň", + "19TH_LEVEL":"19. úroveň", + "1ST":"1.", + "1ST_LEVEL":"1. úroveň", + "1_ACTION":"1 akce", + "1_BONUS_ACTION":"1 bonusová akce", + "1_HOUR":"1 hodina", "1_MINUTE":"1 minutes", - "1_REACTION":"1 reaction", - "1_ROUND":"1 round", - "20TH_LEVEL":"20th-level", - "21ST_LEVEL":"21st-level", - "22ND_LEVEL":"22nd-level", - "23RD_LEVEL":"23rd-level", - "24TH_LEVEL":"24th-level", - "24_HOURS":"24 hours", - "25TH_LEVEL":"25th-level", - "26TH_LEVEL":"26th-level", - "27TH_LEVEL":"27th-level", - "28TH_LEVEL":"28th-level", - "29TH_LEVEL":"29th-level", - "2ND":"2nd", - "2ND_LEVEL":"2nd-level", - "30TH_LEVEL":"30th-level", - "30_DAYS":"30 days", - "3RD":"3rd", - "3RD_LEVEL":"3rd-level", - "4TH":"4th", - "4TH_LEVEL":"4th-level", - "5TH":"5th", - "5TH_LEVEL":"5th-level", - "6TH":"6th", - "6TH_LEVEL":"6th-level", - "7TH":"7th", - "7TH_LEVEL":"7th-level", - "7_DAYS":"7 days", - "8TH":"8th", - "8TH_LEVEL":"8th-level", - "8_HOURS":"8 hours", - "9TH":"9th", - "9TH_LEVEL":"9th-level", - "ABILITY":"Ability", + "1_REACTION":"1 reakce", + "1_ROUND":"1 kolo", + "20TH_LEVEL":"20. úroveň", + "21ST_LEVEL":"21. úroveň", + "22ND_LEVEL":"22. úroveň", + "23RD_LEVEL":"23. úroveň", + "24TH_LEVEL":"24. úroveň", + "24_HOURS":"24 hodin", + "25TH_LEVEL":"25. úroveň", + "26TH_LEVEL":"26. úroveň", + "27TH_LEVEL":"27. úroveň", + "28TH_LEVEL":"28. úroveň", + "29TH_LEVEL":"29. úroveň", + "2ND":"2.", + "2ND_LEVEL":"2. úroveň", + "30TH_LEVEL":"30. úroveň", + "30_DAYS":"30 dní", + "3RD":"3.", + "3RD_LEVEL":"3. úroveň", + "4TH":"4.", + "4TH_LEVEL":"4. úroveň", + "5TH":"5.", + "5TH_LEVEL":"5. úroveň", + "6TH":"6.", + "6TH_LEVEL":"6. úroveň", + "7TH":"7.", + "7TH_LEVEL":"7. úroveň", + "7_DAYS":"7 dní", + "8TH":"8.", + "8TH_LEVEL":"8. úroveň", + "8_HOURS":"8 hodin", + "9TH":"9.", + "9TH_LEVEL":"9. úroveň", + "ABILITY":"Vlastnost", "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", - "ABJURATION":"Abjuration", - "AC":"AC", + "ABJURATION":"Vymítání", + "AC":"OÄŒ", "ACID":"acid", "ACROBATICS":"Acrobatics", "ACTION":"Action", @@ -66,90 +68,93 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws", - "ADVANTAGE":"Advantage", - "AGE":"Age", - "ALIGNMENT":"Alignment", - "ALL":"All", - "AMMO":"Ammo", - "AMMO_AUTO_USE":"Automatically use ammo", - "AMMO_WEIGHT":"Ammo weight", + "ADVANTAGE":"Výhoda", + "ADVENTURING_GEAR":"Adventuring gear", + "AGE":"VÄ›k", + "ALIGNMENT":"PÅ™esvÄ›dÄení", + "ALL":"VÅ¡e", + "AMMO":"StÅ™elivo", + "AMMO_AUTO_USE":"Automaticky použít stÅ™elivo", + "AMMO_WEIGHT":"Hmotnost munice", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", - "APPEARANCE":"Appearance", + "APPEARANCE":"Vzhled", "ARCANA":"Arcana", - "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", - "ARMOR_CLASS":"Armor class", - "ARROWS":"Arrows", - "ARTIFICER":"Artificer (2017)", - "AS":"as", + "ARMOR":"Zbroj", + "ARMOR_CLASS":"Obranné Äíslo", + "ARROWS":"šípů", + "ARTIFICER":"Řemeslník (2017)", + "AS":"jako", "ATHLETICS":"Athletics", - "ATK":"Atk", + "ATK":"Útok", "ATTACHERS":"Attachers", - "ATTACK":"Attack", - "ATTACKS":"Attacks", - "AT_WILL":"at will", + "ATTACK":"Útok", + "ATTACKS":"Útoky", + "ATTACK_MODIFIER":"Attack modifier", + "AT_WILL":"dle libosti", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", - "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks", - "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automaticky házej zranÄ›ní k útokům", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automaticky házej zranÄ›ní k záchranným hodům", "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTOMATIC_HIT_POINTS":"Automatic hit points", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", "AVG":"avg", - "BACKGROUND":"Background", - "BACKSTORY":"Backstory", - "BARBARIAN":"Barbarian", + "BACKGROUND":"Zázemí", + "BACKSTORY":"PříbÄ›h", + "BARBARIAN":"Barbar", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", - "BLINDED":"Blinded", + "BLINDED":"Slepý", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"blind beyond this radius", "BLUDGEONING":"bludgeoning", - "BONDS":"Bonds", + "BONDS":"Pouto", "BONUS":"Bonus", "BONUSES":"Bonuses", - "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", - "BREAK_TIES":"Break ties", + "BONUSES_AND_PENALTIES":"Bonusy a penalizace", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", + "BREAK_TIES":"Zabránit remízám", "BURROW":"Burrow", "CANCEL":"Cancel", - "CANTRIP":"Cantrip", - "CANTRIPS":"Cantrips", + "CANTRIP":"Trik", + "CANTRIPS":"Triky", "CAN_HAVE":"Can have", - "CARRIED":"Carried", - "CARRYING_CAPACITY":"Carrying capacity", + "CARRIED":"Neseno", + "CARRYING_CAPACITY":"Nesená váha", "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift", "CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)", "CASTERS_HALF":"Half (5th level: Paladin, Ranger)", "CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)", - "CASTING_TIME":"Casting Time", + "CASTING_TIME":"Vyvolání kouzla", "CHA":"Cha", - "CHALLENGE":"Challenge", - "CHARACTER":"Character", - "CHARACTER_NAME":"Character name", - "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", + "CHALLENGE":"NebezpeÄnost", + "CHARACTER":"Postava", + "CHARACTER_NAME":"Jméno postavy", + "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Jméno postavy na popisech hodů", "CHARISMA":"Charisma", "CHARISMA_SAVING_THROW":"Charisma saving throw", - "CHARMED":"Charmed", - "CHECK":"Check", - "CHECK_BONUS":"Check bonus", - "CHOOSE_WHEN_ROLLING":"Choose when rolling", + "CHARMED":"Zmámený", + "CHECK":"Kontrola", + "CHECK_MODIFIER":"Check modifier", + "CHOOSE_WHEN_ROLLING":"Zvolit pÅ™i hodu", "CLASS":"Class", - "CLASS_AND_LEVEL":"Class & Level", + "CLASS_AND_LEVEL":"Povolání a úroveň", "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil", - "CLASS_FEATURES":"Class features", + "CLASS_FEATURES":"Schopnosti povolání", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,101 +204,101 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", - "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"AkÄní vlna", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Mimořádný atlet", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", - "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Bojový styl (bojovník)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Nezdolný", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Druhý dech", "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Odražení stÅ™el", "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamantová duÅ¡e", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Prázdné tÄ›lo", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Vyváznutí", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"SmrÅ¡Å¥ úderů", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_MONK_KI":"Ki", - "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI":"ÄŒchi", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Údery posílené Ächi", "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Bojová umÄ›ní", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"TrpÄ›livá obrana", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Vlastní dokonalost", "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"ÄŒistota tÄ›la", "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL":"Pomalý pád", "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Krok vÄ›tru", "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Klidná mysl", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Ochromující úder", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Nestárnoucí tÄ›lo", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Jazyk slunce a mÄ›síce", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Obrana beze zbroje", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Pohyb beze zbroje", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura odvahy", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura ochrany", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Božské zdraví", "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Vnímání božství", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Boží úder", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", - "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Bojový styl (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"VylepÅ¡ený boží úder", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"PÅ™ikládání rukou", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Úhlavní nepřítel", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", - "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Zvířecí smysly", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Bojový styl (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Zabiják nepřátel", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Chování se přímo pÅ™ed zraky", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Chůze krajem", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Průzkumník přírody", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"PravÄ›ká ostražitost", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Zmizení", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,90 +388,92 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", - "CLERIC":"Cleric", - "CLIMB":"Climb", + "CLERIC":"Klerik", + "CLIMB":"Å¡plhání", "CLOSE":"Close", - "COINAGE":"Coinage", - "COINS_CP":"CP", - "COINS_EP":"EP", - "COINS_GP":"GP", - "COINS_PP":"PP", - "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", + "COINS":"Coins", + "COINS_CP":"MD", + "COINS_EP":"EL", + "COINS_GP":"ZL", + "COINS_PP":"PL", + "COINS_SP":"ST", + "COIN_CONVERSION_GP_PER_CP":"MÄ›Äáků na zlaťák", + "COIN_CONVERSION_GP_PER_EP":"Élektronů na zlaťák", + "COIN_CONVERSION_GP_PER_PP":"Zlaťáků na platiňák", + "COIN_CONVERSION_GP_PER_SP":"Stříbrňáků na zlaťák", "COLD":"cold", - "COLOR":"Color", - "COMPONENTS":"Components", - "COMPONENTS_M":"M", + "COLOR":"Barva", + "COMPONENTS":"Složky", + "COMPONENTS_M":"S", "COMPONENTS_S":"S", - "COMPONENTS_S_M":"S, M", + "COMPONENTS_S_M":"P, S", "COMPONENTS_V":"V", - "COMPONENTS_V_M":"V, M", - "COMPONENTS_V_S":"V, S", - "COMPONENTS_V_S_M":"V, S, M", - "CON":"Con", + "COMPONENTS_V_M":"V, S", + "COMPONENTS_V_S":"V, P", + "COMPONENTS_V_S_M":"V, P, S", + "CON":"Odl", "CONC":"Conc", "CONCENTRATION":"Concentration", - "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minutes", - "CONCENTRATION_UP_TO_12_HOURS":"Concentration, up to 12 hours", - "CONCENTRATION_UP_TO_1_HOUR":"Concentration, up to 1 hour", - "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, up to 1 minute", - "CONCENTRATION_UP_TO_1_ROUND":"Concentration, up to 1 round", - "CONCENTRATION_UP_TO_24_HOURS":"Concentration, up to 24 hours", - "CONCENTRATION_UP_TO_2_HOURS":"Concentration, up to 2 hours", - "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", - "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", - "CONDENSE":"Condense", - "CONDITIONS":"Conditions", - "CONDITION_IMMUNITIES":"Condition Immunities", - "CONJURATION":"Conjuration", - "CONSTITUTION":"Constitution", + "CONCENTRATION_UP_TO_10_MINUTES":"Koncentrace, až 10 minut", + "CONCENTRATION_UP_TO_12_HOURS":"Koncentrace, až 12 hodin", + "CONCENTRATION_UP_TO_1_HOUR":"Koncentrace, až 1 hodina", + "CONCENTRATION_UP_TO_1_MINUTE":"Koncentrace, až do 1 minuty", + "CONCENTRATION_UP_TO_1_ROUND":"Koncentrace, maximálnÄ› 1 kolo", + "CONCENTRATION_UP_TO_24_HOURS":"Koncentrace, až do 24 hodin", + "CONCENTRATION_UP_TO_2_HOURS":"Koncentrace, až 2 hodiny", + "CONCENTRATION_UP_TO_6_ROUNDS":"Koncentrace, až 6 kol", + "CONCENTRATION_UP_TO_8_HOURS":"Koncentrace, až 8 hodin", + "CONDENSE":"StruÄnÄ›", + "CONDITIONS":"Stavy", + "CONDITION_IMMUNITIES":"Imunity vůÄi stavům", + "CONJURATION":"Vyvolávání", + "CONSTITUTION":"Odolnost", "CONSTITUTION_SAVING_THROW":"Constitution saving throw", - "CONTENT":"Content", - "CONTRACT":"Contract", + "CONTENT":"Obsah", + "CONTRACT":"Sbalit", "COPPER_PIECES":"Copper pieces", - "CORE":"Core", + "CORE":"Deník", "COST":"Cost", "COSTS_2_ACTIONS":"Costs 2 Actions", "COSTS_3_ACTIONS":"Costs 3 Actions", "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", - "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE":"Kritické poÅ¡kození", "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_RANGE":"Crit range", + "CRIT_RANGE":"Rozsah krit. zásahu", "CURRENT":"Current", "CUSTOM":"Custom", "CUSTOM_CLASSES":"Custom classes", - "CUSTOM_CLASS_NAME":"Custom class name", - "CUSTOM_GOLD_VALUES":"Custom gold values", - "DAMAGE":"Damage", - "DAMAGE_IMMUNITIES":"Damage Immunities", - "DAMAGE_RESISTANCES":"Damage Resistances", - "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", - "DARKVISION":"Darkvision", - "DC":"DC", - "DEAFENED":"Deafened", + "CUSTOM_CLASS_NAME":"Vlastní název povolání", + "CUSTOM_GOLD_VALUES":"Volitelné hodnoty mincí", + "DAMAGE":"zranÄ›ní", + "DAMAGE_IMMUNITIES":"Imunity vůÄi zranÄ›ním", + "DAMAGE_MODIFIER":"Damage modifier", + "DAMAGE_RESISTANCES":"Odolnosti vůÄi zranÄ›ní", + "DAMAGE_VULNERABILITIES":"Zranitelnost vůÄi zranÄ›ním", + "DARKVISION":"VidÄ›ní ve tmÄ›", + "DC":"SO", + "DEAFENED":"Hluchý", "DEATH":"Death", - "DEATH_SAVES":"Death saves", + "DEATH_SAVES":"Záchranné hody proti smrti", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEX":"Dex", - "DEXTERITY":"Dexterity", + "DEX":"Obr", + "DEXTERITY":"Obratnost", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", - "DISADVANTAGE":"Disadvantage", + "DISADVANTAGE":"Nevýhoda", "DISPLAY":"Display", "DISPLAY_AUDITORY":"Auditory", "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", @@ -489,26 +496,26 @@ "DISPLAY_TEXT":"Display text", "DISPLAY_VISUAL":"Visual", "DISPLAY_VISUAL_MATERIAL":"Visual, Material", - "DISTANCE":"Distance", - "DIVINATION":"Divination", - "DMG":"Dmg", - "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DISTANCE":"Vzdálenost", + "DIVINATION":"VěštÄ›ní", + "DMG":"Zraň.", + "DOCUMENTATION":"Dokumentace", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", - "DURATION":"Duration", + "DURATION":"Doba trvání", "EFFECT":"Effect", "ELECTRUM_PIECES":"Electrum pieces", - "EMOTE":"Emote", - "ENCHANTMENT":"Enchantment", + "EMOTE":"Hlášky", + "ENCHANTMENT":"OÄarování", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", "ENGINEERING":"Engineering", - "EQUIPMENT":"Equipment", + "EQUIPMENT":"Vybavení", "EVERY":"every", - "EVOCATION":"Evocation", - "EXHAUSTION":"Exhaustion", + "EVOCATION":"Zaklínání", + "EXHAUSTION":"únava", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -516,62 +523,52 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", - "EXPAND":"Expand", - "EXPERIENCE_POINTS":"Experience points", + "EXPAND":"Rozbalit", + "EXPERIENCE_POINTS":"Body zkuÅ¡eností", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", - "EXPLODE":"explode", + "EXPLODE":"exploze", "EXTRAS":"Extras", "EXTRA_ON_A_CRIT":"extra on a crit", - "EYES":"Eyes", - "FAILURES":"Failures", + "EYES":"Barva oÄí", + "FAILURES":"NeúspÄ›ch", "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", - "FEET":"Feet", + "FEET":"Stopy", "FEET_ABBREVIATION":"ft.", "FIELD":"Field", - "FIGHTER":"Fighter", + "FIGHTER":"Bojovník", "FILTERS":"Filters", "FIN":"Fin", "FINESSE":"Finesse", - "FIRE":"fire", + "FIRE":"ohnivé", "FLAT_HEAL":"Flat heal", - "FLAWS":"Flaws", - "FLY":"Fly", + "FLAWS":"Vada", + "FLY":"létání", "FORCE":"force", "FORT":"Fort", "FORTITUDE":"Fortitude", "FORTITUDE_SAVING_THROW":"Fortitude saving throw", "FREEFORM":"Freeform", - "FREETEXT":"Freetext", - "FRIGHTENED":"Frightened", - "GARGANTUAN":"Gargantuan", - "GENDER":"Gender", + "FREETEXT":"Volitelný text", + "FRIGHTENED":"VystraÅ¡ený", + "GARGANTUAN":"Gigantická", + "GENDER":"Pohlaví", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", - "GRAPPLED":"Grappled", - "HAIR":"Hair", + "GRAPPLED":"Uchvácený", + "HAIR":"Vlasy", "HALF":"Half", - "HALFLING_LUCK":"Halfling Luck", + "HALFLING_LUCK":"Hobití Å¡tÄ›stí", "HALF_DAMAGE":"half damage", - "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_ORC_SAVAGE_ATTACKS":"PůlorÄí divoké útoky", "HALF_PROFICIENCY":"half proficiency", - "HEAL":"Heal", + "HEAL":"LéÄení", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", - "HEIGHT":"Height", + "HEIGHT":"Výška", "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", @@ -581,148 +578,162 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", "HIDE_INFO_TARGET_AC":"Hide target AC", - "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL":"Na vyšších úrovních", "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", - "HIT":"Hit", - "HIT_DICE":"Hit dice", + "HIT":"Zásah", + "HIT_DICE":"HoÄ kostkou", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", - "HIT_POINTS":"Hit points", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", + "HIT_POINTS":"Životy", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", - "HONOR":"Honor", + "HONOR":"ÄŒest", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", - "HUGE":"Huge", - "IDEALS":"Ideals", + "HP":"HP", + "HUGE":"Obrovská", + "IDEALS":"Ideál", "IF_THE_TARGET_IS":"If the target is", - "ILLUSION":"Illusion", + "ILLUSION":"Iluzorní", "IMPORT":"Import", - "INCAPACITATED":"Incapacitated", + "INCAPACITATED":"Neschopný", "INFLUENCE":"Influence", - "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", + "INITIATIVE":"Iniciativa", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", - "INSPIRATION":"Inspiration", + "INSPIRATION":"Inspirace", "INSPIRATION_MULTIPLE":"Multiple inspiration", - "INSTANTANEOUS":"Instantaneous", - "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", + "INSTANTANEOUS":"OkamžitÄ›", + "INSTANTANEOUS_OR_1_HOUR":"OkamžitÄ› nebo 1 hodinu", "INT":"Int", - "INTELLIGENCE":"Intelligence", + "INTELLIGENCE":"Inteligence", "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", - "INVISIBLE":"Invisible", + "INVISIBLE":"Neviditelný", "JACK_OF_ALL_TRADES":"Jack of all trades", "KI":"Ki", - "KILOGRAMS":"Kilograms", - "KNOWN":"Known", + "KILOGRAMS":"Kilogramy", + "KNOWN":"Známých", "LAIR_ACTIONS":"Lair Actions", - "LANGUAGES":"Languages", - "LARGE":"Large", + "LANGUAGES":"Jazyky", + "LARGE":"Velká", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", - "LEVEL":"Level", + "LEVEL":"Úroveň", "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", "LIMIT":"Limit", "LONGER":"Longer", - "LONGSWORD":"Longsword", - "LONG_REST":"Long Rest", + "LONGSWORD":"Dlouhý meÄ", + "LONG_REST":"Dlouhý odpoÄinek", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", - "MEASUREMENT_SYSTEMS":"Measurement systems", + "MEASUREMENT_SYSTEMS":"Jednotky pro měření", "MEDICINE":"Medicine", - "MEDIUM":"Medium", + "MEDIUM":"StÅ™ední", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", - "MELEE":"Melee", - "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", - "MELEE_SPELL_ATTACK":"Melee Spell Attack", - "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", - "METERS":"Meters", + "MELEE":"Na blízko", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Útok zbraní na blízko nebo na dálku", + "MELEE_SPELL_ATTACK":"Útok kouzlem na blízko", + "MELEE_WEAPON":"Melee weapon", + "MELEE_WEAPON_ATTACK":"Útok zbraní na blízko", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", + "METERS":"Metry", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", - "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MISCELLANEOUS_NOTES":"Vlastní poznámky", "MOD":"mod", - "MONK":"Monk", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", + "MONK":"Mnich", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", - "NAME":"Name", + "NAME":"Název", "NATURE":"Nature", - "NECROMANCY":"Necromancy", + "NECROMANCY":"Nekromancie", "NECROTIC":"necrotic", - "NO":"No", - "NORMAL":"Normal", + "NO":"Ne", + "NORMAL":"Normální", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", - "ONE_CREATURE":"one creature", - "ONE_TARGET":"one target", - "OR":"or", + "OFFENSE":"Offense", + "ONE_CREATURE":"jeden tvor", + "ONE_TARGET":"jeden cíl", + "OR":"nebo", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", - "OTHER_DAMAGE":"Other damage", - "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", + "OTHER_DAMAGE":"Další zranÄ›ní", + "OTHER_PROFICIENCIES_AND_LANGUAGES":"Ostatní zdatnosti a jazyky", "OTHER_TYPE":"Other (AoE, Cone, Line)", - "OUTPUT":"Output", + "OUTPUT":"Výstupy", "PALADIN":"Paladin", - "PARALYZED":"Paralyzed", + "PARALYZED":"Paralyzovaný", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", - "PASSIVE_SKILLS":"Passive skills", - "PC":"PC", + "PASSIVE_SKILLS":"Pasivní dovednosti", + "PC":"HRÃÄŒ", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", - "PERSONALITY_TRAITS":"Personality traits", + "PERSONALITY_TRAITS":"Osobnostní rys", "PERSUASION":"Persuasion", - "PER_LEVEL":"per level", - "PER_USE":"per use", - "PETRIFIED":"Petrified", + "PER_LEVEL":"za úroveň", + "PER_USE":"na jedno použití", + "PETRIFIED":"ZkamenÄ›lý", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", "PLUS":"plus", "POINTS":"Points", - "POINTS_OF_ORIGIN":"Points of origin", + "POINTS_OF_ORIGIN":"Odkud kam", "POISON":"poison", - "POISONED":"Poisoned", - "POUNDS":"Pounds", - "PREPARED":"Prepared", + "POISONED":"Otrávený", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", + "POUNDS":"Libry", + "PREPARED":"PÅ™ipravené", "PREPARED_MATTERS":"Prepared matters", "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", - "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", - "PROCESSING_TITLE":"Processing", + "PROCESSING_MESSAGE":"Zatímco je deník ve stavu zpracovávání, nezavírej ho.", + "PROCESSING_TITLE":"Zpracovávám", "PROF":"Prof", - "PROFICIENCIES":"Proficiencies", - "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCIES":"Zdatnosti", + "PROFICIENCY_BONUS":"Zdatnostní bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", - "PRONE":"Prone", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", + "PRONE":"Ležící (sražený)", "PSION":"Psion", "PSIONICS":"Psionics", "PSIONICS_FULL":"Psionics Full (Psion)", @@ -731,23 +742,25 @@ "PSI_LIMIT":"Psi Limit", "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", - "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", + "PUBLIC_FOR_ALL":"Viditelné pro vÅ¡echny", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", - "QUICK":"Quick", - "RACE":"Race", + "QUICK":"Rychlé", + "RACE":"Rasa", "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", - "RACIAL_TRAITS":"Racial traits", + "RACIAL_TRAITS":"Rasové rysy", "RADIANT":"radiant", - "RANGE":"Range", - "RANGED":"Ranged", - "RANGED_SPELL_ATTACK":"Ranged Spell Attack", - "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", - "RANGER":"Ranger", - "RANGERUA":"Ranger UA (2016)", - "REACH":"Reach", + "RANGE":"Dosah", + "RANGED":"Na dálku", + "RANGED_SPELL_ATTACK":"Útok kouzlem na dálku", + "RANGED_WEAPON":"Ranged weapon", + "RANGED_WEAPON_ATTACK":"Útok zbraní na dálku", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", + "RANGER":"HraniÄář", + "RANGERUA":"hraniÄář UA (2016)", + "REACH":"Dosah", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -770,78 +781,113 @@ "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", - "REPEAT":"Repeat", - "REPORT_AN_ISSUE":"Report an issue", + "REPEAT":"Opakovat", + "REPORT_AN_ISSUE":"Nahlásit problém", + "REQUIRES_API":"Tato funkce vyžaduje API", "RESET":"reset", - "REQUIRES_API":"This feature requires the API", - "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", + "RESISTANCES_AND_IMMUNITIES":"Odolnosti a imunity", "RESOURCES":"Resources", - "RESTRAINED":"Restrained", - "RESTS":"Rests", - "RITUAL":"Ritual", - "ROGUE":"Rogue", + "REST":"Rest", + "RESTRAINED":"Zadržený", + "RING":"Ring", + "RITUAL":"Rituál", + "ROGUE":"Tulák", + "ROLL":"Roll", "ROLL_2":"Roll 2", - "ROLL_OPTIONS":"Roll options", - "ROLL_TEMPLATE":"Roll template", + "ROLL_OPTIONS":"Možnosti hodů", + "ROLL_TEMPLATE":"Styl hodů", "SAN":"San", "SANITY":"Sanity", "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", - "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", + "SAVE_DC":"Záchranné SO", "SAVING_DC":"Saving DC", - "SAVING_THROW":"Saving throw", - "SAVING_THROWS":"Saving throws", + "SAVING_THROW":"Záchranný hod", + "SAVING_THROWS":"Záchranné hody", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", - "SENSES":"Senses", - "SHEET":"Sheet", - "SHEET_OUTPUT":"Sheet output", - "SHEET_SETTING":"Sheet setting", + "SELF":"Self", + "SENSES":"Smysly", + "SHEET":"Deník", + "SHEET_OUTPUT":"Podle Deníku", + "SHEET_SETTING":"Nastaveno deníkem", "SHIELD":"Shield", - "SHORT_OR_LONG_REST":"Short or Long Rest", - "SHORT_REST":"Short Rest", + "SHORT_OR_LONG_REST":"Krátký nebo dlouhý odpoÄinek", + "SHORT_REST":"Krátký odpoÄinek", "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Vlastní OÄŒ pÅ™i útocích", + "SHOW_TARGET_NAME_ON_ATTACKS":"Jméno cíle na útocích a záchranných hodech", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", - "SIZE":"Size", + "SIZE":"Velikost", "SKILL":"Skill", - "SKILLS":"Skills", - "SKILL_SHEET_SETTING":"–   Sheet setting", - "SKIN":"Skin", - "SLASHING":"slashing", + "SKILLS":"Dovednosti", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", + "SKILL_SHEET_SETTING":"–    nastavení deníku", + "SKIN":"Kůže", + "SLASHING":"seÄné", "SLEIGHTOFHAND":"Sleight of Hand", "SLOTS":"Slots", - "SMALL":"Small", + "SMALL":"Malá", "SOCIETY":"Society", - "SORCERER":"Sorcerer", + "SORCERER":"ÄŒarodÄ›j", "SORCERY_POINTS":"Sorcery Points", "SOULKNIFE":"Soulknife", - "SOURCE":"Source", - "SOURCE_TO_TARGET":"Source → Target", - "SPECIAL":"Special", - "SPECIAL_EFFECTS":"Special effects", - "SPEED":"Speed", + "SOURCE":"Zdroj", + "SOURCE_TO_TARGET":"Zdroj→ Cíl", + "SPECIAL":"Speciální", + "SPECIAL_EFFECTS":"Speciální efekty", + "SPEED":"Rychlost", "SPELL":"Spell", - "SPELLCASTING":"Spellcasting", + "SPELLCASTING":"ÄŒarování kouzel", "SPELLCASTING_LEVEL":"Spellcasting level", "SPELLCASTING_TEXT_1":"The", "SPELLCASTING_TEXT_2":"is a", "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", "SPELLCASTING_TEXT_4":"has the following", "SPELLCASTING_TEXT_5":"spells prepared", - "SPELLS":"Spells", + "SPELLS":"Kouzla", "SPELLS_ON_CORE":"Spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -852,56 +898,63 @@ "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", - "STR":"Str", - "STRENGTH":"Strength", + "STR":"Síl", + "STRENGTH":"Síla", "STRENGTH_SAVING_THROW":"Strength saving throw", "STR_13":"Str 13", "STR_15":"Str 15", - "STUNNED":"Stunned", - "SUCCESSES":"Successes", + "STUNNED":"Ochromený", + "SUCCESSES":"ÚspÄ›chy", "SUMMONER":"Summoner", "SURVIVAL":"Survival", - "SWIM":"Swim", - "TARGET":"Target", - "TARGET_TO_SOURCE":"Target → Source", - "TEMP":"Temp", + "SWIM":"Plavání", + "TARGET":"Cíl", + "TARGET_TO_SOURCE":"Cíl → Zdroj", + "TEMP":"DoÄasné", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", - "TINY":"Tiny", - "TOTAL":"Total", + "TINY":"Drobná", + "TOTAL":"Celkem", "TOTAL_GOLD_VALUE":"Total gold value", - "TO_HIT":"to hit", - "TO_TRACKER":"Send to Tracker", + "TO_HIT":"na útok", + "TO_TRACKER":"Odesílat do poÅ™adníku", "TRACKER":"Tracker", "TRAITS":"Traits", - "TRANSMUTATION":"Transmutation", + "TRANSMUTATION":"Transmutace", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"Pokud zde nevidíš kouzla, vypni filtry nebo změň úroveň filtrování na vÅ¡echny úrovnÄ›.", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.", - "TYPE":"Type", + "TYPE":"Typ", "UNARMORED":"Unarmored", - "UNCONSCIOUS":"Unconscious", + "UNCONSCIOUS":"V bezvÄ›domí", "UNPROFICIENT":"Unproficient", - "UNTIL_DISPELLED":"Until dispelled", - "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USES":"Uses", + "UNTIL_DISPELLED":"Dokud není zruÅ¡eno", + "UNTIL_DISPELLED_OR_TRIGGERED":"Dokud není zruÅ¡eno nebo spuÅ¡tÄ›no", + "USES":"Použití", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", - "WARLOCK":"Warlock", + "WARLOCK":"ÄŒernokněžník", "WARLOCK_SLOTS":"Warlock slots", - "WARLOCK_SPELL_SLOTS":"Warlock spell slots", - "WEIGHT":"Weight", + "WARLOCK_SPELL_SLOTS":"ÄŒernokněžníkovy pozice kouzel", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", + "WEIGHT":"Váha", "WEIGHT_PER_COIN":"Weight per coin", - "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_GM":"Å eptáno GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", - "WIS":"Wis", - "WISDOM":"Wisdom", + "WIS":"Mdr", + "WISDOM":"Moudrost", "WISDOM_SAVING_THROW":"Wisdom saving throw", - "WIZARD":"Wizard", - "YES":"Yes" + "WIZARD":"Kouzelník", + "WONDROUS":"Wondrous", + "YES":"Ano" } \ No newline at end of file diff --git a/5eShaped/translations/da.json b/5eShaped/translations/da.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/da.json +++ b/5eShaped/translations/da.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/de.json b/5eShaped/translations/de.json index 27c06ccca1c8..1c9d7d8c781a 100644 --- a/5eShaped/translations/de.json +++ b/5eShaped/translations/de.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Fähigkeits-Check", "ABILITY_CHECKS":"Fähigkeits-Checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Fähigkeitswerte", "ABJURATION":"Bannzauber", "AC":"RK", @@ -66,8 +68,10 @@ "AC_ARMORED":"Gepanzerte-RK", "AC_UNARMORED":"Ungepanzerte-RK", "AC_UNARMORED_ABILITY":"Ungepanzerte Fähigkeit", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Halben Befähigunsbonus zu nicht befähigten Rettungswürfen addieren", "ADVANTAGE":"Vorteil", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Alter", "ALIGNMENT":"Gesinnung", "ALL":"Alles", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Benutze Munition automatisch", "AMMO_WEIGHT":"Munitionsgewicht", "AMPHIBIOUS":"Amphibisch", + "AMULET":"Amulet", "ANIMALHANDLING":"Umgang mit Tieren", "API":"API", "APPEARANCE":"Aussehen", "ARCANA":"Arkanes", "ARMOR":"Rüstung", - "ARMORED_AND_UNARMORED":"Gepanzert und ungepanzert", "ARMOR_CLASS":"RK", "ARROWS":"Pfeile", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Angriff", "ATTACKS":"Angriffe", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Boni", "BONUSES_AND_PENALTIES":"Boni & Mali", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Graben", "CANCEL":"Abbrechen", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check-Bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Klasse", "CLASS_AND_LEVEL":"Klasse & Stufe", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generiert nach Hinzufügen einer Klasse im \"Charakter\"-Tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generiert nach Hinzufügen einer Klasse im “Charakterâ€-Tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Klassenstufen", "CLERIC":"Kleriker", "CLIMB":"Klettern", "CLOSE":"Close", - "COINAGE":"Münzen", + "COINS":"Coins", "COINS_CP":"KM", "COINS_EP":"EM", "COINS_GP":"GM", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Benutzerdef. Gold-Werte", "DAMAGE":"Schaden", "DAMAGE_IMMUNITIES":"Schadens-Immunitäten", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Schadens-Resistenzen", "DAMAGE_VULNERABILITIES":"Schadens-Verwundbarkeiten", "DARKVISION":"Dunkelsicht", @@ -463,6 +469,7 @@ "DEX":"Ges", "DEXTERITY":"Geschick", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Würfel", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Würfel", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Geschlecht", "GENERATE_SKILLS":"Fertigkeiten erzeugen", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Goldmünzen", "GRAPPLED":"Grappled", "HAIR":"Haar", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Verberge Schaden", "HIDE_INFO_EFFECT":"Verberge Effekt", "HIDE_INFO_FREETEXT":"Verberge Freitext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Verberge Aufladung", "HIDE_INFO_SAVING_THROWS":"Verberge Rettungswürfe", "HIDE_INFO_SAVING_THROW_DC":"Verberge Rettungswurf-SG", @@ -595,16 +592,19 @@ "HIT_DICE":"TW", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"TP", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Gewürfelte TP", "HIT_POINTS_TEMP":"Temp TP", "HIT_POINTS_TEMPORARY":"Temporäre Trefferpunkte", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Hausregeln", "HOVER":"Schweben", + "HP":"HP", "HUGE":"Enorm", "IDEALS":"Ideale", "IF_THE_TARGET_IS":"Wenn das Ziel", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Einschätzen", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Groß", "LAWFUL_EVIL":"Rechtschaffen böse", "LBS":"Pfund", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendäre Aktionen", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Stufe", "LEVELS":"Stufen", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Lange Rast", "MACROS":"Makros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medizin", @@ -663,13 +664,18 @@ "MELEE":"Nahkampf", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Sonstiges", "MISCELLANEOUS":"Sonstiges", "MISCELLANEOUS_NOTES":"Sonstige Notizen", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Mönch", "MOVEMENT":"Bewegung", "MULTIPLIER":"Multiplikator", @@ -679,9 +685,11 @@ "NECROTIC":"necrotischer", "NO":"Nein", "NORMAL":"Normalerweise", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NSC", + "OFFENSE":"Offense", "ONE_CREATURE":"eine Kreatur", "ONE_TARGET":"one target", "OR":"oder", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Ursprungspunkte", "POISON":"Gift", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Vorbereitet", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Befähigungsbonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Befähigt", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychischer", "PUBLIC_FOR_ALL":"Öffentlich für alle", - "QTY":"Menge", "QUERY":"Abfrage", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Reichweite", "RANGED":"Fernkampf", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Waldläufer", "RANGERUA":"Ranger UA (2016)", "REACH":"Reichweite", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Herausragender Athlet", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"Dieses Feature erfordert die API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten", "RESOURCES":"Ressourcen", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Schurke", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Rettungswurf", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"RW Fehlschlag", - "SAVE_SUCCESS":"RW Erfolg", "SAVING_DC":"Rettungs-SG", "SAVING_THROW":"Rettungswurf", "SAVING_THROWS":"Rettungswürfe", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Rettungswurfabfrage", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Rettungswurf-SG", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Sinne", "SHEET":"Bogen", "SHEET_OUTPUT":"Bogen Ausgabe", @@ -815,6 +832,30 @@ "SIZE":"Größe", "SKILL":"Fertigkeit", "SKILLS":"Fertigkeiten", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Hautfarbe", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Zauberstufe", "SPELL_MUST_HAVE":"Zauber muss haben", "SPELL_POINTS":"Zauberpunkte", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Ziel → Quelle", "TEMP":"Temp", "TEXT_SIZE":"Textgröße", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Sehr klein", "TOTAL":"Gesamt", @@ -878,8 +925,8 @@ "TREMORSENSE":"Erschütterungssinn", "TRUESIGHT":"Wahrsicht", "TURN":"Turn", + "TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere Filter", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere \"Filter\"", "TYPE":"Typ", "UNARMORED":"Ungepanzert", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Bis gebannt oder ausgelöst", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Hexer", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Hexer Zauberslots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Gewicht", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Geflüstert an den GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Willen", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wei", "WISDOM":"Weisheit", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Zauberer", + "WONDROUS":"Wondrous", "YES":"Ja" } \ No newline at end of file diff --git a/5eShaped/translations/el.json b/5eShaped/translations/el.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/el.json +++ b/5eShaped/translations/el.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/en.json b/5eShaped/translations/en.json index 70d550d0bbb0..98442e3c164f 100644 --- a/5eShaped/translations/en.json +++ b/5eShaped/translations/en.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"Dmg", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save failure", - "SAVE_SUCCESS":"Save success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see spells turn off filters or change the level filter to show all levels.", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/es.json b/5eShaped/translations/es.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/es.json +++ b/5eShaped/translations/es.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/fr.json b/5eShaped/translations/fr.json index 98f8d4621bce..bf11717de407 100644 --- a/5eShaped/translations/fr.json +++ b/5eShaped/translations/fr.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Jet de carac", "ABILITY_CHECKS":"Jet de carac", "ABILITY_CHECKS_QUERY":"Quest. Jets de Compétence", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Valeur de carac", "ABJURATION":"Abjuration", "AC":"CA", @@ -66,8 +68,10 @@ "AC_ARMORED":"CA (armure)", "AC_UNARMORED":"CA (sans armure)", "AC_UNARMORED_ABILITY":"Bonus de carac (CA sans armure)", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Ajoute demi maîtrise
aux jets de sauv. non maîtrisés", "ADVANTAGE":"Avantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Âge", "ALIGNMENT":"Alignement", "ALL":"Tout", @@ -75,13 +79,13 @@ "AMMO_AUTO_USE":"Utilisation auto des munitions", "AMMO_WEIGHT":"Poids des mun", "AMPHIBIOUS":"Amphibien", + "AMULET":"Amulet", "ANIMALHANDLING":"Dressage", "API":"API", "APPEARANCE":"Apparence", "ARCANA":"Arcanes", "ARMOR":"Armure", - "ARMORED_AND_UNARMORED":"Bonus avec et sans armure", - "ARMOR_CLASS":"Classe d'armure", + "ARMOR_CLASS":"Classe d’armure", "ARROWS":"Flèches", "ARTIFICER":"Artificier (2017)", "AS":"en tant que", @@ -90,6 +94,7 @@ "ATTACHERS":"Attaches", "ATTACK":"Attaque", "ATTACKS":"Attaques", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"à volonté", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Dépenser automatiquement les ressources de sort", @@ -115,8 +120,8 @@ "BONUS":"Bonus", "BONUSES":"Bonus", "BONUSES_AND_PENALTIES":"Bonus & Malus", - "BONUSES_AND_PENALTIES_TOOLTIP":"Ajoute automatiquement un bonus\/malus aux jets effectués à l'aide des macros de la fiche de Personnage.
Utilisation : Vous trouvez un objet magique qui vous donne +1 à vos dégâts, entrez 1 dans la case Dmg des Armes. Si vous êtes sous les effets du sort Bénédiction, entrez \"d4cs0cf0\" dans les cases de jet d'attaque et de jet de sauvegarde.", - "BREAK_TIES":"Pas d'égalité", + "BONUSES_AND_PENALTIES_TOOLTIP":"Ajoute automatiquement un bonus\/malus aux jets effectués à l’aide des macros de la fiche de Personnage.
Utilisation : Vous trouvez un objet magique qui vous donne +1 à vos dégâts, entrez 1 dans la case Dmg des Armes. Si vous êtes sous les effets du sort Bénédiction, entrez “d4cs0cf0†dans les cases de jet d’attaque et de jet de sauvegarde.", + "BREAK_TIES":"Pas d’égalité", "BURROW":"Vitesse de creusement", "CANCEL":"Annuler", "CANTRIP":"Sort mineur", @@ -127,175 +132,175 @@ "CARRYING_PUSH_DRAG_LIFT":"Pousse\/Tire\/Lève", "CASTERS_FULL":"Total (9e niveau : Barde, Clerc, Druide, Ensorceleur, Magicien)", "CASTERS_HALF":"Moitié (5e niveau : Paladin, Rôdeur)", - "CASTERS_THIRD":"Tiers (3e niveau : archétypes d'arcane)", - "CASTING_TIME":"Temps d'incantation", + "CASTERS_THIRD":"Tiers (3e niveau : archétypes d’arcane)", + "CASTING_TIME":"Temps d’incantation", "CHA":"Cha", "CHALLENGE":"FP", "CHARACTER":"Personnage", "CHARACTER_NAME":"Nom du personnage", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets", "CHARISMA":"Charisme", - "CHARISMA_SAVING_THROW":"Charisma saving throw", + "CHARISMA_SAVING_THROW":"Jet de Sauvegarde de Charisme", "CHARMED":"Charmé", "CHECK":"Jet", - "CHECK_BONUS":"Bonus Jet de Carac", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choisir lors du jet de dés", "CLASS":"Classe", "CLASS_AND_LEVEL":"Classes & Niveaux", - "CLASS_AND_LEVEL_PLACEHOLDER":"Généré après l'ajout d'une classe dans l'onglet \"Personnage\"", + "CLASS_AND_LEVEL_PLACEHOLDER":"Généré après l’ajout d’une classe dans l’onglet “Personnageâ€", "CLASS_FEATURES":"Capacités de classe", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Imprégnation de magie", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"Vous gagnez la capacité de canaliser vos sorts d'artificier dans des objets pour une utilisation ultérieure. Quand vous lancez un sort d'artificier dont la durée d'incantation est d'une action, vous pouvez augmenter sa durée d'incantation à 1 minute. Si vous faites ceci et que vous tenez en main un objet non magique durant toute la durée d'incantation du sort, vous dépensez un emplacement de sort, mais aucun effet du sort ne se produit. À la place, le sort est transféré dans l'objet pour une utilisation future, si l'objet ne contient pas déjà un sort imprégné avec cette capacité.\n\nEnsuite, n'importe quelle créature ayant un score d'Intelligence de 6 ou plus peut utiliser une action pour activer le sort en tenant l'objet. Le sort est lancé en utilisant votre caractéristique de lanceur de sorts, et cible la créature qui active l'objet. Si le sort cible plus d'une créature, la créature qui active l'objet sélectionne les cibles additionnelles. Si le sort a une zone d'effet, celle-ci est centrée sur l'objet. Si la portée du sort est personnelle, il cible la créature qui active l'objet.\n\nQuand vous imprégnez un sort de cette façon, l'objet doit être utilisé dans les 8 heures qui suivent. Après ce délai, sa magie s'estompe et est perdue. Vous ne pouvez avoir qu'un nombre de sorts imprégnés en même temps égal à votre modificateur d'Intelligence.", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Analyse d'objet magique", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Votre compréhension des objets magiques vous permet d'analyser et comprendre leurs secrets. Vous connaissez les sorts d'artificier Détection de la magie et Identification, et vous pouvez les lancer en tant que rituels. Vous n'avez pas besoin de composantes matérielles pour lancer Identification avec cette capacité.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"Vous gagnez la capacité de canaliser vos sorts d’artificier dans des objets pour une utilisation ultérieure. Quand vous lancez un sort d’artificier dont la durée d’incantation est d’une action, vous pouvez augmenter sa durée d’incantation à 1 minute. Si vous faites ceci et que vous tenez en main un objet non magique durant toute la durée d’incantation du sort, vous dépensez un emplacement de sort, mais aucun effet du sort ne se produit. À la place, le sort est transféré dans l’objet pour une utilisation future, si l’objet ne contient pas déjà un sort imprégné avec cette capacité.\n\nEnsuite, n’importe quelle créature ayant un score d’Intelligence de 6 ou plus peut utiliser une action pour activer le sort en tenant l’objet. Le sort est lancé en utilisant votre caractéristique de lanceur de sorts, et cible la créature qui active l’objet. Si le sort cible plus d’une créature, la créature qui active l’objet sélectionne les cibles additionnelles. Si le sort a une zone d’effet, celle-ci est centrée sur l’objet. Si la portée du sort est personnelle, il cible la créature qui active l’objet.\n\nQuand vous imprégnez un sort de cette façon, l’objet doit être utilisé dans les 8 heures qui suivent. Après ce délai, sa magie s’estompe et est perdue. Vous ne pouvez avoir qu’un nombre de sorts imprégnés en même temps égal à votre modificateur d’Intelligence.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Analyse d’objet magique", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Votre compréhension des objets magiques vous permet d’analyser et comprendre leurs secrets. Vous connaissez les sorts d’artificier Détection de la magie et Identification, et vous pouvez les lancer en tant que rituels. Vous n’avez pas besoin de composantes matérielles pour lancer Identification avec cette capacité.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Serviteur mécanique", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Vos recherches et votre maîtrise de l'artisanat vous permettent de fabriquer un serviteur mécanique. Le serviteur est une créature artificielle qui obéit à vos ordres sans hésitation et combat pour vous protéger. Bien que créé grâce à la mage, le serviteur n'est pas magique. Partez du principe que vous avez travaillé pas mal de temps sur le serviteur, pour l'avoir finalement terminé durant un repos court ou long une fois le niveau 6 atteint.\n\nSélectionnez une bête de taille G avec un facteur de puissance de 2 ou moins. Le serviteur utilise les statistiques de la bête mais prendre la forme que vous souhaitez, tant que celle-ci correspond aux statistiques. Il a toutefois les modifications suivantes :\n\n• C'est une créature artificielle, pas une bête.\n• Il ne peut être charmé.\n• Il est immunisé aux dégâts de poison et à la condition empoisonné.\n• Il possède la vision nocturne à 18 mètres s'il ne l'avait pas déjà.\n• Il comprend les langues que vous parlez quand vous le créez, mais ne peut pas parler.\n• Si vous êtes la cible d'une attaque au corps à corps et que le serviteur est à 1,50 mètres ou moins de l'attaquant, vous pouvez utiliser votre réaction pour ordonner au serviteur de répondre, utilisant sa réaction pour faire une attaque au corps à corps contre l'attaquant.\n\nLe serviteur obéit à vos ordres du mieux de ses possibilités. En combat, il jette sa propre initiative et agit de lui-même. Si le serviteur est tué, il peut être ramené à la vie par les moyens normaux, comme le sort Réanimation. De plus, durant un repos long, vous pouvez réparer un serviteur mort si vous avez accès à son corps. Il revient à la vie avec 1 point de vie à la fin du repos. Si le serviteur ne peut être réparé, vous pouvez en construire un nouveau après une semaine de travail (huit heures chaque jour) et 1000 po de matières premières.", - "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Âme d'artificier", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Vos recherches et votre maîtrise de l’artisanat vous permettent de fabriquer un serviteur mécanique. Le serviteur est une créature artificielle qui obéit à vos ordres sans hésitation et combat pour vous protéger. Bien que créé grâce à la mage, le serviteur n’est pas magique. Partez du principe que vous avez travaillé pas mal de temps sur le serviteur, pour l’avoir finalement terminé durant un repos court ou long une fois le niveau 6 atteint.\n\nSélectionnez une bête de taille G avec un facteur de puissance de 2 ou moins. Le serviteur utilise les statistiques de la bête mais prendre la forme que vous souhaitez, tant que celle-ci correspond aux statistiques. Il a toutefois les modifications suivantes :\n\n• C’est une créature artificielle, pas une bête.\n• Il ne peut être charmé.\n• Il est immunisé aux dégâts de poison et à la condition empoisonné.\n• Il possède la vision nocturne à 18 mètres s’il ne l’avait pas déjà.\n• Il comprend les langues que vous parlez quand vous le créez, mais ne peut pas parler.\n• Si vous êtes la cible d’une attaque au corps à corps et que le serviteur est à 1,50 mètres ou moins de l’attaquant, vous pouvez utiliser votre réaction pour ordonner au serviteur de répondre, utilisant sa réaction pour faire une attaque au corps à corps contre l’attaquant.\n\nLe serviteur obéit à vos ordres du mieux de ses possibilités. En combat, il jette sa propre initiative et agit de lui-même. Si le serviteur est tué, il peut être ramené à la vie par les moyens normaux, comme le sort Réanimation. De plus, durant un repos long, vous pouvez réparer un serviteur mort si vous avez accès à son corps. Il revient à la vie avec 1 point de vie à la fin du repos. Si le serviteur ne peut être réparé, vous pouvez en construire un nouveau après une semaine de travail (huit heures chaque jour) et 1000 po de matières premières.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Âme d’artificier", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Votre compréhension des objets magiques est incomparable, vous permettant de fondre votre âme dans les objets auxquels vous êtes liés. Vous pouvez vous lier avec six objets magiques à la fois. De plus, vous gagnez un bonus de +1 à tous vos jets de sauvegarde pour chaque objet magique avec lequel vous êtes actuellement lié.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Lien supérieur", - "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Votre compréhension supérieure des objets magiques vous permet de maîtriser leur utilisation. Vous pouvez maintenant vous lier jusqu'à quatre objets magiques à la fois, au lieu de trois.\nAu niveau 15, cette limite passe à cinq objets magiques.", - "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Expertise d'outils", - "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Votre bonus de maîtrise est doublé pour tout jet de caractéristique qui utilise une maîtrise d'outils obtenue grâce à cette classe.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Votre compréhension supérieure des objets magiques vous permet de maîtriser leur utilisation. Vous pouvez maintenant vous lier jusqu’à quatre objets magiques à la fois, au lieu de trois.\nAu niveau 15, cette limite passe à cinq objets magiques.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Expertise d’outils", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Votre bonus de maîtrise est doublé pour tout jet de caractéristique qui utilise une maîtrise d’outils obtenue grâce à cette classe.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Invention merveilleuse", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"Vous gagnez l'usage d'un objet magique que vous avez fabriqué. Choisissez l'objet dans la liste de niveau ci-dessous.\nFabriquer un objet est une tâche difficile. Quand vous gagnez un objet magique grâce à cette capacité, cela reflète les longues heures d'études, de bricolage et d'expérimentation qui vous ont finalement permis de terminer l'objet. Partez du principe que vous avez travaillé sur cet objet durant vos temps libres pour le finir lors de votre changement de niveau.\n\nVous complétez un autre objet de votre choix quand vous atteignez les niveaux 5, 10, 15 et 20 dans cette classe. L'objet que vous choisissez doit être sur la liste de votre niveau actuel d'artificier ou d'un niveau inférieur. Ces objets magiques sont détaillés dans le Dungeon Master's Guide.\n\n• Niveau 2 : sac sans fond, cape de respiration aquatique, globe flottant, lunette de nuit, pierre de communication à distance.\n• Niveau 5 : jarre d'alchimie, casque de compréhension des langues, lanterne révélatrice, anneau de nage, robe de camelot, corde d'escalade, baguette de détection de la magie, baguette des secrets.\n• Niveau 10 : sac de haricots, carillon d'ouverture, carafe intarissable, yeux grossissants, bateau pliant, havresac d'Hévard.\n• Niveau 15 : bottes de sept lieues, bracelets d'archer, broche de défense, balai volant, couvre-chef de déguisement, chaussons d'araignée.\n• Niveau 20 : yeux de lynx, gemme d'illumination, gants antiprojectiles, gants de nage et d'escalade, anneau de saut, anneau de barrière mentale, cape de vol.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"Vous gagnez l’usage d’un objet magique que vous avez fabriqué. Choisissez l’objet dans la liste de niveau ci-dessous.\nFabriquer un objet est une tâche difficile. Quand vous gagnez un objet magique grâce à cette capacité, cela reflète les longues heures d’études, de bricolage et d’expérimentation qui vous ont finalement permis de terminer l’objet. Partez du principe que vous avez travaillé sur cet objet durant vos temps libres pour le finir lors de votre changement de niveau.\n\nVous complétez un autre objet de votre choix quand vous atteignez les niveaux 5, 10, 15 et 20 dans cette classe. L’objet que vous choisissez doit être sur la liste de votre niveau actuel d’artificier ou d’un niveau inférieur. Ces objets magiques sont détaillés dans le Dungeon Master’s Guide.\n\n• Niveau 2 : sac sans fond, cape de respiration aquatique, globe flottant, lunette de nuit, pierre de communication à distance.\n• Niveau 5 : jarre d’alchimie, casque de compréhension des langues, lanterne révélatrice, anneau de nage, robe de camelot, corde d’escalade, baguette de détection de la magie, baguette des secrets.\n• Niveau 10 : sac de haricots, carillon d’ouverture, carafe intarissable, yeux grossissants, bateau pliant, havresac d’Hévard.\n• Niveau 15 : bottes de sept lieues, bracelets d’archer, broche de défense, balai volant, couvre-chef de déguisement, chaussons d’araignée.\n• Niveau 20 : yeux de lynx, gemme d’illumination, gants antiprojectiles, gants de nage et d’escalade, anneau de saut, anneau de barrière mentale, cape de vol.", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Critique brutal", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"Vous pouvez lancer un dé de dégâts de votre arme en plus lorsque vous déterminez les dégâts supplémentaires que vous infligez sur un coup critique réussi avec une attaque de corps à corps.\nCe bonus aux dégâts passe à deux dés au niveau 13 et à trois dés au niveau 17.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Sens du danger", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"Vous avez l'avantage aux jets de sauvegarde de Dextérité contre les effets que vous pouvez voir, comme les pièges ou les sorts. Pour bénéficier de cet effet vous ne devez pas être aveuglé, assourdi ou incapable d'agir.", - "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", - "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"Vous avez l’avantage aux jets de sauvegarde de Dextérité contre les effets que vous pouvez voir, comme les pièges ou les sorts. Pour bénéficier de cet effet vous ne devez pas être aveuglé, assourdi ou incapable d’agir.", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Attaque supplémentaire (Barbare)", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Déplacement rapide", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous ne portez pas d'armure lourde.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous ne portez pas d’armure lourde.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Instinct sauvage", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Vos instincts sont si aiguisés que vous obtenez l'avantage aux jets d'initiative.\nDe plus, si vous êtes surpris au début du combat et que vous n'êtes pas incapable d'agir, vous pouvez jouer normalement durant votre premier tour, mais seulement si vous entrez en rage avant de faire quoique ce soit d'autre à ce tour.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Vos instincts sont si aiguisés que vous obtenez l’avantage aux jets d’initiative.\nDe plus, si vous êtes surpris au début du combat et que vous n’êtes pas incapable d’agir, vous pouvez jouer normalement durant votre premier tour, mais seulement si vous entrez en rage avant de faire quoique ce soit d’autre à ce tour.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Puissance indomptable", - "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"Si le résultat d'un jet de Force est inférieur à votre valeur de Force, vous pouvez utiliser votre valeur de Force à la place de ce résultat.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"Si le résultat d’un jet de Force est inférieur à votre valeur de Force, vous pouvez utiliser votre valeur de Force à la place de ce résultat.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Rage persistante", - "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Votre rage est si intense qu'elle ne s'arrête prématurément qu'à la condition que vous tombiez inconscient ou que vous choisissiez de l'arrêter.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Votre rage est si intense qu’elle ne s’arrête prématurément qu’à la condition que vous tombiez inconscient ou que vous choisissiez de l’arrêter.", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Champion primitif", - "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"Vous êtes l'incarnation de la puissance du monde sauvage. Vos valeurs de Force et de Constitution augmentent de 4. Votre maximum dans ces valeurs est maintenant de 24.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"Vous êtes l’incarnation de la puissance du monde sauvage. Vos valeurs de Force et de Constitution augmentent de 4. Votre maximum dans ces valeurs est maintenant de 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"Durant votre tour, vous pouvez entrer en rage en utilisant une action bonus. En rage, vous gagnez les bénéfices suivants si vous ne portez pas d'armure lourde :\n•&nbps;Vous avez l'avantage aux jets de Force et aux jets de sauvegarde de Force.\n•&nbps;Quand vous effectuez une attaque d'arme de corps à corps utilisant la Force, vous gagnez un bonus aux jets de dégâts qui dépend de votre niveau de barbare, comme indiqué dans la colonne Dégâts de la table ci-dessus.\n•&nbps;Vous avez la résistance aux dégâts contondants, perforants et tranchants.\nSi vous êtes capable de lancer des sorts, vous ne pouvez les lancer ou vous concentrer sur eux pendant que vous êtes en rage.\nVotre rage dure 1 minute. Elle finit prématurément si vous devenez inconscient, ou si votre tour se termine et que vous n'avez pas attaqué une créature hostile ni subit des dégâts depuis votre précédent tour. Vous pouvez également mettre fin à votre rage durant votre tour par une action bonus.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"Durant votre tour, vous pouvez entrer en rage en utilisant une action bonus. En rage, vous gagnez les bénéfices suivants si vous ne portez pas d’armure lourde :\n•&nbps;Vous avez l’avantage aux jets de Force et aux jets de sauvegarde de Force.\n•&nbps;Quand vous effectuez une attaque d’arme de corps à corps utilisant la Force, vous gagnez un bonus aux jets de dégâts qui dépend de votre niveau de barbare, comme indiqué dans la colonne Dégâts de la table ci-dessus.\n•&nbps;Vous avez la résistance aux dégâts contondants, perforants et tranchants.\nSi vous êtes capable de lancer des sorts, vous ne pouvez les lancer ou vous concentrer sur eux pendant que vous êtes en rage.\nVotre rage dure 1 minute. Elle finit prématurément si vous devenez inconscient, ou si votre tour se termine et que vous n’avez pas attaqué une créature hostile ni subit des dégâts depuis votre précédent tour. Vous pouvez également mettre fin à votre rage durant votre tour par une action bonus.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Attaque téméraire", - "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"Lorsque vous effectuez la première attaque de votre tour, vous pouvez décider d'effectuer une Attaque téméraire. Vous obtenez ainsi un avantage aux jets d'attaque d'arme de corps à corps utilisant la Force durant ce tour, mais les attaques effectuées contre vous ont également l'avantage jusqu'à votre prochain tour de jeu.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"Lorsque vous effectuez la première attaque de votre tour, vous pouvez décider d’effectuer une Attaque téméraire. Vous obtenez ainsi un avantage aux jets d’attaque d’arme de corps à corps utilisant la Force durant ce tour, mais les attaques effectuées contre vous ont également l’avantage jusqu’à votre prochain tour de jeu.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Rage implacable", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Votre rage vous permet de continuer à combattre en dépit de graves blessures. Si vous tombez à 0 point de vie pendant votre rage et que vous ne mourrez pas sur le coup, vous pouvez faire un jet de sauvegarde de Constitution DD [[10]]. Si vous le réussissez, vous retournez immédiatement à 1 point de vie.\nChaque fois que vous utilisez cette capacité après la première, le DD augmente de 5. Quand vous terminez un repos court ou long le DD retombe à 10.", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Défense sans armure", - "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"Tant que vous ne portez pas d'armure, votre classe d'armure est égale à 10 + votre modificateur de Dextérité + votre modificateur de Constitution. Vous pouvez utiliser un bouclier et bénéficier de cette capacité.", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"Tant que vous ne portez pas d’armure, votre classe d’armure est égale à 10 + votre modificateur de Dextérité + votre modificateur de Constitution. Vous pouvez utiliser un bouclier et bénéficier de cette capacité.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Inspiration bardique", - "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"Vous pouvez inspirer les autres en maniant les mots ou la musique. Pour cela, utilisez une action bonus à votre tour pour choisir une créature autre que vous-même dans un rayon de 18 mètres autour de vous et qui peut vous entendre. Cette créature gagne un dé d'Inspiration bardique (d6).\nUne seule fois dans les 10 minutes suivantes, la créature peut lancer le dé et ajouter le nombre obtenu à un jet de caractéristique, d'attaque ou de sauvegarde qu'elle vient de faire. La créature peut attendre de voir le résultat de jet de caractéristique, d'attaque ou de sauvegarde avant de décider d'appliquer le dé d'Inspiration bardique, mais elle doit se décider avant que le MJ ne dise si le jet est un succès ou un échec. Une fois le dé d'Inspiration bardique lancé, il est consommé. Une créature ne peut avoir qu'un seul dé d'Inspiration bardique à la fois.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"Vous pouvez inspirer les autres en maniant les mots ou la musique. Pour cela, utilisez une action bonus à votre tour pour choisir une créature autre que vous-même dans un rayon de 18 mètres autour de vous et qui peut vous entendre. Cette créature gagne un dé d’Inspiration bardique (d6).\nUne seule fois dans les 10 minutes suivantes, la créature peut lancer le dé et ajouter le nombre obtenu à un jet de caractéristique, d’attaque ou de sauvegarde qu’elle vient de faire. La créature peut attendre de voir le résultat de jet de caractéristique, d’attaque ou de sauvegarde avant de décider d’appliquer le dé d’Inspiration bardique, mais elle doit se décider avant que le MJ ne dise si le jet est un succès ou un échec. Une fois le dé d’Inspiration bardique lancé, il est consommé. Une créature ne peut avoir qu’un seul dé d’Inspiration bardique à la fois.", "CLASS_FEATURE_BARD_COUNTERCHARM":"Contre-charme", - "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"Vous gagnez la possibilité d'utiliser des notes de musique ou des mots de pouvoir pour perturber les effets qui affectent la pensée. Par une action, vous pouvez commencer une représentation qui durera jusqu'à la fin de votre prochain tour. Pendant ce temps, vous et toute créature amie dans un rayon de 9 mètres autour de vous avez un avantage aux jets de sauvegarde contre le fait d'être effrayé ou charmé. Une créature doit être en mesure de vous entendre pour obtenir cet avantage. La représentation se termine plus tôt si vous êtes incapable d'agir ou réduit au silence, ou si vous y mettez volontairement un terme (aucune action n'est requise pour cela).", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"Vous gagnez la possibilité d’utiliser des notes de musique ou des mots de pouvoir pour perturber les effets qui affectent la pensée. Par une action, vous pouvez commencer une représentation qui durera jusqu’à la fin de votre prochain tour. Pendant ce temps, vous et toute créature amie dans un rayon de 9 mètres autour de vous avez un avantage aux jets de sauvegarde contre le fait d’être effrayé ou charmé. Une créature doit être en mesure de vous entendre pour obtenir cet avantage. La représentation se termine plus tôt si vous êtes incapable d’agir ou réduit au silence, ou si vous y mettez volontairement un terme (aucune action n’est requise pour cela).", "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choisissez deux compétences que vous maîtrisez. Votre bonus de maîtrise est doublé pour tout jet de caractéristique que vous faites et qui implique une de ces deux compétences.\nAu niveau 10, vous pouvez choisir deux autres compétences maîtrisées et leur appliquer cette capacité.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Touche-à-tout", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"Vous pouvez ajouter la moitié de votre bonus de maîtrise (arrondi au chiffre inférieur) à tout jet de caractéristique qui n'utilise pas déjà votre bonus de maîtrise.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"Vous pouvez ajouter la moitié de votre bonus de maîtrise (arrondi au chiffre inférieur) à tout jet de caractéristique qui n’utilise pas déjà votre bonus de maîtrise.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Secrets magiques", - "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"Vous avez récupéré des connaissances magiques à partir d'un large éventail de disciplines. Choisissez deux sorts de n'importe quelle classe, y compris de barde. Les sorts choisis doivent être d'un niveau que vous pouvez lancer, ou être des sorts mineurs.\nLes sorts choisis comptent comme des sorts de barde pour vous, et comptent dans la colonne des Sorts connus de la table du barde.\nVous apprenez deux sorts supplémentaires de n'importe quelle classe au niveau 14 puis à nouveau au niveau 18.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"Vous avez récupéré des connaissances magiques à partir d’un large éventail de disciplines. Choisissez deux sorts de n’importe quelle classe, y compris de barde. Les sorts choisis doivent être d’un niveau que vous pouvez lancer, ou être des sorts mineurs.\nLes sorts choisis comptent comme des sorts de barde pour vous, et comptent dans la colonne des Sorts connus de la table du barde.\nVous apprenez deux sorts supplémentaires de n’importe quelle classe au niveau 14 puis à nouveau au niveau 18.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Chant de repos", - "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"Vous pouvez utiliser de la musique ou une oraison apaisante lors d'un repos court pour aider à revitaliser vos alliés blessés. Si vous ou\ndes créatures amicales qui peuvent entendre votre prestation regagnez des points de vie à la fin du repos court en utilisant un ou plusieurs dés de vie, chacune de ces créatures récupère des points de vie supplémentaires.", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"Vous pouvez utiliser de la musique ou une oraison apaisante lors d’un repos court pour aider à revitaliser vos alliés blessés. Si vous ou\ndes créatures amicales qui peuvent entendre votre prestation regagnez des points de vie à la fin du repos court en utilisant un ou plusieurs dés de vie, chacune de ces créatures récupère des points de vie supplémentaires.", "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Inspiration supérieure", - "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"Quand vous jetez l'initiative et n'avez plus d'Inspiration bardique, vous regagnez une utilisation.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"Quand vous jetez l’initiative et n’avez plus d’Inspiration bardique, vous regagnez une utilisation.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Canalisation divine", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"Vous gagnez la possibilité de canaliser l'énergie divine directement depuis votre divinité et d'utiliser cette énergie pour alimenter des effets magiques. Vous commencez avec deux effets : Renvoi de morts-vivants et un effet déterminé par votre domaine. Certains domaines vous accordent des effets supplémentaires lorsque vous montez de niveau, comme indiqué dans la description du domaine.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"Vous gagnez la possibilité de canaliser l’énergie divine directement depuis votre divinité et d’utiliser cette énergie pour alimenter des effets magiques. Vous commencez avec deux effets : Renvoi de morts-vivants et un effet déterminé par votre domaine. Certains domaines vous accordent des effets supplémentaires lorsque vous montez de niveau, comme indiqué dans la description du domaine.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Renvoi de morts-vivants (Canalisation divine)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"Au prix d'une action, vous présentez votre symbole sacré en psalmodiant une prière contre les morts-vivants. Chaque mort-vivant qui peut vous voir ou vous entendre et qui se trouve à 9 mètres ou moins de vous doit effectuer un jet de sauvegarde de Sagesse. Si la créature rate son jet de sauvegarde, elle est renvoyée pendant 1 minute ou jusqu'à ce qu'elle prenne des dégâts.\nUne créature renvoyée doit passer ses actions à essayer de s'éloigner le plus loin possible de vous et ne peut volontairement se rapprocher à moins de 9 mètres de vous. Elle ne peut pas avoir de réactions et peut utiliser ses actions seulement pour courir ou essayer de s'échapper d'un effet immobilisant. S'il n'y a nulle part où aller, la créature peut utiliser l'action d'esquive.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"Au prix d’une action, vous présentez votre symbole sacré en psalmodiant une prière contre les morts-vivants. Chaque mort-vivant qui peut vous voir ou vous entendre et qui se trouve à 9 mètres ou moins de vous doit effectuer un jet de sauvegarde de Sagesse. Si la créature rate son jet de sauvegarde, elle est renvoyée pendant 1 minute ou jusqu’à ce qu’elle prenne des dégâts.\nUne créature renvoyée doit passer ses actions à essayer de s’éloigner le plus loin possible de vous et ne peut volontairement se rapprocher à moins de 9 mètres de vous. Elle ne peut pas avoir de réactions et peut utiliser ses actions seulement pour courir ou essayer de s’échapper d’un effet immobilisant. S’il n’y a nulle part où aller, la créature peut utiliser l’action d’esquive.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"Quand un mort-vivant rate son jet de sauvegarde contre votre capacité de Renvoi de morts-vivants, la créature est immédiatement détruite si son facteur de puissance est égal ou inférieur à CHALLENGE_RATING.", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Intervention divine", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"Vous pouvez faire appel à votre divinité pour qu'elle intervienne en cas de besoin réel.\nImplorer l'aide de votre divinité vous oblige à utiliser votre action. Décrivez l'aide que vous recherchez, et lancez un dé de pourcentage. Si vous obtenez un nombre égal ou inférieur à votre niveau de clerc, votre divinité intervient. Le MJ choisit la nature de l'intervention ; l'effet d'un sort de clerc ou d'un sort de domaine est approprié.\nSi votre divinité intervient, vous ne pouvez plus utiliser cette capacité durant les 7 prochains jours. Dans le cas contraire, vous pouvez l'utiliser à nouveau après avoir terminé un repos long.\nAu niveau 20, l'appel à votre divinité réussit automatiquement ; aucun jet n'est nécessaire.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"Vous pouvez faire appel à votre divinité pour qu’elle intervienne en cas de besoin réel.\nImplorer l’aide de votre divinité vous oblige à utiliser votre action. Décrivez l’aide que vous recherchez, et lancez un dé de pourcentage. Si vous obtenez un nombre égal ou inférieur à votre niveau de clerc, votre divinité intervient. Le MJ choisit la nature de l’intervention ; l’effet d’un sort de clerc ou d’un sort de domaine est approprié.\nSi votre divinité intervient, vous ne pouvez plus utiliser cette capacité durant les 7 prochains jours. Dans le cas contraire, vous pouvez l’utiliser à nouveau après avoir terminé un repos long.\nAu niveau 20, l’appel à votre divinité réussit automatiquement ; aucun jet n’est nécessaire.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archidruide", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"Vous pouvez utiliser votre forme animale un nombre illimité de fois par jour.\nDe plus, vous pouvez ignorer les composantes verbales et somatiques de vos sorts de même que toute composante matérielle non coûteuse qui n'est consommée par le sort. Vous gagnez ces avantages que vous soyez sous forme normale ou animale.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"Vous pouvez utiliser votre forme animale un nombre illimité de fois par jour.\nDe plus, vous pouvez ignorer les composantes verbales et somatiques de vos sorts de même que toute composante matérielle non coûteuse qui n’est consommée par le sort. Vous gagnez ces avantages que vous soyez sous forme normale ou animale.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Incantation animale", "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"Vous pouvez lancer sous forme animale la plupart des sorts que vous connaissez. Vous pouvez réaliser les composantes somatiques et verbales des sorts de druide lorsque vous êtes sous forme animale, mais vous ne pouvez pas lancer de sorts nécessitant une composante matérielle.", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidique", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"Vous connaissez le druidique, le langage secret des druides. Vous pouvez parler cette langue et l'utiliser pour laisser des messages secrets. Vous, et les autres personnes connaissant ce langage, remarquez automatiquement un tel message. Les autres personnages remarquent la présence du message s'ils réussissent un jet de Sagesse (Perception) DD 15 mais ne peuvent pas le déchiffrer sans utiliser la magie.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"Vous connaissez le druidique, le langage secret des druides. Vous pouvez parler cette langue et l’utiliser pour laisser des messages secrets. Vous, et les autres personnes connaissant ce langage, remarquez automatiquement un tel message. Les autres personnages remarquent la présence du message s’ils réussissent un jet de Sagesse (Perception) DD 15 mais ne peuvent pas le déchiffrer sans utiliser la magie.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Éternelle jeunesse", - "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"La magie primordiale que vous maniez ralentit le vieillissement de votre corps. Vous ne vieillissez que d'un an toutes les dix années écoulées.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"La magie primordiale que vous maniez ralentit le vieillissement de votre corps. Vous ne vieillissez que d’un an toutes les dix années écoulées.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Forme animale", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":" et qui n'a pas de vitesse de vol", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n'a ni vitesse de vol ni vitesse de nage", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"Vous pouvez utiliser votre action pour prendre par magie la forme d'une bête que vous avez déjà vue auparavant. Vous pouvez vous transformer en n'importe qu'elle bête ayant un facteur de puissance de CHALLENGE_RATING ou inférieurLIMITATIONS.\nVous pouvez rester sous forme animale un nombre d'heures égal à [[WILD_SHAPE_HOURS[la moitié de votre niveau de druide (arrondi à l'entier inférieur)]]]. Vous reprenez alors votre forme normale à moins que vous ne dépensiez une nouvelle utilisation de cette capacité. Vous pouvez également revenir plus tôt à votre forme normale en utilisant votre action lors de votre tour de jeu. Vous revenez automatiquement à votre forme normale si vous tombez inconscient, si vous tombez à 0 point de vie ou si vous mourrez.\nTant que vous êtes transformé, les règles suivantes s'appliquent :\n•&nbps;Vos statistiques de jeu sont remplacées par celles de la bête, mais vous conservez votre alignement, votre personnalité et vos valeurs de Charisme, Intelligence et Sagesse. Vous conservez également vos maîtrises de jets de sauvegarde et de compétences, en plus de gagner celles de la créature. Si la créature a les mêmes maîtrises que vous et que son bonus dans ces caractéristiques est supérieur au vôtre, utilisez son bonus. Si la créature possède des actions légendaires ou des actions de repaire, vous ne pouvez pas les utiliser.\n•&nbps;Quand vous vous transformez, vous endossez également les points de vie de la bête et ses dés de vie. Lorsque vous reprenez votre forme vous récupérez le nombre de points de vie que vous aviez avant votre transformation. De plus, si vous vous retransformez parce que vous êtes tombé à 0 point de vie, tous les dégâts supplémentaires sont encaissés par les points de vie de votre forme normale. Par exemple, si vous subissez 10 points de dégâts sous forme animale alors que vous n'aviez plus qu'un point de vie, vous retournez à votre forme normale et encaissez 9 points de dégâts. Tant que ces dégâts résiduels ne font pas tomber les points de vie de votre forme normale à 0, vous ne sombrez pas dans l'inconscience.\n•&nbps;Vous ne pouvez pas lancer de sorts, et votre capacité à parler ou effectuer toute action qui nécessite des mains est limitée aux possibilités qu'offre votre forme animale. Toutefois, vous transformer ne brise pas votre concentration sur un sort que vous aviez déjà lancé, ni ne vous empêche d'utiliser une action pour rediriger un sort, comme le sort appel de la foudre, que vous auriez déjà lancé.\n•&nbps;Vous conservez les bénéfices de toutes vos capacités de classe, de race, ou de n'importe quelle autre origine, et vous pouvez les utiliser si vous en êtes physiquement capable. Cependant, vous ne pouvez pas utiliser de sens spéciaux, comme la vision dans le noir, sauf si votre forme animale les possède également.\n•&nbps;Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L'équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d'équipement s'il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s'adapter à votre nouvelle forme, et tout l'équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L'équipement qui fusionne avec la nouvelle forme n'a aucun effet tant que vous restez sous cette forme.", - "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", - "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", - "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", - "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", - "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":" et qui n’a pas de vitesse de vol", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n’a ni vitesse de vol ni vitesse de nage", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"Vous pouvez utiliser votre action pour prendre par magie la forme d’une bête que vous avez déjà vue auparavant. Vous pouvez vous transformer en n’importe qu’elle bête ayant un facteur de puissance de CHALLENGE_RATING ou inférieurLIMITATIONS.\nVous pouvez rester sous forme animale un nombre d’heures égal à [[WILD_SHAPE_HOURS[la moitié de votre niveau de druide (arrondi à l’entier inférieur)]]]. Vous reprenez alors votre forme normale à moins que vous ne dépensiez une nouvelle utilisation de cette capacité. Vous pouvez également revenir plus tôt à votre forme normale en utilisant votre action lors de votre tour de jeu. Vous revenez automatiquement à votre forme normale si vous tombez inconscient, si vous tombez à 0 point de vie ou si vous mourrez.\nTant que vous êtes transformé, les règles suivantes s’appliquent :\n•&nbps;Vos statistiques de jeu sont remplacées par celles de la bête, mais vous conservez votre alignement, votre personnalité et vos valeurs de Charisme, Intelligence et Sagesse. Vous conservez également vos maîtrises de jets de sauvegarde et de compétences, en plus de gagner celles de la créature. Si la créature a les mêmes maîtrises que vous et que son bonus dans ces caractéristiques est supérieur au vôtre, utilisez son bonus. Si la créature possède des actions légendaires ou des actions de repaire, vous ne pouvez pas les utiliser.\n•&nbps;Quand vous vous transformez, vous endossez également les points de vie de la bête et ses dés de vie. Lorsque vous reprenez votre forme vous récupérez le nombre de points de vie que vous aviez avant votre transformation. De plus, si vous vous retransformez parce que vous êtes tombé à 0 point de vie, tous les dégâts supplémentaires sont encaissés par les points de vie de votre forme normale. Par exemple, si vous subissez 10 points de dégâts sous forme animale alors que vous n’aviez plus qu’un point de vie, vous retournez à votre forme normale et encaissez 9 points de dégâts. Tant que ces dégâts résiduels ne font pas tomber les points de vie de votre forme normale à 0, vous ne sombrez pas dans l’inconscience.\n•&nbps;Vous ne pouvez pas lancer de sorts, et votre capacité à parler ou effectuer toute action qui nécessite des mains est limitée aux possibilités qu’offre votre forme animale. Toutefois, vous transformer ne brise pas votre concentration sur un sort que vous aviez déjà lancé, ni ne vous empêche d’utiliser une action pour rediriger un sort, comme le sort appel de la foudre, que vous auriez déjà lancé.\n•&nbps;Vous conservez les bénéfices de toutes vos capacités de classe, de race, ou de n’importe quelle autre origine, et vous pouvez les utiliser si vous en êtes physiquement capable. Cependant, vous ne pouvez pas utiliser de sens spéciaux, comme la vision dans le noir, sauf si votre forme animale les possède également.\n•&nbps;Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L’équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d’équipement s’il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s’adapter à votre nouvelle forme, et tout l’équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L’équipement qui fusionne avec la nouvelle forme n’a aucun effet tant que vous restez sous cette forme.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Sursaut", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"À votre tour, vous pouvez réaliser une action supplémentaire en plus de votre action normale et de votre éventuelle action bonus.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Athlète remarquable", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Attaque supplémentaire (Guerrier)", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour. Le nombre d’attaques augmente à trois lorsque vous atteignez le niveau 11 dans cette classe et à quatre lorsque vous atteignez le niveau 20 dans cette classe.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Style de combat (Guerrier)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"Vous adoptez un style particulier de combat qui sera votre spécialité. Choisissez l’une des options suivantes. Vous ne pouvez pas prendre une option de style de combat plus d’une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 aux jets d’attaque avec une arme à distance.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d’une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L’arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d’attaque. Vous devez pour cela porter un bouclier.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomptable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"Vous pouvez relancer un jet de sauvegarde que vous avez raté. Si vous le faites, vous devez obligatoirement utiliser le nouveau résultat.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second souffle", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"À votre tour, vous pouvez utiliser une action bonus pour regagner des points de vie.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Parade de projectiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"Vous pouvez utiliser votre réaction pour dévier ou attraper les projectiles lorsque vous êtes touché lors d’une attaque d’arme à distance. Lorsque vous choisissez d’utiliser la parade de projectiles, les dégâts que vous subissez de l’attaque sont réduits de [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nSi vous réduisez les dégâts à 0, vous pouvez attraper le projectile s’il est suffisamment petit pour que vous puissiez le tenir à une main et si bien sûr vous avez une main de libre. Si vous attrapez le projectile de cette façon, vous pouvez dépenser 1 point ki pour effectuer une attaque à distance avec cette arme ou cette munition (portée 6\/18 mètres, 20\/60 feet), attaque qui fait partie de votre réaction. Vous effectuez cette attaque avec votre bonus de maîtrise, que vous maîtrisiez ou non l’arme en question, et le projectile compte comme arme de moine pour cette attaque", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Âme de diamant", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Votre maîtrise du ki vous confère la maîtrise de tous les jets de sauvegarde.\nDe plus, lorsque vous effectuez un jet de sauvegarde et l’échouez, vous pouvez dépenser 1 point ki pour le retenter ; vous devez prendre ce second résultat.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Corps vide", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"Vous pouvez utiliser votre action pour dépenser 4 points ki et ainsi devenir invisible pendant 1 minute. Au cours de cette période, vous obtenez également la résistance à tous les dégâts, à l’exception des dégâts de force.\nDe plus, vous pouvez dépenser 8 points de ki pour lancer le sort projection astral, sans avoir besoin des composantes matérielles. De cette manière, vous ne pouvez pas prendre d’autres créatures avec vous.", + "CLASS_FEATURE_MONK_EVASION":"Dérobade", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Votre agilité instinctive vous permet d’esquiver certains effets de zone, comme le souffle d’un dragon bleu ou le sort boule de feu. Lorsque vous êtes sujet à un effet qui vous autorise un jet de sauvegarde de Dextérité pour ne subir que la moitié de ses dégâts initiaux, vous ne subissez aucun dégât si vous réussissez votre jet de sauvegarde, et seulement la moitié des dégâts si vous l’échouez.", + "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Attaque supplémentaire (Moine)", + "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Déluge de coups", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immédiatement après avoir utilisé une action Attaquer au cours de votre tour, vous pouvez dépenser 1 point ki pour effectuer deux attaques à mains nues via une action bonus.", "CLASS_FEATURE_MONK_KI":"Ki", - "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Frappes de ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Vos attaques à mains nues sont considérées comme des attaques magiques pour ce qui est de vaincre la résistance et l’immunité aux attaques et dégâts non-magiques.", + "CLASS_FEATURE_MONK_KI_TEXT":"Votre entrainement vous permet d’exploiter cette mystérieuse énergie qu’est le ki. Votre accès à cette énergie est représenté par un nombre de points ki. Votre niveau de moine détermine le nombre de points ki que vous possédez. Vous pouvez dépenser ces points pour déclencher diverses capacités ki. Vous débutez en connaissant trois de ces capacités ki : Déluge de coups, Défense patiente et Déplacement aérien. Vous apprendrez de nouvelles capacités ki en gagnant des niveaux de moine.\nLorsque vous dépensez un point ki, il n’est plus disponible jusqu’à ce que vous finissiez un repos court ou long, à la fin desquels vous récupérez tous les points ki utilisés. Vous devez passer au moins 30 minutes de votre repos à méditer pour pouvoir regagner vos points ki.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Arts martiaux", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Votre pratique des arts martiaux vous donne la maîtrise des styles de combat utilisant les attaques à mains nues et les armes de moine, qui sont l’épée courte et toutes les armes de corps à corps courantes qui n’ont ni la propriété “à deux mainsâ€, ni la propriété “lourdeâ€. Vous gagnez les avantages suivants lorsque vous êtes à mains nues ou ne maniez que des armes de moine et que vous n’êtes équipé ni d’armure ni de bouclier :\n\nVous pouvez utiliser la Dextérité à la place de la Force aux jets d’attaque et de dégâts de vos attaques à mains nues et avec des armes de moine.\nVous pouvez lancer un d4 à la place des dégâts normaux de votre attaque à mains nues ou de vos armes de moine. Ce dé change lorsque vous gagnez des niveaux de moine, comme indiqué dans la colonne Arts martiaux de la table ci-dessus.\nLorsque vous utilisez l’action Attaquer avec une attaque à mains nues ou une arme de moine au cours de votre tour, vous pouvez effectuer une attaque à mains nues au prix d’une action bonus. Par exemple, si vous prenez l’action Attaque et attaquez avec un bâton, vous pouvez également effectuer une attaque à mains nues avec votre action bonus, à la condition que vous n’ayez pas déjà utilisé votre action bonus pour ce tour.\nCertains monastères utilisent des versions spéciales des armes de moine. Par exemple, vous pourriez utiliser un gourdin dont les deux manches en bois sont reliés par une chaîne de fer (cette arme est alors appelée un nunchaku) ou bien une serpe possédant une lame plus courte et plus droite (on parle alors de kama). Quel que soit le nom que vous utilisiez pour votre arme de moine, vous pouvez utiliser les statistiques de jeu données à l’arme.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Défense patiente", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l’action Esquiver via une action bonus au cours de votre tour.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfection de l’être", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"Lorsque vous lancez l’initiative et n’avez plus de points de ki disponibles, vous regagnez 4 points ki.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Pureté du corps", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Votre maîtrise du flux de ki qui vous parcourt vous immunise aux maladies et aux poisons.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Chute ralentie", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"Vous pouvez utiliser votre réaction lorsque vous tombez pour réduire les dégâts consécutifs à une chute de [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Déplacement aérien", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l’action Se Désengager ou l’action Foncer via une action bonus au cours de votre tour, de plus votre distance de saut est doublée pour le tour.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Tranquillité de l’esprit", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"Vous pouvez utiliser votre action pour mettre fin à un effet qui vous affecte et vous inflige la condition charmé ou effrayé.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Frappe étourdissante", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"Vous pouvez perturber le flux du ki du corps de votre adversaire. Lorsque vous touchez une autre créature lors d’une attaque au corps à corps avec une arme, vous pouvez dépenser 1 point ki pour tenter d’effectuer une frappe étourdissante. La cible doit réussir un jet de sauvegarde de Constitution sous peine d’être étourdie jusqu’à la fin de votre prochain tour.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Jeunesse éternelle", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Votre ki vous sustente, ce qui fait que vous ne souffrez plus des affres de la vieillesse, et vous ne pouvez plus être vieilli par magie. Vous pouvez cependant toujours mourir de vieillesse. Enfin, vous n’avez plus besoin de manger ni de boire.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Langage du soleil et de la lune", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"Vous apprenez à entrer en contact avec le ki d’autres consciences, ce qui vous permet de comprendre toutes les langues parlées. De plus, toute créature qui peut comprendre un langage peut comprendre ce que vous dites.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Défense sans armure", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Tant que vous n’êtes équipé ni d’une armure, ni d’un bouclier, votre CA est égale à 10 + votre modificateur de Dextérité + votre modificateur de Sagesse.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Déplacement sans armure", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous n’êtes équipé ni d’une armure, ni d’un bouclier. Ce bonus augmente lorsque vous atteignez certains niveaux de moine, comme indiqué sur la table du moine ci-dessus. Au niveau 9, vous gagnez la capacité de vous déplacer, durant votre tour, le long de parois verticales et à la surface des liquides sans que vous ne tombiez au cours de votre mouvement.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura de courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"Vous et toutes créatures amicales situées à AURA_RANGE feet ou moins de vous ne pouvez être effrayés tant que vous êtes conscient.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura de protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Si vous ou une créature alliée située à AURA_RANGE feet ou moins de vous doit effectuer un jet de sauvegarde, la créature gagne un bonus égal à [[@{charisma_mod}]] (minimum +1). Vous devez être conscient pour accorder ce bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Canalisation d’énergie divine", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Votre serment vous permet de canaliser de l’énergie divine qui alimente des effets magiques. Chaque canalisation divine proposée par votre serment en détaille les options d’utilisation.", "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", - "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", - "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", - "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", - "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"Vous pouvez utiliser votre action pour mettre fin à un sort sur vous ou une créature consentante que vous touchez.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Santé divine", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"La magie divine qui coule en vous vous immunise contre les maladies.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Sens divins", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"Une forte présence maléfique éveille vos sens, comme une odeur nocive, et un bien puissant fait résonner dans vos oreilles une musique céleste. Par une action, vous pouvez éveiller votre conscience pour détecter de telles forces. Jusqu’à la fin de votre prochain tour, vous connaissez l’emplacement de toute créature céleste, fiélon ou mort-vivante dans un rayon de 18 mètres (60 feet) autour de vous, et qui ne se trouve pas derrière un abri total. Vous connaissez le type (céleste, fiélon ou mort-vivant) et le nombre de tous les êtres dont vous sentez la présence, mais pas leur identité (le vampire comte von Strahd Zarovich, par exemple). Dans ce même rayon, vous détectez également la présence d’un lieu ou d’un objet qui a été consacré ou profané, comme avec le sort sanctification.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Châtiment divin", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"Quand vous touchez une créature avec une arme de corps à corps, vous pouvez utiliser n’importe quel emplacement de sort (de paladin ou autre) pour châtier cette créature et lui infliger des dégâts radiants supplémentaires. Les dégâts supplémentaires infligés sont de 2d8 pour un emplacement de sort de niveau 1, plus 1d8 supplémentaire pour chaque niveau de sort supérieur à 1, jusqu’à un maximum de 5d8. Si la créature est un mort-vivant ou un fiélon, les dégâts augmentent de 1d8.", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Attaque supplémentaire (Paladin)", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Style de combat (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"Vous adoptez un style particulier de combat qui sera votre spécialité. Choisissez l’une des options suivantes. Vous ne pouvez pas prendre une option de style de combat plus d’une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d’une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L’arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d’attaque. Vous devez pour cela porter un bouclier.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Châtiment divin amélioré", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"Vous êtes tellement imprégné de vertus que toutes vos armes de corps à corps portent la puissance divine en elles. Lorsque vous touchez avec une arme de corps à corps, la créature cible subit 1d8 dégâts radiants supplémentaires. Cette capacité se cumule avec le Châtiment divin.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Imposition des mains", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Votre toucher béni peut guérir les blessures. Au prix d’une action, vous pouvez toucher une créature pour soigner autant de points de vie que vous dépenser de points.\nVous pouvez également dépenser 5 points de vie de votre réserve pour guérir la cible d’une maladie ou neutraliser un poison qui l’affecte. Vous pouvez soigner plusieurs maladies et neutraliser plusieurs poisons avec une seule imposition des mains en dépensant les points de vie séparément pour chacun d’entre eux.\nL’imposition des mains n’a aucun effet sur les morts-vivants ou les créatures artificielles.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Ennemi juré", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"À partir du niveau 1, vous avez des compétences significatives pour pister, chasser et même communiquer avec un certain type d’ennemi que l’on rencontre communément dans la nature. Choisissez un type d’ennemi juré : bêtes, fées, créatures monstrueuses, humanoïdes ou morts-vivants. Vous obtenez un bonus de +2 aux dégâts d’attaques avec une arme contre les créatures du type choisi. De plus, vous avez l’avantage aux jets de Sagesse (Survie) pour pister vos ennemis favoris, ainsi qu’aux jets d’Intelligence pour obtenir des renseignements sur ceux-ci. Quand vous obtenez cette capacité, vous apprenez également une langue de votre choix, normalement celle qui est parlée par vos ennemis favoris, même si vous êtes libre de choisir celle que vous voulez.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Sens sauvages", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"Vous gagnez un sens surnaturel qui vous aide à combattre les créatures que vous ne pouvez pas voir. Lorsque vous attaquez une créature que vous ne pouvez pas voir, votre incapacité à voir ne vous impose pas un désavantage à vos jets d’attaque contre elle.\nVous êtes également au courant de l’emplacement d’une créature invisible dans un rayon de 9 mètres (30 feet) autour de vous, à condition que la créature ne se soit pas cachée vis-à-vis de vous et que vous ne soyez pas aveuglé ou assourdi.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Style de combat (Rôdeur UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"Vous adoptez un style particulier de combat qui sera votre spécialité. Choisissez l’une des options suivantes. Vous ne pouvez pas prendre une option de Style de combat plus d’une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 à l’attaque avec une arme à distance.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Déplacement fluide", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"Vous pouvez utiliser l’action Foncer en tant qu’action bonus à votre tour.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", @@ -303,96 +308,96 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"Vous savez comment trouver et exploiter subtilement la distraction d’un ennemi. Une fois par tour, vous pouvez infliger des dégâts supplémentaires à une créature que vous réussissez à toucher si vous avez l’avantage au jet d’attaque. L’attaque doit utiliser une arme de finesse ou une arme à distance. Vous n’avez pas besoin d’avoir l’avantage au jet d’attaque si un autre ennemi de la cible est à 1,50 mètre ou moins de celle-ci, que cet ennemi n’est pas incapable d’agir, et que vous n’avez pas un désavantage au jet d’attaque.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Coup de chance", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"Vous avez un talent surnaturel pour réussir quand vous en avez besoin. Si votre attaque échoue contre une cible à portée, vous pouvez transformer l’échec en succès. Ou bien si vous échouez à un jet de caractéristique, vous pouvez traiter le résultat du d20 comme un 20.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Jargon des voleurs", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"Au cours de votre formation de roublard, vous avez appris le jargon des voleurs, un mélange secret de dialecte, de jargon et de codes, qui vous permet de cacher des messages dans une conversation apparemment normale. Seule une autre créature qui connaît le jargon des voleurs comprend ces messages. Il faut quatre fois plus de temps pour transmettre un tel message qu’il ne le faudrait pour transmettre la même idée clairement.\nEn outre, vous comprenez un ensemble de signes et de symboles secrets utilisés pour transmettre des messages courts et simples, comme pour indiquer qu’une zone est dangereuse ou qu’elle fait partie du territoire d’une guilde des voleurs, qu’un butin est à proximité, ou que les gens d’une région sont des proies faciles ou qu’ils fourniront une maison sûre pour des voleurs en fuite.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Esquive instinctive", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"Quand un attaquant que vous pouvez voir vous touche avec une attaque, vous pouvez utiliser votre réaction pour réduire de moitié les dégâts de l’attaque contre vous.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexibilité des sorts", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Création d’emplacements de sorts. Vous pouvez transformer des points de sorcellerie inutilisés en un emplacement de sort par une action bonus à votre tour. La table ci-dessous indique le coût pour créer un emplacement de sort d’un niveau donné. Vous ne pouvez pas créer d’emplacements de sorts d’un niveau supérieur à 5.\n\nNiveau d’emplacement de sort\tCoût en points de sorcellerie\n 1e 2\n 2e 3\n 3e 5\n 4e 6\n 5e 7\nConvertir un emplacement de sort en points de sorcellerie. Par une action bonus à votre tour, vous pouvez dépenser un emplacement de sort et gagner un nombre de points de sorcellerie égal au niveau d’emplacement.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Métamagie", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Sort prudent", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"Lorsque vous lancez un sort qui force les autres créatures à faire un jet de sauvegarde, vous pouvez libérer de cette obligation du sort certaines de ces créatures. Pour ce faire, dépensez 1 point de sorcellerie et choisissez un nombre de créatures égal à [[@{charisma_mod}]] (minimum 1 créature). Une créature choisie réussie automatiquement sur son jet de sauvegarde contre le sort.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Sort distant", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"Quand vous lancez un sort qui a une portée de 1,50 mètre ou plus, vous pouvez dépenser 1 point de sorcellerie pour doubler la portée du sort. Si le sort a une portée de contact, vous pouvez dépenser 1 point de sorcellerie pour faire passer sa portée à 9 mètres.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Sort puissant", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"Lorsque vous jetez les dégâts pour un sort, vous pouvez dépenser 1 point de sorcellerie pour relancer un nombre de dés de dégâts égal à [[@{charisma_mod}]] (minimum 1). Vous devez forcément utiliser les nouveaux dégâts. Vous pouvez utiliser Sort puissant même si vous avez déjà utilisé une option différente de métamagie lors du lancer de ce sort.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Sort étendu", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"Lorsque vous lancez un sort qui a une durée de 1 minute ou plus, vous pouvez dépenser 1 point de sorcellerie pour doubler sa durée (maximum 24 heures).", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Sort intense", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"Lorsque vous lancez un sort qui oblige une créature à faire un jet de sauvegarde pour résister à ses effets, vous pouvez dépenser 3 points de sorcellerie pour donner à une cible du sort un désavantage à son premier jet de sauvegarde contre le sort.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Sort accéléré", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"Lorsque vous lancez un sort qui a un temps d’incantation de 1 action, vous pouvez dépenser 2 points de sorcellerie pour changer le temps d’incantation à 1 action bonus pour lancer ce sort.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Sort subtil", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"Lorsque vous lancez un sort, vous pouvez dépenser 1 point de sorcellerie pour le lancer sans composantes somatiques ou verbales.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"Vous gagnez la possibilité d’altérer vos sorts en fonction de vos besoins. Vous gagnez deux des options de métamagie suivantes de votre choix. Vous en gagnez une autre aux niveaux 10 et 17. Sauf indication contraire, vous ne pouvez utiliser sur un sort qu’une seule option de métamagie lorsque vous le lancez.\nSort prudent, Sort distant, Sort puissant, Sort étendu, Sort intense, Sort accéléré, Sort subtil, Sort jumeau.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Sort jumeau", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"Quand vous jetez un sort qui vise seulement une seule créature et n’a pas de portée personnelle, vous pouvez dépenser un nombre de points de sorcellerie égal au niveau du sort pour viser une deuxième créature dans la portée avec le même sort (1 point de sorcellerie si le sort est un sort mineur).\nCette capacité ne peut affecter que des sorts qui sont incapable de cibler plus d’une créature au niveau lancé. Par exemple, projectile magique et rayon ardent ne peuvent bénéficier de cette capacité, mais rayon de givre et orbe chromatique peuvent.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Restauration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"Vous regagnez 4 points de sorcellerie dépensés chaque fois que vous terminez un repos court.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Points de sorcellerie", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"Vos points de sorcellerie sont utiliser pour alimenter vos capacités de métamagie.\nVous pouvez également utiliser des points de sorcellerie pour gagner des emplacements de sort additionnels, ou sacrifier des emplacements pour gagner des points de sorcellerie.", "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Faveur de pacte", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Niveaux de classe", "CLERIC":"Clerc", - "CLIMB":"Vitesse d'escalade", + "CLIMB":"Vitesse d’escalade", "CLOSE":"Fermer", - "COINAGE":"Monnaie", + "COINS":"Coins", "COINS_CP":"PC", "COINS_EP":"PE", "COINS_GP":"PO", @@ -415,21 +420,21 @@ "CON":"Con", "CONC":"Conc", "CONCENTRATION":"Concentration", - "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, jusqu'à 10 minutes", - "CONCENTRATION_UP_TO_12_HOURS":"Concentration, jusqu'à 12 heures", - "CONCENTRATION_UP_TO_1_HOUR":"Concentration, jusqu'à 1 heure", - "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, jusqu'à 1 minute", - "CONCENTRATION_UP_TO_1_ROUND":"Concentration, jusqu'à 1 round", - "CONCENTRATION_UP_TO_24_HOURS":"Concentration, jusqu'à 24 heures", - "CONCENTRATION_UP_TO_2_HOURS":"Concentration, jusqu'à 2 heures", - "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, jusqu'à 6 rounds", - "CONCENTRATION_UP_TO_8_HOURS":"Concentration, jusqu'à 8 heures", + "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, jusqu’à 10 minutes", + "CONCENTRATION_UP_TO_12_HOURS":"Concentration, jusqu’à 12 heures", + "CONCENTRATION_UP_TO_1_HOUR":"Concentration, jusqu’à 1 heure", + "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, jusqu’à 1 minute", + "CONCENTRATION_UP_TO_1_ROUND":"Concentration, jusqu’à 1 round", + "CONCENTRATION_UP_TO_24_HOURS":"Concentration, jusqu’à 24 heures", + "CONCENTRATION_UP_TO_2_HOURS":"Concentration, jusqu’à 2 heures", + "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, jusqu’à 6 rounds", + "CONCENTRATION_UP_TO_8_HOURS":"Concentration, jusqu’à 8 heures", "CONDENSE":"Condensé", "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Immunité aux conditions", "CONJURATION":"Invocation", "CONSTITUTION":"Constitution", - "CONSTITUTION_SAVING_THROW":"Constitution saving throw", + "CONSTITUTION_SAVING_THROW":"Jet de Sauvegarde de Constitution", "CONTENT":"Contenu", "CONTRACT":"Réduire", "COPPER_PIECES":"Pièces de cuivre", @@ -441,15 +446,16 @@ "CRIT":"Crit", "CRITICAL_DAMAGE":"Dégâts critiques", "CRITICAL_DAMAGE_IS_MAXIMIZED":"Dégâts critiques maximisés", - "CRIT_ATTACHER_TOOLTIP":"Sélectionner une ou plusieurs autres catégories et crit pour avoir cette attache apparaitre uniquement lors d'un jet critique dans cette (ces) catégorie(s). Cela ne fonctionnera pas avec Entrée supplémentaire.", + "CRIT_ATTACHER_TOOLTIP":"Sélectionner une ou plusieurs autres catégories et crit pour avoir cette attache apparaitre uniquement lors d’un jet critique dans cette (ces) catégorie(s). Cela ne fonctionnera pas avec Entrée supplémentaire.", "CRIT_RANGE":"Coup Crit", "CURRENT":"Actuel", "CUSTOM":"Perso.", "CUSTOM_CLASSES":"Classe Perso.", "CUSTOM_CLASS_NAME":"Custom class name", - "CUSTOM_GOLD_VALUES":"Valeur de l'or personnalisée", + "CUSTOM_GOLD_VALUES":"Valeur de l’or personnalisée", "DAMAGE":"Dégâts", "DAMAGE_IMMUNITIES":"Immunité aux dégâts", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Résistance aux dégâts", "DAMAGE_VULNERABILITIES":"Vulnérabilité aux dégâts", "DARKVISION":"Vision dans le noir", @@ -462,7 +468,8 @@ "DECEPTION":"Tromperie", "DEX":"Dex", "DEXTERITY":"Dextérité", - "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEXTERITY_SAVING_THROW":"Jet de Sauvegarde de Dextérité", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dés", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Dé", @@ -498,28 +505,28 @@ "DRUID":"Druide", "DURATION":"Durée", "EFFECT":"Effets", - "ELECTRUM_PIECES":"Pièces d'électrum", + "ELECTRUM_PIECES":"Pièces d’électrum", "EMOTE":"Emote", "ENCHANTMENT":"Enchantement", "ENCUMBERED":"Encombré", "ENCUMBERED_HEAVILY":"L. Encombré", - "ENCUMBRANCE_MULTIPLIER":"Multiplicateur d'Emcombrement", + "ENCUMBRANCE_MULTIPLIER":"Multiplicateur d’Emcombrement", "ENGINEERING":"Ingénierie", "EQUIPMENT":"Équipement", "EVERY":"chaque", "EVOCATION":"Évocation", "EXHAUSTION":"Epuisement", - "EXHAUSTION_LEVEL":"Niveau d'épuisement", + "EXHAUSTION_LEVEL":"Niveau d’épuisement", "EXHAUSTION_LEVEL_1":"Désavantage aux jets de caractéristiques", "EXHAUSTION_LEVEL_2":"Vitesse diminuée de moitié", - "EXHAUSTION_LEVEL_3":"Désavantage aux jets d'attaque et de sauvegarde", + "EXHAUSTION_LEVEL_3":"Désavantage aux jets d’attaque et de sauvegarde", "EXHAUSTION_LEVEL_4":"Points de vie maximums diminués de moitié", "EXHAUSTION_LEVEL_5":"Vitesse réduite à 0", "EXHAUSTION_LEVEL_6":"Mort", "EXPAND":"Etendre", - "EXPERIENCE_POINTS":"Points d'Expérience", + "EXPERIENCE_POINTS":"Points d’Expérience", "EXPERTISE":"Expertise", - "EXPERTISE_AS_ADVANTAGE":"Expertise en tant qu'avantage pour l'importation", + "EXPERTISE_AS_ADVANTAGE":"Expertise en tant qu’avantage pour l’importation", "EXPLODE":"explosion", "EXTRAS":"Extras", "EXTRA_ON_A_CRIT":"extra on a crit", @@ -549,18 +556,8 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Sexe", "GENERATE_SKILLS":"Générer", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", - "GOLD_PIECES":"Pièces d'or", + "GM":"GM", + "GOLD_PIECES":"Pièces d’or", "GRAPPLED":"Agrippé", "HAIR":"Cheveux", "HALF":"Half", @@ -581,13 +578,13 @@ "HIDE_INFO_DAMAGE":"Masquer dégâts", "HIDE_INFO_EFFECT":"Masquer effets", "HIDE_INFO_FREETEXT":"Masquer teste supp.", - "HIDE_INFO_NOTE":"Merci de vous référer à la documentation. Vous aurez besoin d'utiliser une extension de navigateur pour changer le css afin de voir certaines parties.", + "HIDE_INFO_NOTE":"Merci de vous référer à la documentation. Vous aurez besoin d’utiliser une extension de navigateur pour changer le css afin de voir certaines parties.", "HIDE_INFO_RECHARGE":"Masquer recharge", "HIDE_INFO_SAVING_THROWS":"Masquer jet de sauvegarde", "HIDE_INFO_SAVING_THROW_DC":"Masquer DD de sauvegarde", "HIDE_INFO_SAVING_THROW_FAILURE":"Masquer échec au jet de sauvegarde", "HIDE_INFO_SAVING_THROW_SUCCESS":"Masquer succes au jet de sauvegarde", - "HIDE_INFO_TARGET_AC":"Hide target AC", + "HIDE_INFO_TARGET_AC":"Masquer la CA de la cible", "HIGHER_LEVEL":"Niveau Sup", "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"Histoire", @@ -595,39 +592,41 @@ "HIT_DICE":"Dés de vie", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Points de vie", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Points de vie jetés", "HIT_POINTS_TEMP":"PV Temp", "HIT_POINTS_TEMPORARY":"Points de vie temporaires", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honneur", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Règles maison", "HOVER":"Plane", + "HP":"HP", "HUGE":"Très Grande", "IDEALS":"Idéaux", "IF_THE_TARGET_IS":"Si la cible est", "ILLUSION":"Illusion", "IMPORT":"Importer", - "INCAPACITATED":"Incapable d'agir", + "INCAPACITATED":"Incapable d’agir", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"bonus d'initiative", "INNATE_SPELLCASTING":"Sorts innés", "INNATE_SPELLCASTING_NO_MATERIAL":"sans avoir besoin de composantes matérielles", "INNATE_SPELLCASTING_ONLY_VERBAL":"en nécessitant uniquement la composante verbale", "INNATE_SPELLCASTING_TEXT_1":"Le", "INNATE_SPELLCASTING_TEXT_2":" a pour charactéristique de lancement de Sorts inné le", "INNATE_SPELLCASTING_TEXT_3":"peut lancer de manière innée les sorts suivants,", - "INSIGHT":"Intuition", + "INSIGHT":"Perspicacité", "INSPIRATION":"Inspiration", "INSPIRATION_MULTIPLE":"Inspirations multiple", "INSTANTANEOUS":"Instantané", "INSTANTANEOUS_OR_1_HOUR":"Instantané ou 1 heure", "INT":"Int", "INTELLIGENCE":"Intelligence", - "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw", + "INTELLIGENCE_SAVING_THROW":"Jet de sauvegarde d’Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", "INVISIBLE":"Invisible", @@ -640,10 +639,11 @@ "LARGE":"Grande", "LAWFUL_EVIL":"loyal mauvais", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Actions légendaires", "LEGENDARY_ACTIONS_TEXT_1":"Un(e)", "LEGENDARY_ACTIONS_TEXT_2":"peut prendre", - "LEGENDARY_ACTIONS_TEXT_3":"actions légendaires, en choix parmi les options suivantes. Une seule action légendaire peut être utilisée à la fois et uniquement à la fin du tour d'une autre créature. Un(e)", + "LEGENDARY_ACTIONS_TEXT_3":"actions légendaires, en choix parmi les options suivantes. Une seule action légendaire peut être utilisée à la fois et uniquement à la fin du tour d’une autre créature. Un(e)", "LEGENDARY_ACTIONS_TEXT_4":"récupère les actions légendaires dépensées au début de son tour de jeu.", "LEVEL":"Niveau", "LEVELS":"niveaux", @@ -651,9 +651,10 @@ "LIGHT_ARMOR":"Armure Légère", "LIMIT":"Limite", "LONGER":"Plus long", - "LONGSWORD":"Longsword", + "LONGSWORD":"Épée longue", "LONG_REST":"Rep. Long", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Unités de mesure", "MEDICINE":"Médecine", @@ -661,15 +662,20 @@ "MEDIUM_ARMOR":"Armure Intermédiaire", "MEDIUM_ARMOR_MAX_DEX":"Bonus dex max
(armure intermédaire)", "MELEE":"Mêlée", - "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", - "MELEE_SPELL_ATTACK":"Melee Spell Attack", - "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Attaque au corps à corps ou à distance avec une arme", + "MELEE_SPELL_ATTACK":"Attaque au corps à corps avec un sort", + "MELEE_WEAPON":"Melee weapon", + "MELEE_WEAPON_ATTACK":"Attaque au corps à corps avec une arme", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Mètres", "METERS_ABBREVIATION":"m.", "MISC":"Autre", "MISCELLANEOUS":"Divers", "MISCELLANEOUS_NOTES":"Notes diverses", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Moine", "MOVEMENT":"Mouvement", "MULTIPLIER":"Multiplicateur", @@ -679,21 +685,23 @@ "NECROTIC":"nécrotique", "NO":"Non", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"Aucun dégât supplémentaire sur un coup critique", "NPC":"PNJ", + "OFFENSE":"Offense", "ONE_CREATURE":"une créature", "ONE_TARGET":"one target", "OR":"ou", "OTHER":"Autre", - "OTHER_ARMOR":"Autre type d'Armure", + "OTHER_ARMOR":"Autre type d’Armure", "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Maîtrises & Langues", "OTHER_TYPE":"Autre (Zone, Cône, Ligne)", "OUTPUT":"Affichage", "PALADIN":"Paladin", "PARALYZED":"Paralysé", - "PASSIVE":"Passive", + "PASSIVE":"Passif", "PASSIVE_ABILITY_CHECK":"Carac passive", "PASSIVE_SKILLS":"Compétence passive", "PC":"PJ", @@ -708,20 +716,23 @@ "PLATINUM_PIECES":"Pièces de platine", "PLUS":"plus", "POINTS":"Points", - "POINTS_OF_ORIGIN":"Point d'origine", + "POINTS_OF_ORIGIN":"Point d’origine", "POISON":"poison", "POISONED":"Empoisonné", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Préparé", "PREPARED_MATTERS":"Sorts prép. important", - "PROCESSING_CLOSE_MESSAGE":"Si l'image bouge à une vitesse normale et si la fiche de perso est fluide, vous pouvez :", + "PROCESSING_CLOSE_MESSAGE":"Si l’image bouge à une vitesse normale et si la fiche de perso est fluide, vous pouvez :", "PROCESSING_MESSAGE":"Pendant que la fiche de personnage se met à jour, ne pas fermer la fenêtre.", "PROCESSING_TITLE":"Mise à jour en cours", "PROF":"Maît", "PROFICIENCIES":"Maîtrises", "PROFICIENCY_BONUS":"Bonus de maîtrise", - "PROFICIENCY_DICE":"Proficiency dice", + "PROFICIENCY_DICE":"Dés de maîtrise", "PROFICIENT":"Maîtrise", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"À terre", "PSION":"Psion", "PSIONICS":"Psioniques", @@ -732,7 +743,6 @@ "PSI_POINTS":"Points Psi", "PSYCHIC":"Psychique", "PUBLIC_FOR_ALL":"Public", - "QTY":"Qté", "QUERY":"Varie", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -743,10 +753,13 @@ "RADIANT":"radiant", "RANGE":"Portée", "RANGED":"Tir", - "RANGED_SPELL_ATTACK":"Ranged Spell Attack", - "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_SPELL_ATTACK":"Attaque à distance avec un sort", + "RANGED_WEAPON":"Ranged weapon", + "RANGED_WEAPON_ATTACK":"Attaque à distance avec une arme", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Rôdeur", - "RANGERUA":"Ranger UA (2016)", + "RANGERUA":"Rôdeur UA (2016)", "REACH":"Allonge", "REACTION":"Réaction", "REACTIONS":"Réactions", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharge après un Repos Long", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharge après un Repos Court ou Long", "RECOVERED":"recovered", - "REDUCED_MAX":"Max réduit", - "REDUCED_MAX_HIT_POINTS":"Max réduit", "REDUCED_TO":"reduced to", "REF":"Réf", "REFLEX":"Réflexe", @@ -771,15 +782,17 @@ "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Athlète remarquable", "REPEAT":"Repeat", - "REPORT_AN_ISSUE":"Report an issue", + "REPORT_AN_ISSUE":"Signaler un problème", + "REQUIRES_API":"Cette fonctionnalité nécessite l’usage de l’API", "RESET":"reset", - "REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API", "RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Entravé", - "RESTS":"Repos", + "RING":"Ring", "RITUAL":"Rituel", "ROGUE":"Roublard", + "ROLL":"Roll", "ROLL_2":"2 Jets", "ROLL_OPTIONS":"Option de jet", "ROLL_TEMPLATE":"Affichage des jets", @@ -788,34 +801,62 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Sauvegarde", "SAVE_DC":"DD Jet de Sauv.", - "SAVE_FAILURE":"Échec", - "SAVE_SUCCESS":"Réussite", "SAVING_DC":"DD de Sauv", "SAVING_THROW":"Jet de sauv", "SAVING_THROWS":"Jets de sauvegarde", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Jets de sauvegarde (popup)", - "SAVING_THROW_BONUS":"saving throw bonus", + "SAVING_THROW_BONUS":"bonus aux jets de sauvegardes", "SAVING_THROW_DC":"DD jet de sauv", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Sens", "SHEET":"Affichage", - "SHEET_OUTPUT":"Option d'affichage", + "SHEET_OUTPUT":"Option d’affichage", "SHEET_SETTING":"Paramètres", "SHIELD":"Bouclier", - "SHORT_OR_LONG_REST":"Short or Long Rest", + "SHORT_OR_LONG_REST":"Repos Court ou Long", "SHORT_REST":"Rep. Court", "SHOW_ALL":"Tout voir", "SHOW_RESTS":"Voir repos", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Voir niveau si tout les emplacements sont utilisés", - "SHOW_TARGET_AC_ON_ATTACKS":"CA de la cible sur les jets d'attaque", - "SHOW_TARGET_NAME_ON_ATTACKS":"Nom de la cible sur les jets d'attaque\/sauv.", + "SHOW_TARGET_AC_ON_ATTACKS":"CA de la cible sur les jets d’attaque", + "SHOW_TARGET_NAME_ON_ATTACKS":"Nom de la cible sur les jets d’attaque\/sauv.", "SHOW_TOTALS":"Voir totaux", "SHOW_UNPREPARED_SPELLS":"Voir sorts non préparés", - "SILVER_PIECES":"Pièces d'argent", + "SILVER_PIECES":"Pièces d’argent", "SIZE":"Catégorie de taille", "SKILL":"Compétence", "SKILLS":"Compétences", - "SKILL_SHEET_SETTING":"–   Sheet setting", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", + "SKILL_SHEET_SETTING":"–   Paramètres", "SKIN":"Peau", "SLASHING":"tranchant", "SLEIGHTOFHAND":"Escamotage", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Sorts sur la page principale", "SPELLS_TAB":"Onglet Sorts", "SPELL_ATTACK":"Attaque de sort", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Niveau du sort", "SPELL_MUST_HAVE":"Soirts doivent avoir", "SPELL_POINTS":"Points de sort", @@ -854,7 +900,7 @@ "STEALTH":"Discrétion", "STR":"For", "STRENGTH":"Force", - "STRENGTH_SAVING_THROW":"Strength saving throw", + "STRENGTH_SAVING_THROW":"Jet de Sauvegarde de Force", "STR_13":"For 13", "STR_15":"For 15", "STUNNED":"Étourdi", @@ -866,42 +912,49 @@ "TARGET_TO_SOURCE":"Cible → Source", "TEMP":"Temp", "TEXT_SIZE":"Taille de texte", + "THROWN":"Thrown", "THUNDER":"tonnerre", "TINY":"Très Petite", "TOTAL":"Total", - "TOTAL_GOLD_VALUE":"Total en pièces d'or", + "TOTAL_GOLD_VALUE":"Total en pièces d’or", "TO_HIT":"to hit", - "TO_TRACKER":"Envoyer au \"Turn Order\"", + "TO_TRACKER":"Envoyer au “Turn Orderâ€", "TRACKER":"Turn Order", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Perception des vibrations", "TRUESIGHT":"Vision véritable", - "TURN":"Turn", + "TURN":"Tour", + "TURN_OFF_FILTERING":"Décochez filtres si vous ne voyez pas les sorts récement créés", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés", "TYPE":"Type", "UNARMORED":"Sans armure", "UNCONSCIOUS":"Inconscient", "UNPROFICIENT":"Non Maîtrisée", - "UNTIL_DISPELLED":"jusqu'à dissipation", - "UNTIL_DISPELLED_OR_TRIGGERED":"jusqu'à dissipation ou déclenchement", + "UNTIL_DISPELLED":"jusqu’à dissipation", + "UNTIL_DISPELLED_OR_TRIGGERED":"jusqu’à dissipation ou déclenchement", "USES":"Charges", "USE_CUSTOM_SAVING_THROWS":"Jets de sauvegarde personnalisés", - "VERSATILE":"Versatile", + "UTILITY":"Utility", + "VERSATILE":"Polyvalente", "VS":"vs", "VS_FIEND_OR_UNDEAD":"contre démons ou mort-vivants", "WARLOCK":"Sorcier", "WARLOCK_SLOTS":"emplacements (sorc.)", "WARLOCK_SPELL_SLOTS":"Emplacement de sort (Sorcier)", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Poids", "WEIGHT_PER_COIN":"Poid par pièce", "WHISPERED_TO_GM":"Chuchoter au MJ", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Volonté", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Sag", "WISDOM":"Sagesse", - "WISDOM_SAVING_THROW":"Wisdom saving throw", + "WISDOM_SAVING_THROW":"Jet de Sauvegarde de Sagesse", "WIZARD":"Magicien", + "WONDROUS":"Wondrous", "YES":"Oui" } \ No newline at end of file diff --git a/5eShaped/translations/he.json b/5eShaped/translations/he.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/he.json +++ b/5eShaped/translations/he.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json index fb6edb91cc04..4d4e1ca23946 100644 --- a/5eShaped/translations/it.json +++ b/5eShaped/translations/it.json @@ -1,61 +1,63 @@ { "0":"0", - "10TH_LEVEL":"10th-level", + "10TH_LEVEL":"10° livello", "10_DAYS":"10 giorni", "10_MINUTES":"10 minuti", - "11TH_LEVEL":"11th-level", - "12TH_LEVEL":"12th-level", + "11TH_LEVEL":"11° livello", + "12TH_LEVEL":"12° livello", "12_HOURS":"12 ore", - "13TH_LEVEL":"13th-level", - "14TH_LEVEL":"14th-level", - "15TH_LEVEL":"15th-level", - "16TH_LEVEL":"16th-level", - "17TH_LEVEL":"17th-level", - "18TH_LEVEL":"18th-level", - "19TH_LEVEL":"19th-level", + "13TH_LEVEL":"13° livello", + "14TH_LEVEL":"14° livello", + "15TH_LEVEL":"15° livello", + "16TH_LEVEL":"16° livello", + "17TH_LEVEL":"17° livello", + "18TH_LEVEL":"18° livello", + "19TH_LEVEL":"19° livello", "1ST":"1°", - "1ST_LEVEL":"1st-level", + "1ST_LEVEL":"1° livello", "1_ACTION":"1 azione", "1_BONUS_ACTION":"1 azione bonus", "1_HOUR":"1 ora", "1_MINUTE":"1 minuto", "1_REACTION":"1 reazione", "1_ROUND":"1 round", - "20TH_LEVEL":"20th-level", - "21ST_LEVEL":"21st-level", - "22ND_LEVEL":"22nd-level", - "23RD_LEVEL":"23rd-level", - "24TH_LEVEL":"24th-level", + "20TH_LEVEL":"20° livello", + "21ST_LEVEL":"21° livello", + "22ND_LEVEL":"22° livello", + "23RD_LEVEL":"23° livello", + "24TH_LEVEL":"24° livello", "24_HOURS":"24 ore", - "25TH_LEVEL":"25th-level", - "26TH_LEVEL":"26th-level", - "27TH_LEVEL":"27th-level", - "28TH_LEVEL":"28th-level", - "29TH_LEVEL":"29th-level", + "25TH_LEVEL":"25° livello", + "26TH_LEVEL":"26° livello", + "27TH_LEVEL":"27° livello", + "28TH_LEVEL":"28° livello", + "29TH_LEVEL":"29° livello", "2ND":"2°", - "2ND_LEVEL":"2nd-level", - "30TH_LEVEL":"30th-level", + "2ND_LEVEL":"2° livello", + "30TH_LEVEL":"30° livello", "30_DAYS":"30 giorni", "3RD":"3°", - "3RD_LEVEL":"3rd-level", + "3RD_LEVEL":"3° livello", "4TH":"4°", - "4TH_LEVEL":"4th-level", + "4TH_LEVEL":"4° livello", "5TH":"5°", - "5TH_LEVEL":"5th-level", + "5TH_LEVEL":"5° livello", "6TH":"6°", - "6TH_LEVEL":"6th-level", + "6TH_LEVEL":"6° livello", "7TH":"7°", - "7TH_LEVEL":"7th-level", + "7TH_LEVEL":"7° livello", "7_DAYS":"7 giorni", "8TH":"8°", - "8TH_LEVEL":"8th-level", + "8TH_LEVEL":"8° livello", "8_HOURS":"8 ore", "9TH":"9°", - "9TH_LEVEL":"9th-level", + "9TH_LEVEL":"9° livello", "ABILITY":"Caratteristica", "ABILITY_CHECK":"Prova di caratteristica", "ABILITY_CHECKS":"Prove di caratteristica", - "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECKS_QUERY":"Verifica del test di abilità", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Punteggi di caratteristica", "ABJURATION":"Abiurazione", "AC":"CA", @@ -66,8 +68,10 @@ "AC_ARMORED":"CA in armatura", "AC_UNARMORED":"CA senza armatura", "AC_UNARMORED_ABILITY":"Bonus difesa senza armatura", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Aggiungi metà competenza
ai tiri salvezza senza competenza", "ADVANTAGE":"Vantaggio", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Età", "ALIGNMENT":"Allineamento", "ALL":"Tutto", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Usa munizioni automaticamente", "AMMO_WEIGHT":"Peso munizioni", "AMPHIBIOUS":"Anfibio", + "AMULET":"Amulet", "ANIMALHANDLING":"Addestrare Animali", "API":"API", "APPEARANCE":"Aspetto", "ARCANA":"Arcani", "ARMOR":"Armatura", - "ARMORED_AND_UNARMORED":"Armatura e senza armatura", "ARMOR_CLASS":"Classe armatura", "ARROWS":"Frecce", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Aggiunte", "ATTACK":"Attacco", "ATTACKS":"Attacchi", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -101,13 +106,13 @@ "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", "AVG":"avg", "BACKGROUND":"Background", - "BACKSTORY":"Backstory", + "BACKSTORY":"Trascorsi", "BARBARIAN":"Barbaro", "BARD":"Bardo", - "BASE_DC":"Base DC", + "BASE_DC":"CD di base", "BIG":"Grande", "BITE":"Morso", - "BLINDED":"Blinded", + "BLINDED":"Accecato", "BLINDSIGHT":"Vista cieca", "BLIND_BEYOND":"Cieco oltre", "BLUDGEONING":"contundente", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonus", "BONUSES_AND_PENALTIES":"Bonus e penalità", - "BONUSES_AND_PENALTIES_TOOLTIP":"Aggiungi un bonus\/penalità automaticamente ai tiri fatti usando le macro della scheda.
Utilizzo: se ottieni un oggetto magico che fornisce +1 al CD di salvezza dei tuoi incantesimi, inserisci 1 nel campo CD di salvezza incantesimi. Se sei sotto gli effetti dell'incantesimo Benedire, inserisci \"d4cs0cf0\" in entrambi i campi di tiro per colpire e tiri salvezza.", + "BONUSES_AND_PENALTIES_TOOLTIP":"Aggiungi un bonus\/penalità automaticamente ai tiri fatti usando le macro della scheda.
Utilizzo: se ottieni un oggetto magico che fornisce +1 al CD di salvezza dei tuoi incantesimi, inserisci 1 nel campo CD di salvezza incantesimi. Se sei sotto gli effetti dell’incantesimo Benedire, inserisci “d4cs0cf0†in entrambi i campi di tiro per colpire e tiri salvezza.", "BREAK_TIES":"Ignora parità", "BURROW":"Scavare", "CANCEL":"Cancella", @@ -135,21 +140,21 @@ "CHARACTER_NAME":"Nome del personaggio", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nome del personaggio nei template di tiro", "CHARISMA":"Carisma", - "CHARISMA_SAVING_THROW":"Charisma saving throw", + "CHARISMA_SAVING_THROW":"Tiro salvezza su Carisma", "CHARMED":"Charmed", "CHECK":"Prova", - "CHECK_BONUS":"Bonus alla prova", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Classe", "CLASS_AND_LEVEL":"Classe e livello", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generati dopo aver aggiunto una classe nella tab \"Personaggio\"", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generati dopo aver aggiunto una classe nella tab “Personaggioâ€", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,21 +180,21 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", - "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"La tua ira può farti continuare a combattere nonostante le ferite più gravi. Se scendi a 0 punti ferita mentre sei in ira, e non muori sul colpo, puoi effettuare un tiro salvezza di Costituzione CD [[10]]. Se lo superi, torni invece a 1 punto ferita.\nOgni volta che usi questo privilegio dopo la prima, la CD aumenta di 5. Al termine di un riposo breve o lungo, la CD riparte da 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Difesa senza armatura", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"Se non indossi alcuna armatura, la tua Classe Armatura equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Costituzione. Puoi usare uno scudo e comunque beneficiare di questa capacità.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Ispirazione bardica", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"Puoi ispirare gli altri usando musica o parole stimolanti. Per farlo, usi un’azione bonus durante il tuo turno per scegliere un’altra creatura che sia entro 18 metri da te che sia in grado di sentirti. Questa creatura riceve un dado di Ispirazione bardica, un d6.\nEntro i prossimi 10 minuti, la creatura può tirare una volta il dado e aggiungerne il risultato a una prova di abilità, un tiro per colpire o un tiro salvezza che esegue. La creatura può decidere di usare il dado di Ispirazione bardica anche dopo aver visto il risultato del d20, ma prima che il DM abbia annunciato il successo o il fallimento del tiro. Una volta che il dado di Ispirazione bardica è stato usato, è perso. Una creatura può avere un solo dado di Ispirazione bardica per volta.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Controaffascinare", "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE":"Competente", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Livelli di classe", "CLERIC":"Chierico", "CLIMB":"Scalare", "CLOSE":"Close", - "COINAGE":"Denaro", + "COINS":"Coins", "COINS_CP":"MR", "COINS_EP":"ME", "COINS_GP":"MO", @@ -447,9 +452,10 @@ "CUSTOM":"Personalizzato", "CUSTOM_CLASSES":"Custom classes", "CUSTOM_CLASS_NAME":"Custom class name", - "CUSTOM_GOLD_VALUES":"Valori d'oro personalizzati", + "CUSTOM_GOLD_VALUES":"Valori d’oro personalizzati", "DAMAGE":"Danno", "DAMAGE_IMMUNITIES":"Immunità ai danni", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Resistenze ai danni", "DAMAGE_VULNERABILITIES":"Vulnerabilità ai danni", "DARKVISION":"Scurovisione", @@ -463,6 +469,7 @@ "DEX":"Des", "DEXTERITY":"Destrezza", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dadi", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Dado", @@ -498,7 +505,7 @@ "DRUID":"Druido", "DURATION":"Durata", "EFFECT":"Effetto", - "ELECTRUM_PIECES":"Monete d'elettro", + "ELECTRUM_PIECES":"Monete d’elettro", "EMOTE":"Emote", "ENCHANTMENT":"Ammaliamento", "ENCUMBERED":"Sovraccarico", @@ -549,18 +556,8 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Sesso", "GENERATE_SKILLS":"Genera abilità", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", - "GOLD_PIECES":"Monete d'oro", + "GM":"GM", + "GOLD_PIECES":"Monete d’oro", "GRAPPLED":"Grappled", "HAIR":"Capelli", "HALF":"Half", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Nasc. danni", "HIDE_INFO_EFFECT":"Nasc. effetto", "HIDE_INFO_FREETEXT":"Nasc. testo", - "HIDE_INFO_NOTE":"Controllare la documentazione. È necessaria un'estenzione nel browser per cambiare il css per mostrare certe parti", + "HIDE_INFO_NOTE":"Controllare la documentazione. È necessaria un’estenzione nel browser per cambiare il css per mostrare certe parti", "HIDE_INFO_RECHARGE":"Nasc. ricarica", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza", @@ -595,16 +592,19 @@ "HIT_DICE":"Dadi Vita", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Punti ferita", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Punti ferita tirati", "HIT_POINTS_TEMP":"PF temp.", "HIT_POINTS_TEMPORARY":"Punti ferita temporanei", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Regole personalizzate", "HOVER":"Stazionare", + "HP":"HP", "HUGE":"Enorme", "IDEALS":"Ideali", "IF_THE_TARGET_IS":"Se il bersaglio è", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Iniziativa", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Intuizione", "INSPIRATION":"Ispirazione", @@ -640,11 +639,12 @@ "LARGE":"Grande", "LAWFUL_EVIL":"legale malvagio", "LBS":"lb", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Azioni Leggendarie", "LEGENDARY_ACTIONS_TEXT_1":"Il\/La", "LEGENDARY_ACTIONS_TEXT_2":"può usare", - "LEGENDARY_ACTIONS_TEXT_3":"azioni leggendarie, a scelta tra le opzioni sottostanti. Può essere usata una sola opzione per volta e solamente al termine del turno di un'altra creatura. Il\/La", - "LEGENDARY_ACTIONS_TEXT_4":"riacquista le azioni leggendarie usate all'inizio del proprio turno.", + "LEGENDARY_ACTIONS_TEXT_3":"azioni leggendarie, a scelta tra le opzioni sottostanti. Può essere usata una sola opzione per volta e solamente al termine del turno di un’altra creatura. Il\/La", + "LEGENDARY_ACTIONS_TEXT_4":"riacquista le azioni leggendarie usate all’inizio del proprio turno.", "LEVEL":"Livello", "LEVELS":"Livelli", "LIGHTNING":"fulmine", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Rip. lungo", "MACROS":"Macro", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicina", @@ -663,13 +664,18 @@ "MELEE":"Mischia", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Varie", "MISCELLANEOUS":"Varie", "MISCELLANEOUS_NOTES":"Note", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monaco", "MOVEMENT":"Movimento", "MULTIPLIER":"Moltiplicatore", @@ -679,9 +685,11 @@ "NECROTIC":"necrotico", "NO":"No", "NORMAL":"Normale", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"PNG", + "OFFENSE":"Offense", "ONE_CREATURE":"una creatura", "ONE_TARGET":"one target", "OR":"o", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Punti di origine", "POISON":"veleno", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Preparati", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Bonus competenza", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Competente", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psichico", "PUBLIC_FOR_ALL":"Visibile a tutti", - "QTY":"Qtà", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Portata", "RANGED":"A distanza", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Portata", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Atleta impressionante", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", + "REQUIRES_API":"Questa opzione richiede l’API", "RESET":"reset", - "REQUIRES_API":"Questa opzione richiede l'API", "RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità", "RESOURCES":"Risorse", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Rituale", "ROGUE":"Furfante", + "ROLL":"Roll", "ROLL_2":"Tira 2", "ROLL_OPTIONS":"Opzioni tiro", "ROLL_TEMPLATE":"Template tiro", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Tiro salvezza fallito", - "SAVE_SUCCESS":"Tiro salvezza riuscito", "SAVING_DC":"CD salvezza", "SAVING_THROW":"Tiro salvezza", "SAVING_THROWS":"Tiri salvezza", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Query tiri salvezza", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"CD tiro salvezza", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Sensi", "SHEET":"Scheda", "SHEET_OUTPUT":"Output scheda", @@ -811,10 +828,34 @@ "SHOW_TARGET_NAME_ON_ATTACKS":"Nome bersaglio negli attacchi e TS", "SHOW_TOTALS":"Mostra totali", "SHOW_UNPREPARED_SPELLS":"Mostra incantesimi non preparati", - "SILVER_PIECES":"Monete d'argento", + "SILVER_PIECES":"Monete d’argento", "SIZE":"Taglia", "SKILL":"Abilità", "SKILLS":"Abilità", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Pelle", "SLASHING":"tagliente", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Livello incant.", "SPELL_MUST_HAVE":"Incantesimi devono avere", "SPELL_POINTS":"Punti inc.", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Bersaglio → Fonte", "TEMP":"Temp", "TEXT_SIZE":"Dimensione testo", + "THROWN":"Thrown", "THUNDER":"tuono", "TINY":"Minuscola", "TOTAL":"Totale", @@ -878,8 +925,8 @@ "TREMORSENSE":"Senso tellurico", "TRUESIGHT":"Visione del vero", "TURN":"Turn", + "TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"", "TYPE":"Tipo", "UNARMORED":"senza armatura", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Finché non è dissolto o attivato", "USES":"Usi", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs non morti o immondi", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Slot inc. Warlock", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Peso", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Sussurrato al GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Sag", "WISDOM":"Saggezza", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Mago", + "WONDROUS":"Wondrous", "YES":"Sì" } \ No newline at end of file diff --git a/5eShaped/translations/ja.json b/5eShaped/translations/ja.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/ja.json +++ b/5eShaped/translations/ja.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/ko.json b/5eShaped/translations/ko.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/ko.json +++ b/5eShaped/translations/ko.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/nl.json b/5eShaped/translations/nl.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/nl.json +++ b/5eShaped/translations/nl.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/pt-br.json b/5eShaped/translations/pt-br.json new file mode 100644 index 000000000000..93eec4d26747 --- /dev/null +++ b/5eShaped/translations/pt-br.json @@ -0,0 +1,952 @@ +{ + "0":"0", + "10TH_LEVEL":"10º Nível", + "10_DAYS":"10 dias", + "10_MINUTES":"10 minutos", + "11TH_LEVEL":"11º Nível", + "12TH_LEVEL":"12º Nível", + "12_HOURS":"12 horas", + "13TH_LEVEL":"13º Nível", + "14TH_LEVEL":"14º Nível", + "15TH_LEVEL":"15º Nível", + "16TH_LEVEL":"16º Nível", + "17TH_LEVEL":"17º Nível", + "18TH_LEVEL":"18º Nível", + "19TH_LEVEL":"19º Nível", + "1ST":"1º", + "1ST_LEVEL":"1º Nível", + "1_ACTION":"1 ação", + "1_BONUS_ACTION":"1 ação bonus", + "1_HOUR":"1 hora", + "1_MINUTE":"1 minuto", + "1_REACTION":"1 reação", + "1_ROUND":"1 turno", + "20TH_LEVEL":"20º Nível", + "21ST_LEVEL":"21º Nível", + "22ND_LEVEL":"22º Nível", + "23RD_LEVEL":"23º Nível", + "24TH_LEVEL":"24º Nível", + "24_HOURS":"24 horas", + "25TH_LEVEL":"25º Nível", + "26TH_LEVEL":"26º Nível", + "27TH_LEVEL":"27º Nível", + "28TH_LEVEL":"28º Nível", + "29TH_LEVEL":"29º Nível", + "2ND":"2º", + "2ND_LEVEL":"2º Nível", + "30TH_LEVEL":"30º Nível", + "30_DAYS":"30 dias", + "3RD":"3º", + "3RD_LEVEL":"3º Nível", + "4TH":"4º", + "4TH_LEVEL":"4º Nível", + "5TH":"5º", + "5TH_LEVEL":"5º Nível", + "6TH":"6º", + "6TH_LEVEL":"6º Nível", + "7TH":"7th", + "7TH_LEVEL":"7º Nível", + "7_DAYS":"7 dias", + "8TH":"8º", + "8TH_LEVEL":"8º Nível", + "8_HOURS":"8 horas", + "9TH":"9º", + "9TH_LEVEL":"9º Nível", + "ABILITY":"Habilidade", + "ABILITY_CHECK":"Verificar Habilidade", + "ABILITY_CHECKS":"Verificadores de Habilidade", + "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_SCORE":"Ability score", + "ABILITY_SCORES":"Ability scores", + "ABJURATION":"Abjuração", + "AC":"CA", + "ACID":"ácido", + "ACROBATICS":"Acrobacia", + "ACTION":"Ação", + "ACTIONS":"Ações", + "AC_ARMORED":"CA armado", + "AC_UNARMORED":"CA desarmado", + "AC_UNARMORED_ABILITY":"Habilidade desarmado", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", + "ADVANTAGE":"Vantagem", + "ADVENTURING_GEAR":"Adventuring gear", + "AGE":"Idade", + "ALIGNMENT":"Tendência", + "ALL":"Tudo", + "AMMO":"Munição", + "AMMO_AUTO_USE":"Usar munição automaticamente", + "AMMO_WEIGHT":"Capacidade de Munição", + "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", + "ANIMALHANDLING":"Adestrar Animais", + "API":"API", + "APPEARANCE":"Aparência", + "ARCANA":"Arcano", + "ARMOR":"Armadura", + "ARMOR_CLASS":"Classe de Armadura", + "ARROWS":"Flechas", + "ARTIFICER":"Artífice (2017)", + "AS":"as", + "ATHLETICS":"Atletismo", + "ATK":"ATQ", + "ATTACHERS":"Atacantes", + "ATTACK":"Ataque", + "ATTACKS":"Ataques", + "ATTACK_MODIFIER":"Attack modifier", + "AT_WILL":"à vontade", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", + "AUTOMATIC_HIT_POINTS":"Automatic hit points", + "AUTO_REVERT_ADV":"Automaticamente reverter (dis)vantagem", + "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", + "BACKGROUND":"Antecedentes", + "BACKSTORY":"História", + "BARBARIAN":"Bárbaro", + "BARD":"Bardo", + "BASE_DC":"Base DC", + "BIG":"Grande", + "BITE":"Mordida", + "BLINDED":"Blinded", + "BLINDSIGHT":"Blindsight", + "BLIND_BEYOND":"blind beyond this radius", + "BLUDGEONING":"bludgeoning", + "BONDS":"Bonds", + "BONUS":"Bônus", + "BONUSES":"Bônus", + "BONUSES_AND_PENALTIES":"Bônus & Penalidades", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", + "BREAK_TIES":"Break ties", + "BURROW":"Burrow", + "CANCEL":"Cancelar", + "CANTRIP":"Truque", + "CANTRIPS":"Truques", + "CAN_HAVE":"Pode ter", + "CARRIED":"Carregado", + "CARRYING_CAPACITY":"Capacidade de Carga", + "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift", + "CASTERS_FULL":"Cheio (9º Nível: Bardo, Clérigo, Druida, Feiticeiro, Mago)", + "CASTERS_HALF":"Half (5º Nível: Paladino, Patrulheiro)", + "CASTERS_THIRD":"Third (3º Nível: Arcane Archetypes)", + "CASTING_TIME":"Casting Time", + "CHA":"CAR", + "CHALLENGE":"Dificuldade", + "CHARACTER":"Personagem", + "CHARACTER_NAME":"Nome do Personagem", + "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", + "CHARISMA":"Carisma", + "CHARMED":"Charmed", + "CHECK":"Checar", + "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Escolha quando rolar", + "CLASS":"Classe", + "CLASS_AND_LEVEL":"Classe & Nível", + "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", + "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleansing Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", + "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "CLASS_LEVELS":"Class levels", + "CLERIC":"Clérigo", + "CLIMB":"Escalar", + "CLOSE":"Fechar", + "COINAGE":"Cunhagem", + "COINS_CP":"PC", + "COINS_EP":"PE", + "COINS_GP":"PO", + "COINS_PP":"PL", + "COINS_SP":"PP", + "COIN_CONVERSION_GP_PER_CP":"Cobre por Ouro", + "COIN_CONVERSION_GP_PER_EP":"Electro por Ouro", + "COIN_CONVERSION_GP_PER_PP":"Ouro por Platina", + "COIN_CONVERSION_GP_PER_SP":"Prata por Ouro", + "COLD":"Gelado", + "COLOR":"Cores", + "COMPONENTS":"Componentes", + "COMPONENTS_M":"M", + "COMPONENTS_S":"S", + "COMPONENTS_S_M":"S, M", + "COMPONENTS_V":"V", + "COMPONENTS_V_M":"V, M", + "COMPONENTS_V_S":"V, S", + "COMPONENTS_V_S_M":"V, S, M", + "CON":"Con", + "CONC":"Conc", + "CONCENTRATION":"Concentração", + "CONCENTRATION_UP_TO_10_MINUTES":"Concentração, acima de 10 minutos", + "CONCENTRATION_UP_TO_12_HOURS":"Concentração, acima de 12 horas", + "CONCENTRATION_UP_TO_1_HOUR":"Concentração, acima de 1 hora", + "CONCENTRATION_UP_TO_1_MINUTE":"Concentração, acima de 1 minuto", + "CONCENTRATION_UP_TO_1_ROUND":"Concentração, acima de 1 turno", + "CONCENTRATION_UP_TO_24_HOURS":"Concentração, acima de 24 horas", + "CONCENTRATION_UP_TO_2_HOURS":"Concentração, acima de 2 horas", + "CONCENTRATION_UP_TO_6_ROUNDS":"Concentração, acima de 6 turnos", + "CONCENTRATION_UP_TO_8_HOURS":"Concentração, acima de 8 horas", + "CONDENSE":"Condense", + "CONDITIONS":"Condições", + "CONDITION_IMMUNITIES":"Imune as condições", + "CONJURATION":"Conjuração", + "CONSTITUTION":"Constituição", + "CONTENT":"Content", + "CONTRACT":"Acordo", + "COPPER_PIECES":"Peças de Cobre", + "CORE":"Core", + "COST":"Custo", + "COSTS_2_ACTIONS":"Custa 2 Ações", + "COSTS_3_ACTIONS":"Custa 3 Ações", + "CREATE_CLASS_FEATURES":"Create class features", + "CRIT":"Crítico", + "CRITICAL_DAMAGE":"Dano Crítico", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Dano Crítico é Maximizado", + "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", + "CRIT_RANGE":"Crit range", + "CURRENT":"Atual", + "CUSTOM":"Customizado", + "CUSTOM_CLASSES":"Classes customizadas", + "CUSTOM_CLASS_NAME":"Nome da Classe customizada", + "CUSTOM_GOLD_VALUES":"Valores de Ouro Customizados", + "DAMAGE":"Dano", + "DAMAGE_IMMUNITIES":"Imunidades a Danos", + "DAMAGE_MODIFIER":"Damage modifier", + "DAMAGE_RESISTANCES":"Resistências a Danos", + "DAMAGE_VULNERABILITIES":"Vulnerabilidade contra Danos", + "DARKVISION":"Visão no Escuro", + "DC":"DC", + "DEAFENED":"Ensurdecido", + "DEATH":"Morto", + "DEATH_SAVES":"Teste Contra Morte", + "DEATH_SAVING_THROW":"Teste Contra Morte", + "DEATH_SAVING_THROWS":"Testes Contra Morte", + "DECEPTION":"Enganação", + "DEX":"Des", + "DEXTERITY":"Dexterity", + "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Des (max X)", + "DICE":"Dado", + "DICE_MODIFIERS":"Dice modifiers", + "DIE":"Morte", + "DISADVANTAGE":"Desvantagem", + "DISPLAY":"Mostrar", + "DISPLAY_AUDITORY":"Auditivo", + "DISPLAY_AUDITORY_MATERIAL":"Auditivo, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditivo, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditivo, Mental, Olfativo", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditivo, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditivo, Olfativo", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditivo, Olfativo, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditivo, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditivo, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfativo", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfativo, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfativo", + "DISPLAY_OLFACTORY_MATERIAL":"Olfativo, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfativo, Visual", + "DISPLAY_TEXT":"Mostrar texto", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distância", + "DIVINATION":"Divination", + "DMG":"DANO", + "DOCUMENTATION":"Documentação", + "DONT":"Don’t", + "DRAGON":"Dragão", + "DRUID":"Druida", + "DURATION":"Duração", + "EFFECT":"Efeitos", + "ELECTRUM_PIECES":"Peças de Electro", + "EMOTE":"Emote", + "ENCHANTMENT":"Encatamento", + "ENCUMBERED":"Sobrecarregado", + "ENCUMBERED_HEAVILY":"H. Sobrecarregado", + "ENCUMBRANCE_MULTIPLIER":"Multiplicador de Sobrecarga", + "ENGINEERING":"Engineering", + "EQUIPMENT":"Equipamento", + "EVERY":"Todos", + "EVOCATION":"Evocação", + "EXHAUSTION":"Euxastão", + "EXHAUSTION_LEVEL":"Nível de Euxastão", + "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", + "EXHAUSTION_LEVEL_2":"Speed halved", + "EXHAUSTION_LEVEL_3":"Disadvantage on attack rolls and saving throws", + "EXHAUSTION_LEVEL_4":"Hit point maximum halved", + "EXHAUSTION_LEVEL_5":"Velocidade reduzida a 0", + "EXHAUSTION_LEVEL_6":"Morte", + "EXPAND":"Expandir", + "EXPERIENCE_POINTS":"Pontos de Experiência", + "EXPERTISE":"Perícia", + "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", + "EXPLODE":"Explodir", + "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra em um crítico", + "EYES":"Olhos", + "FAILURES":"Falhas", + "FEATS":"Feats", + "FEATURES":"Características", + "FEATURES_AND_TRAITS":"Características & Traços", + "FEET":"Pés", + "FEET_ABBREVIATION":"ft.", + "FIELD":"Field", + "FIGHTER":"Fighter", + "FILTERS":"Filtros", + "FIN":"Acu", + "FINESSE":"Acuidade", + "FIRE":"fogo", + "FLAT_HEAL":"Flat heal", + "FLAWS":"Falhas", + "FLY":"Voar", + "FORCE":"força", + "FORT":"Fort", + "FORTITUDE":"Fortitude", + "FORTITUDE_SAVING_THROW":"Fortitude saving throw", + "FREEFORM":"Forma Livre", + "FREETEXT":"Texto Livre", + "FRIGHTENED":"Frightened", + "GARGANTUAN":"Gargantuan", + "GENDER":"Gênero", + "GENERATE_SKILLS":"Gerar Habilidades", + "GOLD_PIECES":"Peças de Ouro", + "GRAPPLED":"Agarrado", + "HAIR":"Cabelos", + "HALF":"Half", + "HALFLING_LUCK":"Halfling Luck", + "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", + "HEAL":"Cura", + "HEAL_FOR":"Curado por", + "HEAVY_ARMOR":"Heavy Armor", + "HEIGHT":"Altura", + "HIDE":"Esconder", + "HIDE_INFO":"Esconder Info", + "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", + "HIDE_INFO_ATTACK":"Esconder ataque", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", + "HIDE_INFO_DAMAGE":"Hide damage", + "HIDE_INFO_EFFECT":"Hide effect", + "HIDE_INFO_FREETEXT":"Hide freetext", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_RECHARGE":"Hide recharge", + "HIDE_INFO_SAVING_THROWS":"Hide saving throws", + "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", + "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", + "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", + "HIDE_INFO_TARGET_AC":"Hide target AC", + "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", + "HISTORY":"História", + "HIT":"Acerto", + "HIT_DICE":"Dado de Acerto", + "HIT_DICE_RECOVERED":"Hit dice recovered", + "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_POINTS":"Pontos de Acerto", + "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", + "HIT_POINTS_ROLLED":"Hit points rolled", + "HIT_POINTS_TEMP":"HP Temp", + "HIT_POINTS_TEMPORARY":"HP Temporário", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", + "HON":"Hon", + "HONOR":"Honra", + "HONOR_SAVING_THROW":"Honor saving throw", + "HOUSERULES":"Regras da Casa", + "HOVER":"Hover", + "HP":"HP", + "HUGE":"Gigante", + "IDEALS":"Ideais", + "IF_THE_TARGET_IS":"If the target is", + "ILLUSION":"Ilusão", + "IMPORT":"Importar", + "INCAPACITATED":"Incapacitated", + "INFLUENCE":"Influência", + "INITIATIVE":"Iniciativa", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"Sem componentes de material", + "INNATE_SPELLCASTING_ONLY_VERBAL":"Requer aepnas componentes verbais", + "INNATE_SPELLCASTING_TEXT_1":"A", + "INNATE_SPELLCASTING_TEXT_2":"habilidade de conjuração é", + "INNATE_SPELLCASTING_TEXT_3":"pode lançar direto as seguintes magias,", + "INSIGHT":"Intuição", + "INSPIRATION":"Inspiração", + "INSPIRATION_MULTIPLE":"Inspiração Multiplas", + "INSTANTANEOUS":"Instantâneo", + "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", + "INT":"Int", + "INTELLIGENCE":"Inteligência", + "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw", + "INTIMIDATION":"Intimidação", + "INVESTIGATION":"Investigação", + "INVISIBLE":"Invisibilidade", + "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilogramas", + "KNOWN":"Conhecido", + "LAIR_ACTIONS":"Lair Actions", + "LANGUAGES":"Idiomas", + "LARGE":"Large", + "LAWFUL_EVIL":"lawful evil", + "LBS":"lbs", + "LEATHER":"Leather", + "LEGENDARY_ACTIONS":"Ações Lendárias", + "LEGENDARY_ACTIONS_TEXT_1":"As", + "LEGENDARY_ACTIONS_TEXT_2":"pode levar", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", + "LEGENDARY_ACTIONS_TEXT_4":"recupera ações lendárias no início de sua turno.", + "LEVEL":"Nível", + "LEVELS":"Níveis", + "LIGHTNING":"relâmpago", + "LIGHT_ARMOR":"Armadura Leve", + "LIMIT":"Limitações", + "LONGER":"Longer", + "LONGSWORD":"Espada Longa", + "LONG_REST":"Descanso Longo", + "MACROS":"Macros", + "MANUAL":"Manual", + "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", + "MEDICINE":"Medicina", + "MEDIUM":"Média", + "MEDIUM_ARMOR":"Armadura Média", + "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", + "MELEE":"Corpo-a-Corpo", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", + "MELEE_WEAPON_ATTACK":"Arma de ataque corpo-a-corpo", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", + "METERS":"Metros", + "METERS_ABBREVIATION":"m.", + "MISC":"Div", + "MISCELLANEOUS":"Diversos", + "MISCELLANEOUS_NOTES":"Notas Diversas", + "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", + "MONK":"Monge", + "MOVEMENT":"Movimento", + "MULTIPLIER":"Multiplicador", + "NAME":"Nome", + "NATURE":"Natureza", + "NECROMANCY":"Necromancia", + "NECROTIC":"Necrótico", + "NO":"Não", + "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", + "NO_CONCENTRATION":"No concentration", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", + "NPC":"NPC", + "OFFENSE":"Offense", + "ONE_CREATURE":"uma criatura", + "ONE_TARGET":"um alvo", + "OR":"ou", + "OTHER":"Outro", + "OTHER_ARMOR":"Outra Armadura", + "OTHER_DAMAGE":"Outro Dano", + "OTHER_PROFICIENCIES_AND_LANGUAGES":"Outras Proeficiências & Línguas", + "OTHER_TYPE":"Outro (AoE, Cone, Linha)", + "OUTPUT":"Saída", + "PALADIN":"Paladino", + "PARALYZED":"Paralizado", + "PASSIVE":"Passiva", + "PASSIVE_ABILITY_CHECK":"Verificador de Habilidade Passiva", + "PASSIVE_SKILLS":"Habilidade Passiva", + "PC":"PC", + "PERCEPTION":"Percepção", + "PERFORMANCE":"Atuação", + "PERSONALITY_TRAITS":"Personality traits", + "PERSUASION":"Persuasão", + "PER_LEVEL":"por nível", + "PER_USE":"por uso", + "PETRIFIED":"Petrificado", + "PIERCING":"piercing", + "PLATINUM_PIECES":"Peças de Platina", + "PLUS":"extra", + "POINTS":"Pontos", + "POINTS_OF_ORIGIN":"Pontos de origem", + "POISON":"Veneno", + "POISONED":"Envenenado", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", + "POUNDS":"Libras", + "PREPARED":"Preparada", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processando", + "PROF":"Prof", + "PROFICIENCIES":"Proeficiências", + "PROFICIENCY_BONUS":"Bônus de Proeficiência", + "PROFICIENCY_DICE":"Dado de Proeficiência", + "PROFICIENT":"Proeficiente", + "PRONE":"Inclinado", + "PSION":"Psiônico", + "PSIONICS":"Psiônicos", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Limite Psi", + "PSI_POINTS":"Pontos Psi", + "PSYCHIC":"psíquico", + "PUBLIC_FOR_ALL":"Público para todos verem", + "QUERY":"Inquerir", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Rápido", + "RACE":"Raça", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", + "RADIANT":"radiante", + "RANGE":"Alcance", + "RANGED":"Ranged", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", + "RANGER":"Patrulheiro", + "RANGERUA":"Patrulheiro UA (2016)", + "REACH":"Alcance", + "REACTION":"Reação", + "REACTIONS":"Reações", + "RECHARGE":"Recarga", + "RECHARGED":"recharged", + "RECHARGE_2_6":"Recarga 2-6", + "RECHARGE_3_6":"Recarga 3-6", + "RECHARGE_4_6":"Recarga 4-6", + "RECHARGE_5_6":"Recarga 5-6", + "RECHARGE_6":"Recarga 6", + "RECHARGE_AFTER_LONG_REST":"Recarrega após um descanso longo", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recarrega após um descanso curto ou longo", + "RECOVERED":"recovered", + "REDUCED_TO":"reduced to", + "REF":"Ref", + "REFLEX":"Refletir", + "REFLEX_SAVING_THROW":"Reflex saving throw", + "REGAIN":"Regain", + "REGIONAL_EFFECTS":"Regional Effects", + "RELIGION":"Religião", + "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Comunicar um problema", + "REQUIRES_API":"Esse recurso requer a API", + "RESET":"reset", + "RESISTANCES_AND_IMMUNITIES":"Resistências & Immunidades", + "RESOURCES":"Recursos", + "REST":"Rest", + "RESTRAINED":"Restrained", + "RING":"Ring", + "RITUAL":"Ritual", + "ROGUE":"Ladino", + "ROLL":"Roll", + "ROLL_2":"Rolar 2", + "ROLL_OPTIONS":"Opções de Rolagem", + "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanidade", + "SANITY_SAVING_THROW":"Sanity saving throw", + "SAVE":"Sucesso", + "SAVE_DC":"Teste de Resistência", + "SAVING_DC":"Teste de Resistência", + "SAVING_THROW":"Teste de Resistência", + "SAVING_THROWS":"Testes de Resistências", + "SAVING_THROWS_BONUS":"Saving throws bonus", + "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"Teste de Resistência bônus", + "SAVING_THROW_DC":"Teste de Resistência", + "SAVING_THROW_FAILURE":"Falhou no TR", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Sucesso no TR", + "SCORE":"Score", + "SECOND_DAMAGE":"Segundo dano", + "SELF":"Self", + "SENSES":"Senso", + "SHEET":"Tabela", + "SHEET_OUTPUT":"Saída da Tabela", + "SHEET_SETTING":"Config da Tabela", + "SHIELD":"Escudo", + "SHORT_OR_LONG_REST":"Descanso curto ou longo", + "SHORT_REST":"Descanso Curto", + "SHOW_ALL":"Mostrar tudo", + "SHOW_RESTS":"Mostrar descansos", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", + "SHOW_TOTALS":"Mostrar totais", + "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", + "SILVER_PIECES":"Peças de Prata", + "SIZE":"Tamanho", + "SKILL":"Habilidade", + "SKILLS":"Habilidades", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", + "SKILL_SHEET_SETTING":"–   Sheet setting", + "SKIN":"Skin", + "SLASHING":"cortanto", + "SLEIGHTOFHAND":"Prestidigitação", + "SLOTS":"Slots", + "SMALL":"Small", + "SOCIETY":"Sociedade", + "SORCERER":"Feiticeiro", + "SORCERY_POINTS":"Pontos de Feiticeiro", + "SOULKNIFE":"Soulknife", + "SOURCE":"Destino", + "SOURCE_TO_TARGET":"Procurando → Alvo", + "SPECIAL":"Especial", + "SPECIAL_EFFECTS":"Efeitos Especiais", + "SPEED":"Velocidade", + "SPELL":"Magia", + "SPELLCASTING":"Conjurador", + "SPELLCASTING_LEVEL":"Nível de Conjurador", + "SPELLCASTING_TEXT_1":"o", + "SPELLCASTING_TEXT_2":"é um", + "SPELLCASTING_TEXT_3":"conjurador. Sua habilidade de conjuração é", + "SPELLCASTING_TEXT_4":"tem as seguintes", + "SPELLCASTING_TEXT_5":"magias preparadas", + "SPELLS":"Magias", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Ataque Mágico", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", + "SPELL_LEVEL":"Nível Mágico", + "SPELL_MUST_HAVE":"As magias devem ter", + "SPELL_POINTS":"Pontos de Mágia", + "SPELL_SAVE_DC":"CD de Magia", + "SPELL_SAVING_THROW":"Spell saving throw", + "SPELL_SLOTS":"Slots de magia", + "SPELL_SLOTS_TITLE":"Slots de Magia", + "SPELL_TO_HIT":"para atacar com magia", + "STATBLOCK":"Statblock", + "STEALTH":"Furtividade", + "STR":"For", + "STRENGTH":"Força", + "STRENGTH_SAVING_THROW":"Strength saving throw", + "STR_13":"For 13", + "STR_15":"For 15", + "STUNNED":"Atordoado", + "SUCCESSES":"Sucessos", + "SUMMONER":"Invocador", + "SURVIVAL":"Sobrevivencia", + "SWIM":"Nadar", + "TARGET":"Algo", + "TARGET_TO_SOURCE":"Alvo → origem", + "TEMP":"Temp", + "TEXT_SIZE":"Tamanho do Texto", + "THUNDER":"Elétrico", + "TINY":"Pequeno", + "TOTAL":"Total", + "TOTAL_GOLD_VALUE":"Total de ouro", + "TO_HIT":"para acertar", + "TO_TRACKER":"Enviar para o rastreador", + "TRACKER":"Rastreador", + "TRAITS":"Traços", + "TRANSMUTATION":"Transmutação", + "TREMORSENSE":"Tremorsense", + "TRUESIGHT":"Truesight", + "TURN":"Turno", + "TURN_OFF_FILTERING":"If you are unable to see spells turn off filters or change the level filter to show all levels.", + "TURN_RECHARGE":"Turn recharge", + "TYPE":"Tipo", + "UNARMORED":"Desarmado", + "UNCONSCIOUS":"Inconsciente", + "UNPROFICIENT":"Unproficient", + "UNTIL_DISPELLED":"Until dispelled", + "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", + "USES":"Usos", + "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", + "VERSATILE":"Versátil", + "VS":"vs", + "VS_FIEND_OR_UNDEAD":"vs morto-vivo ou demônio", + "WARLOCK":"Bruxo", + "WARLOCK_SLOTS":"Warlock slots", + "WARLOCK_SPELL_SLOTS":"Bruxo pontos de magia", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", + "WEIGHT":"Peso", + "WEIGHT_PER_COIN":"Peso por dinheiro", + "WHISPERED_TO_GM":"Falar para o DM", + "WHISPERED_TO_SELF":"Whispered to self", + "WILL":"desejo", + "WILL_SAVING_THROW":"Will saving throw", + "WIS":"SAB", + "WISDOM":"Sabedoria", + "WISDOM_SAVING_THROW":"Wisdom saving throw", + "WIZARD":"Mago", + "WONDROUS":"Wondrous", + "YES":"Sim" +} \ No newline at end of file diff --git a/5eShaped/translations/pt.json b/5eShaped/translations/pt.json index 93c6d8e65dd9..4bb7875f1b37 100644 --- a/5eShaped/translations/pt.json +++ b/5eShaped/translations/pt.json @@ -4,70 +4,74 @@ "10_DAYS":"10 dias", "10_MINUTES":"10 minutos", "11TH_LEVEL":"11º-nível", - "12TH_LEVEL":"12th-level", + "12TH_LEVEL":"12° Nível", "12_HOURS":"12 horas", "13TH_LEVEL":"13º-nível", - "14TH_LEVEL":"14th-level", + "14TH_LEVEL":"14° Nível", "15TH_LEVEL":"15º-nível", "16TH_LEVEL":"16º-nível", "17TH_LEVEL":"17º-nível", "18TH_LEVEL":"18º-nível", "19TH_LEVEL":"19º-nível", - "1ST":"1st", - "1ST_LEVEL":"1st-level", - "1_ACTION":"1 action", - "1_BONUS_ACTION":"1 bonus action", - "1_HOUR":"1 hour", - "1_MINUTE":"1 minutes", - "1_REACTION":"1 reaction", - "1_ROUND":"1 round", - "20TH_LEVEL":"20th-level", - "21ST_LEVEL":"21st-level", - "22ND_LEVEL":"22nd-level", - "23RD_LEVEL":"23rd-level", - "24TH_LEVEL":"24th-level", - "24_HOURS":"24 hours", - "25TH_LEVEL":"25th-level", - "26TH_LEVEL":"26th-level", - "27TH_LEVEL":"27th-level", - "28TH_LEVEL":"28th-level", - "29TH_LEVEL":"29th-level", - "2ND":"2nd", - "2ND_LEVEL":"2nd-level", - "30TH_LEVEL":"30th-level", - "30_DAYS":"30 days", - "3RD":"3rd", - "3RD_LEVEL":"3rd-level", - "4TH":"4th", - "4TH_LEVEL":"4th-level", - "5TH":"5th", - "5TH_LEVEL":"5th-level", - "6TH":"6th", - "6TH_LEVEL":"6th-level", - "7TH":"7th", - "7TH_LEVEL":"7th-level", - "7_DAYS":"7 days", - "8TH":"8th", - "8TH_LEVEL":"8th-level", - "8_HOURS":"8 hours", - "9TH":"9th", - "9TH_LEVEL":"9th-level", - "ABILITY":"Ability", - "ABILITY_CHECK":"Ability check", - "ABILITY_CHECKS":"Ability checks", - "ABILITY_CHECKS_QUERY":"Ability checks query", - "ABILITY_SCORES":"Ability scores", + "1ST":"1°", + "1ST_LEVEL":"1° Nível", + "1_ACTION":"1 ação", + "1_BONUS_ACTION":"1 ação bônus", + "1_HOUR":"1 hora", + "1_MINUTE":"1 minuto", + "1_REACTION":"1 reação", + "1_ROUND":"1 rodada", + "20TH_LEVEL":"20° Nível", + "21ST_LEVEL":"21° Nível", + "22ND_LEVEL":"22° Nível", + "23RD_LEVEL":"23° Nível", + "24TH_LEVEL":"24° Nível", + "24_HOURS":"24 horas", + "25TH_LEVEL":"25° Nível", + "26TH_LEVEL":"26° Nível", + "27TH_LEVEL":"27° Nível", + "28TH_LEVEL":"28° Nível", + "29TH_LEVEL":"29° Nível", + "2ND":"2°", + "2ND_LEVEL":"2° Nível", + "30TH_LEVEL":"30° Nível", + "30_DAYS":"30 dias", + "3RD":"3°", + "3RD_LEVEL":"3° Nível", + "4TH":"4°", + "4TH_LEVEL":"4° Nível", + "5TH":"5°", + "5TH_LEVEL":"5° Nível", + "6TH":"6°", + "6TH_LEVEL":"6° Nível", + "7TH":"7°", + "7TH_LEVEL":"7° Nível", + "7_DAYS":"7 dias", + "8TH":"8°", + "8TH_LEVEL":"8° Nível", + "8_HOURS":"8 horas", + "9TH":"9°", + "9TH_LEVEL":"9° Nível", + "ABILITY":"Habilidade", + "ABILITY_CHECK":"Teste de habilidade", + "ABILITY_CHECKS":"Testes de habilidade", + "ABILITY_CHECKS_QUERY":"Consulta de testes de habilidade", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", + "ABILITY_SCORES":"Pontos de habilidade", "ABJURATION":"Abjuration", - "AC":"AC", - "ACID":"acid", - "ACROBATICS":"Acrobatics", - "ACTION":"Action", + "AC":"CA", + "ACID":"ácido", + "ACROBATICS":"Acrobacia", + "ACTION":"Ação", "ACTIONS":"Actions", "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,21 +79,22 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", - "ATK":"ATK", + "ATK":"Atq", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -109,13 +114,13 @@ "BITE":"Bite", "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", - "BLIND_BEYOND":"Blind beyond", + "BLIND_BEYOND":"cego além desse raio", "BLUDGEONING":"bludgeoning", "BONDS":"Bonds", "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Sussurrou ao Mestre", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/ru.json b/5eShaped/translations/ru.json index 1f354ba4ae17..6ad7562cf477 100644 --- a/5eShaped/translations/ru.json +++ b/5eShaped/translations/ru.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Проверка умениÑ", "ABILITY_CHECKS":"Проверки умений", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Очки Ñтатов", "ABJURATION":"Ограждение", "AC":"КБ", @@ -66,8 +68,10 @@ "AC_ARMORED":"КБ в доÑпехах", "AC_UNARMORED":"КБ без доÑпехов", "AC_UNARMORED_ABILITY":"Умение, без доÑпехов", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"ДобавлÑÑ‚ÑŒ половину бонуÑа Ð²Ð»Ð°Ð´ÐµÐ½Ð¸Ñ Ðº непрофеÑÑиональным ÑпаÑброÑкам", "ADVANTAGE":"ПреимущеÑтво", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"ВозраÑÑ‚", "ALIGNMENT":"Мировоззрение", "ALL":"Ð’ÑÑ‘", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"ÐвтоматичеÑки иÑпользовать аммун.", "AMMO_WEIGHT":"МаÑÑа аммун.", "AMPHIBIOUS":"Ðазвание черты", + "AMULET":"Amulet", "ANIMALHANDLING":"Контроль животными", "API":"API", "APPEARANCE":"ВнешноÑÑ‚ÑŒ", "ARCANA":"МагиÑ", "ARMOR":"ДоÑпех", - "ARMORED_AND_UNARMORED":"Ð’ доÑпехах и без", "ARMOR_CLASS":"КлаÑÑ Ð‘Ñ€Ð¾Ð½Ð¸ (КБ)", "ARROWS":"Стрелы", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Ðтака", "ATTACKS":"Ðтаки", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"По желанию", "AUTO":"Ðвто", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"БонуÑ", "BONUSES":"БонуÑÑ‹", "BONUSES_AND_PENALTIES":"БонуÑÑ‹ & Штрафы", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Разрешать Ñпоры", "BURROW":"ЗакопавшиÑÑŒ", "CANCEL":"Отмена", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Очаровно", "CHECK":"Проверка", - "CHECK_BONUS":"Ð‘Ð¾Ð½ÑƒÑ Ðº проверке", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Выбрать при броÑке", "CLASS":"КлаÑÑ", "CLASS_AND_LEVEL":"КлаÑÑ & Уровень", "CLASS_AND_LEVEL_PLACEHOLDER":"Включить режим Ñ€ÐµÐ´Ð°ÐºÑ‚Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Ð½Ð°Ð¶Ð°Ð² на карандаш", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Уровни клаÑÑов", "CLERIC":"Жрец", "CLIMB":"КарабкатьÑÑ", "CLOSE":"Закрыть", - "COINAGE":"От монет", + "COINS":"Coins", "COINS_CP":"ММ", "COINS_EP":"ЭП", "COINS_GP":"ЗМ", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"ОÑобые Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð¾Ð»Ð¾Ñ‚Ð°", "DAMAGE":"Урон", "DAMAGE_IMMUNITIES":"Иммунитеты к урону", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Ð¡Ð¾Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð»ÐµÐ½Ð¸Ñ ÑƒÑ€Ð¾Ð½Ñƒ", "DAMAGE_VULNERABILITIES":"УÑзвимоÑти к урону", "DARKVISION":"Зрение во тьме", @@ -463,6 +469,7 @@ "DEX":"Лов", "DEXTERITY":"ЛовкоÑÑ‚ÑŒ", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"КоÑти", "DICE_MODIFIERS":"Dice modifiers", "DIE":"КоÑÑ‚ÑŒ", @@ -493,7 +500,7 @@ "DIVINATION":"Прорицание", "DMG":"Дмг", "DOCUMENTATION":"ДокументациÑ", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Дракон", "DRUID":"Друид", "DURATION":"ДлительноÑÑ‚ÑŒ", @@ -549,17 +556,7 @@ "GARGANTUAN":"ГигантÑкое", "GENDER":"Пол", "GENERATE_SKILLS":"Сгенерировать Ñкиллы", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Золотых монет", "GRAPPLED":"Cхвачено", "HAIR":"ВолоÑÑ‹", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"КоÑти Хитов", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Хит Поинты", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Выкинуто ХП", "HIT_POINTS_TEMP":"Врмн. ХП", "HIT_POINTS_TEMPORARY":"Временные ХП", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Парение", + "HP":"HP", "HUGE":"Огромное", "IDEALS":"Идеалы", "IF_THE_TARGET_IS":"ЕÑли цель . . .", @@ -613,12 +613,11 @@ "INCAPACITATED":"ÐедееÑпоÑобно", "INFLUENCE":"ВлиÑние", "INITIATIVE":"Инициатива", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"ПроницательноÑÑ‚ÑŒ", "INSPIRATION":"Воодушевление", @@ -640,10 +639,11 @@ "LARGE":"Большое", "LAWFUL_EVIL":"законно злое", "LBS":"фнт.", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Легендарные дейÑтвиÑ", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Уровень", "LEVELS":"уровни", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Длительный отдых", "MACROS":"МакроÑ", + "MANUAL":"Manual", "MAX":"МакÑ", "MEASUREMENT_SYSTEMS":"СиÑтема измерениÑ", "MEDICINE":"Медицина", @@ -663,13 +664,18 @@ "MELEE":"Ближнебойное", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Метры", "METERS_ABBREVIATION":"m.", "MISC":"Прочее", "MISCELLANEOUS":"Прочее", "MISCELLANEOUS_NOTES":"Другие заметки", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Монах", "MOVEMENT":"Передвижение", "MULTIPLIER":"Множитель", @@ -679,9 +685,11 @@ "NECROTIC":"некротичеÑкий", "NO":"Ðет", "NORMAL":"Обычное", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"одно ÑущеÑтво", "ONE_TARGET":"one target", "OR":"или", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"Ñд", "POISONED":"Отравлено", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Фунты", "PREPARED":"Подготовлено", "PREPARED_MATTERS":"Подготовка важна", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Ð‘Ð¾Ð½ÑƒÑ Ð²Ð»Ð°Ð´ÐµÐ½Ð¸Ñ", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Владеет", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Опрокинуто", "PSION":"ПÑионный", "PSIONICS":"ПÑионичеÑкий", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"ПÑихичеÑкий", "PUBLIC_FOR_ALL":"Видно вÑем", - "QTY":"Кол.", "QUERY":"ЗапроÑ", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"ДиÑтанциÑ", "RANGED":"Дальнобойное", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Следопыт", "RANGERUA":"Ranger UA (2016)", "REACH":"Охват", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Сниженные макÑ. ХП", - "REDUCED_MAX_HIT_POINTS":"Сниженные макÑ. ХП", "REDUCED_TO":"reduced to", "REF":"Реф", "REFLEX":"РефлекÑ", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"ВыдающийÑÑ Ð°Ñ‚Ð»ÐµÑ‚", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"Эта фича требует API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Ð¡Ð¾Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð»ÐµÐ½Ð¸Ñ Ð¸ Иммунитеты", "RESOURCES":"РеÑурÑÑ‹", + "REST":"Rest", "RESTRAINED":"Опутано", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ритуал", "ROGUE":"Плут", + "ROLL":"Roll", "ROLL_2":"2 куба", "ROLL_OPTIONS":"Опции броÑков", "ROLL_TEMPLATE":"Шаблоны броÑков", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"СБ(СпаÑ)", "SAVE_DC":"СЛ СпаÑброÑка", - "SAVE_FAILURE":"СпаÑброÑок Провален", - "SAVE_SUCCESS":"СпаÑброÑок УдалÑÑ", "SAVING_DC":"СЛ СБ", "SAVING_THROW":"СпаÑброÑок", "SAVING_THROWS":"СпаÑброÑки (СБ)", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Ð—Ð°Ð¿Ñ€Ð¾Ñ ÑпаÑброÑка", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"СЛожноÑÑ‚ÑŒ ÑпаÑброÑка", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"ЧувÑтва", "SHEET":"ЛиÑÑ‚", "SHEET_OUTPUT":"Вывод лиÑта", @@ -815,6 +832,30 @@ "SIZE":"Размер", "SKILL":"Скилл", "SKILLS":"Скиллы", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Кожа", "SLASHING":"рубÑщий", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Показывать на главной вкадке", "SPELLS_TAB":"Вкладка заклинаний", "SPELL_ATTACK":"Ðтака заклинаниÑ", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Уровень заклинаниÑ", "SPELL_MUST_HAVE":"Ð—Ð°ÐºÐ»Ð¸Ð½Ð°Ð½Ð¸Ñ Ð´Ð¾Ð»Ð¶Ð½Ñ‹ иметь", "SPELL_POINTS":"Очки заклинаний", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Цель → ИÑточник", "TEMP":"Врм.", "TEXT_SIZE":"Размер теÑта", + "THROWN":"Thrown", "THUNDER":"громовой", "TINY":"Крохотный", "TOTAL":"Ð’Ñего", @@ -878,8 +925,8 @@ "TREMORSENSE":"Колебаний земли", "TRUESIGHT":"ИÑтинное зрение", "TURN":"Turn", + "TURN_OFF_FILTERING":"ЕÑли вы не видите заклинаний выключите фильтры", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"ЕÑли вы не видите заклинаний выключите \"фильтры\"", "TYPE":"Тип", "UNARMORED":"Без брони", "UNCONSCIOUS":"Без ÑознаниÑ", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Пока не развеÑно или Ñработает", "USES":"ИÑп.", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"против нежити или иÑчадий", "WARLOCK":"Колдун", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Слоты заклинаний Колдуна", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"МаÑÑа", "WEIGHT_PER_COIN":"МаÑÑа монеты", "WHISPERED_TO_GM":"Шепот к ГМ", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"ВолÑ", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Муд", "WISDOM":"МудроÑÑ‚ÑŒ", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Волшебник", + "WONDROUS":"Wondrous", "YES":"Да" } \ No newline at end of file diff --git a/5eShaped/translations/sv.json b/5eShaped/translations/sv.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/sv.json +++ b/5eShaped/translations/sv.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json index e15b596c9aee..2f77ea5b7bc0 100644 --- a/5eShaped/translations/tr.json +++ b/5eShaped/translations/tr.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"Ability check", "ABILITY_CHECKS":"Ability checks", "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", "ABILITY_SCORES":"Ability scores", "ABJURATION":"Abjuration", "AC":"AC", @@ -66,8 +68,10 @@ "AC_ARMORED":"Armored AC", "AC_UNARMORED":"Unarmored AC", "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_COMMON_ITEMS":"Add common items", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", "ADVANTAGE":"Advantage", + "ADVENTURING_GEAR":"Adventuring gear", "AGE":"Age", "ALIGNMENT":"Alignment", "ALL":"All", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"Automatically use ammo", "AMMO_WEIGHT":"Ammo weight", "AMPHIBIOUS":"Amphibious", + "AMULET":"Amulet", "ANIMALHANDLING":"Animal Handling", "API":"API", "APPEARANCE":"Appearance", "ARCANA":"Arcana", "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", "ARTIFICER":"Artificer (2017)", @@ -90,6 +94,7 @@ "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "ATTACK_MODIFIER":"Attack modifier", "AT_WILL":"at will", "AUTO":"Auto", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", @@ -115,7 +120,7 @@ "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0†in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"Charisma saving throw", "CHARMED":"Charmed", "CHECK":"Check", - "CHECK_BONUS":"Check bonus", + "CHECK_MODIFIER":"Check modifier", "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", "CLASS_FEATURES":"Class features", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", "CLOSE":"Close", - "COINAGE":"Coinage", + "COINS":"Coins", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"Custom gold values", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_MODIFIER":"Damage modifier", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", @@ -463,6 +469,7 @@ "DEX":"Dex", "DEXTERITY":"Dexterity", "DEXTERITY_SAVING_THROW":"Dexterity saving throw", + "DEX_MAX_X":"Dex (max X)", "DICE":"Dice", "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", @@ -493,7 +500,7 @@ "DIVINATION":"Divination", "DMG":"DMG", "DOCUMENTATION":"Documentation", - "DONT":"Don't", + "DONT":"Don’t", "DRAGON":"Dragon", "DRUID":"Druid", "DURATION":"Duration", @@ -549,17 +556,7 @@ "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GM":"GM", "GOLD_PIECES":"Gold pieces", "GRAPPLED":"Grappled", "HAIR":"Hair", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", "HIDE_INFO_RECHARGE":"Hide recharge", "HIDE_INFO_SAVING_THROWS":"Hide saving throws", "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", @@ -595,16 +592,19 @@ "HIT_DICE":"Hit dice", "HIT_DICE_RECOVERED":"Hit dice recovered", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", "HIT_POINTS":"Hit points", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", "HONOR":"Honor", "HONOR_SAVING_THROW":"Honor saving throw", "HOUSERULES":"Houserules", "HOVER":"Hover", + "HP":"HP", "HUGE":"Huge", "IDEALS":"Ideals", "IF_THE_TARGET_IS":"If the target is", @@ -613,12 +613,11 @@ "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", "INNATE_SPELLCASTING":"Innate Spellcasting", "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", @@ -640,10 +639,11 @@ "LARGE":"Large", "LAWFUL_EVIL":"lawful evil", "LBS":"lbs", + "LEATHER":"Leather", "LEGENDARY_ACTIONS":"Legendary Actions", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Level", "LEVELS":"levels", @@ -654,6 +654,7 @@ "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", + "MANUAL":"Manual", "MAX":"Max", "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", @@ -663,13 +664,18 @@ "MELEE":"Melee", "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON":"Melee weapon", "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", "METERS":"Meters", "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", "MOD":"mod", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -679,9 +685,11 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NOTHING_RECHARGED":"Nothing recharged", "NO_CONCENTRATION":"No concentration", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", + "OFFENSE":"Offense", "ONE_CREATURE":"one creature", "ONE_TARGET":"one target", "OR":"or", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", "POISONED":"Poisoned", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", "POUNDS":"Pounds", "PREPARED":"Prepared", "PREPARED_MATTERS":"Prepared matters", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"Proficiency Bonus", "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", "PRONE":"Prone", "PSION":"Psion", "PSIONICS":"Psionics", @@ -732,7 +743,6 @@ "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", "QUERY":"Query", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", @@ -744,7 +754,10 @@ "RANGE":"Range", "RANGED":"Ranged", "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON":"Ranged weapon", "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", "RANGER":"Ranger", "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REDUCED_TO":"reduced to", "REF":"Ref", "REFLEX":"Reflex", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"Remarkable Athlete", "REPEAT":"Repeat", "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", "REQUIRES_API":"This feature requires the API", + "RESET":"reset", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "REST":"Rest", "RESTRAINED":"Restrained", - "RESTS":"Rests", + "RING":"Ring", "RITUAL":"Ritual", "ROGUE":"Rogue", + "ROLL":"Roll", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"Sanity saving throw", "SAVE":"Save", "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_BONUS":"Saving throws bonus", "SAVING_THROWS_QUERY":"Saving throws query", "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", + "SELF":"Self", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", @@ -807,14 +824,38 @@ "SHOW_ALL":"Show all", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves", "SHOW_TOTALS":"Show totals", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"Show spells on the core page", "SPELLS_TAB":"Spells tab", "SPELL_ATTACK":"Spell attack", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"Target → Source", "TEMP":"Temp", "TEXT_SIZE":"Text size", + "THROWN":"Thrown", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", @@ -878,8 +925,8 @@ "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", "UNCONSCIOUS":"Unconscious", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "UTILITY":"Utility", "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", "WEIGHT":"Weight", "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", + "WHISPERED_TO_SELF":"Whispered to self", "WILL":"Will", "WILL_SAVING_THROW":"Will saving throw", "WIS":"Wis", "WISDOM":"Wisdom", "WISDOM_SAVING_THROW":"Wisdom saving throw", "WIZARD":"Wizard", + "WONDROUS":"Wondrous", "YES":"Yes" } \ No newline at end of file diff --git a/5eShaped/translations/zh.json b/5eShaped/translations/zh.json index f3b35ea655ff..6cc7cbdc49ea 100644 --- a/5eShaped/translations/zh.json +++ b/5eShaped/translations/zh.json @@ -1,484 +1,491 @@ { "0":"0", - "10TH_LEVEL":"10th-level", - "10_DAYS":"10 days", - "10_MINUTES":"10 minutes", - "11TH_LEVEL":"11th-level", - "12TH_LEVEL":"12th-level", - "12_HOURS":"12 hours", - "13TH_LEVEL":"13th-level", - "14TH_LEVEL":"14th-level", - "15TH_LEVEL":"15th-level", - "16TH_LEVEL":"16th-level", - "17TH_LEVEL":"17th-level", - "18TH_LEVEL":"18th-level", - "19TH_LEVEL":"19th-level", - "1ST":"1st", - "1ST_LEVEL":"1st-level", - "1_ACTION":"1 action", - "1_BONUS_ACTION":"1 bonus action", - "1_HOUR":"1 hour", + "10TH_LEVEL":"10ç´š", + "10_DAYS":"10æ—¥", + "10_MINUTES":"10分é˜", + "11TH_LEVEL":"11ç´š", + "12TH_LEVEL":"12ç´š", + "12_HOURS":"12å°æ™‚", + "13TH_LEVEL":"13ç´š", + "14TH_LEVEL":"14ç´š", + "15TH_LEVEL":"15ç´š", + "16TH_LEVEL":"16ç´š", + "17TH_LEVEL":"17ç´š", + "18TH_LEVEL":"18ç´š", + "19TH_LEVEL":"19ç´š", + "1ST":"1ç´š", + "1ST_LEVEL":"1ç´š", + "1_ACTION":"1動作", + "1_BONUS_ACTION":"1é¡å¤–動作", + "1_HOUR":"1å°æ™‚", "1_MINUTE":"1 minutes", - "1_REACTION":"1 reaction", - "1_ROUND":"1 round", - "20TH_LEVEL":"20th-level", - "21ST_LEVEL":"21st-level", - "22ND_LEVEL":"22nd-level", - "23RD_LEVEL":"23rd-level", - "24TH_LEVEL":"24th-level", - "24_HOURS":"24 hours", - "25TH_LEVEL":"25th-level", - "26TH_LEVEL":"26th-level", - "27TH_LEVEL":"27th-level", - "28TH_LEVEL":"28th-level", - "29TH_LEVEL":"29th-level", - "2ND":"2nd", - "2ND_LEVEL":"2nd-level", - "30TH_LEVEL":"30th-level", - "30_DAYS":"30 days", - "3RD":"3rd", - "3RD_LEVEL":"3rd-level", - "4TH":"4th", - "4TH_LEVEL":"4th-level", - "5TH":"5th", - "5TH_LEVEL":"5th-level", - "6TH":"6th", - "6TH_LEVEL":"6th-level", - "7TH":"7th", - "7TH_LEVEL":"7th-level", - "7_DAYS":"7 days", - "8TH":"8th", - "8TH_LEVEL":"8th-level", - "8_HOURS":"8 hours", - "9TH":"9th", - "9TH_LEVEL":"9th-level", - "ABILITY":"Ability", - "ABILITY_CHECK":"Ability check", - "ABILITY_CHECKS":"Ability checks", - "ABILITY_CHECKS_QUERY":"Ability checks query", - "ABILITY_SCORES":"Ability scores", - "ABJURATION":"Abjuration", + "1_REACTION":"1å應", + "1_ROUND":"1輪", + "20TH_LEVEL":"20ç´š", + "21ST_LEVEL":"21ç´š", + "22ND_LEVEL":"22ç´š", + "23RD_LEVEL":"23ç´š", + "24TH_LEVEL":"24ç´š", + "24_HOURS":"24å°æ™‚", + "25TH_LEVEL":"25ç´š", + "26TH_LEVEL":"26ç´š", + "27TH_LEVEL":"27ç´š", + "28TH_LEVEL":"28ç´š", + "29TH_LEVEL":"29ç´š", + "2ND":"2ç´š", + "2ND_LEVEL":"2ç´š", + "30TH_LEVEL":"30ç´š", + "30_DAYS":"30æ—¥", + "3RD":"3ç´š", + "3RD_LEVEL":"3ç´š", + "4TH":"4ç´š", + "4TH_LEVEL":"4ç´š", + "5TH":"5ç´š", + "5TH_LEVEL":"5ç´š", + "6TH":"6ç´š", + "6TH_LEVEL":"6ç´š", + "7TH":"7ç´š", + "7TH_LEVEL":"7ç´š", + "7_DAYS":"7æ—¥", + "8TH":"8ç´š", + "8TH_LEVEL":"8ç´š", + "8_HOURS":"8å°æ™‚", + "9TH":"9ç´š", + "9TH_LEVEL":"9ç´š", + "ABILITY":"屬性", + "ABILITY_CHECK":"屬性檢定", + "ABILITY_CHECKS":"屬性檢定", + "ABILITY_CHECKS_QUERY":"屬性檢定查詢", + "ABILITY_CHECK_MODIFIER":"Ability check modifier", + "ABILITY_SCORE":"Ability score", + "ABILITY_SCORES":"屬性值", + "ABJURATION":"防護系", "AC":"AC", - "ACID":"acid", - "ACROBATICS":"Acrobatics", - "ACTION":"Action", - "ACTIONS":"Actions", - "AC_ARMORED":"Armored AC", - "AC_UNARMORED":"Unarmored AC", - "AC_UNARMORED_ABILITY":"Unarmored ability", - "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws", - "ADVANTAGE":"Advantage", - "AGE":"Age", - "ALIGNMENT":"Alignment", - "ALL":"All", - "AMMO":"Ammo", - "AMMO_AUTO_USE":"Automatically use ammo", - "AMMO_WEIGHT":"Ammo weight", - "AMPHIBIOUS":"Amphibious", - "ANIMALHANDLING":"Animal Handling", + "ACID":"å¼·é…¸", + "ACROBATICS":"特技", + "ACTION":"動作", + "ACTIONS":"動作", + "AC_ARMORED":"著甲AC", + "AC_UNARMORED":"未著甲AC", + "AC_UNARMORED_ABILITY":"未著甲屬性", + "ADD_COMMON_ITEMS":"Add common items", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"將熟練加值的一åŠåŠ åˆ°éžç†Ÿç·´è±å…上", + "ADVANTAGE":"優勢", + "ADVENTURING_GEAR":"Adventuring gear", + "AGE":"年齡", + "ALIGNMENT":"陣營", + "ALL":"全部", + "AMMO":"彈藥", + "AMMO_AUTO_USE":"自動使用彈藥", + "AMMO_WEIGHT":"彈藥é‡é‡", + "AMPHIBIOUS":"兩棲", + "AMULET":"Amulet", + "ANIMALHANDLING":"馴ç¸", "API":"API", - "APPEARANCE":"Appearance", - "ARCANA":"Arcana", - "ARMOR":"Armor", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", - "ARMOR_CLASS":"Armor class", - "ARROWS":"Arrows", - "ARTIFICER":"Artificer (2017)", - "AS":"as", - "ATHLETICS":"Athletics", + "APPEARANCE":"外觀", + "ARCANA":"秘法", + "ARMOR":"盔甲", + "ARMOR_CLASS":"防禦等級", + "ARROWS":"箭矢", + "ARTIFICER":"機關術士(2017)", + "AS":"作為", + "ATHLETICS":"é‹å‹•", "ATK":"ATK", "ATTACHERS":"Attachers", - "ATTACK":"Attack", - "ATTACKS":"Attacks", - "AT_WILL":"at will", - "AUTO":"Auto", - "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", - "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks", - "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws", - "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", - "AUTOMATIC_HIT_POINTS":"Automatic hit points", + "ATTACK":"攻擊", + "ATTACKS":"攻擊", + "ATTACK_MODIFIER":"Attack modifier", + "AT_WILL":"隨æ„", + "AUTO":"自動", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"自動消耗法術資æº", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"自動擲攻擊傷害", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"自動擲è±å…傷害", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"自動高等級查詢", + "AUTOMATIC_HIT_POINTS":"自動生命值", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", - "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", - "AVG":"avg", - "BACKGROUND":"Background", - "BACKSTORY":"Backstory", - "BARBARIAN":"Barbarian", - "BARD":"Bard", - "BASE_DC":"Base DC", - "BIG":"Big", - "BITE":"Bite", - "BLINDED":"Blinded", - "BLINDSIGHT":"Blindsight", + "AVERAGE_OF_ABILITIES":"最高之一或二項屬性平å‡", + "AVG":"å¹³å‡", + "BACKGROUND":"背景", + "BACKSTORY":"背景故事", + "BARBARIAN":"野蠻人", + "BARD":"åŸéŠè©©äºº", + "BASE_DC":"基本DC", + "BIG":"大", + "BITE":"囓咬", + "BLINDED":"目盲", + "BLINDSIGHT":"盲視", "BLIND_BEYOND":"Blind beyond", - "BLUDGEONING":"bludgeoning", - "BONDS":"Bonds", - "BONUS":"Bonus", - "BONUSES":"Bonuses", - "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", - "BREAK_TIES":"Break ties", - "BURROW":"Burrow", - "CANCEL":"Cancel", - "CANTRIP":"Cantrip", - "CANTRIPS":"Cantrips", - "CAN_HAVE":"Can have", - "CARRIED":"Carried", - "CARRYING_CAPACITY":"Carrying capacity", - "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift", - "CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)", - "CASTERS_HALF":"Half (5th level: Paladin, Ranger)", - "CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)", - "CASTING_TIME":"Casting Time", - "CHA":"Cha", - "CHALLENGE":"Challenge", - "CHARACTER":"Character", - "CHARACTER_NAME":"Character name", - "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", - "CHARISMA":"Charisma", - "CHARISMA_SAVING_THROW":"Charisma saving throw", - "CHARMED":"Charmed", - "CHECK":"Check", - "CHECK_BONUS":"Check bonus", - "CHOOSE_WHEN_ROLLING":"Choose when rolling", - "CLASS":"Class", - "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURES":"Class features", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", - "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", - "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", - "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", - "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", - "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", - "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", - "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)", - "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "BLUDGEONING":"敲擊", + "BONDS":"羈絆", + "BONUS":"加值", + "BONUSES":"加值", + "BONUSES_AND_PENALTIES":"加值&減值", + "BONUSES_AND_PENALTIES_TOOLTIP":"使用角色紙巨集自動為擲骰加上加值\/減值。
使用方法:如果你ç²å¾—一件給予你+1法術è±å…DC的魔法物å“,則在法術è±å…DC欄ä½è¼¸å…¥1。如果你在ç¥ç¦è¡“的效果影響之下,在攻擊檢定欄ä½èˆ‡è±å…檢定欄ä½è¼¸å…¥â€œd4cs0cf0â€ã€‚", + "BREAK_TIES":"處ç†å¹³æ‰‹", + "BURROW":"掘地", + "CANCEL":"å–消", + "CANTRIP":"戲法", + "CANTRIPS":"戲法", + "CAN_HAVE":"å¯æœ‰", + "CARRIED":"攜帶", + "CARRYING_CAPACITY":"è² é‡", + "CARRYING_PUSH_DRAG_LIFT":"推\/拉\/舉起", + "CASTERS_FULL":"全施法者(9級:åŸéŠè©©äººã€ç‰§å¸«ã€å¾·é­¯ä¼Šã€è¡“士ã€æ³•å¸«ï¼‰", + "CASTERS_HALF":"åŠæ–½æ³•è€…(5級:è–武士ã€éŠä¿ ï¼‰", + "CASTERS_THIRD":"次施法者(3級:秘法原型)", + "CASTING_TIME":"施法時間", + "CHA":"魅力", + "CHALLENGE":"挑戰", + "CHARACTER":"角色", + "CHARACTER_NAME":"角色å稱", + "CHARACTER_NAME_ON_ROLL_TEMPLATES":"所有擲骰模æ¿çš„角色å稱", + "CHARISMA":"魅力", + "CHARISMA_SAVING_THROW":"魅力è±å…", + "CHARMED":"魅惑", + "CHECK":"檢定", + "CHECK_MODIFIER":"Check modifier", + "CHOOSE_WHEN_ROLLING":"擲骰時é¸æ“‡", + "CLASS":"è·æ¥­", + "CLASS_AND_LEVEL":"è·æ¥­&等級", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character†tab", + "CLASS_FEATURES":"è·æ¥­èƒ½åŠ›", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"魔力çŒæ³¨", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"ä½ ç²å¾—將機關術士法術導入物å“中ç¨å¾Œä½¿ç”¨çš„能力。當你施展施法時間為1動作的機關術士法術時,你å¯ä»¥å¢žåŠ å…¶æ–½æ³•æ™‚間至1分é˜ã€‚若你如此行動並在施法期間æ¡æŒä¸€ä»¶éžé­”法物å“,你å¯ä»¥æ¶ˆè€—一個法術ä½ï¼Œè€Œæ­¤æ³•è¡“的效果ä¸æœƒç™¼ç”Ÿã€‚å–而代之的是此法術會轉移到該物å“上供ç¨å¾Œä½¿ç”¨ï¼Œä½†è©²ç‰©å“必須未以此能力存入法術。\n任何在這之後æŒç”¨è©²ç‰©å“的生物若æ“有6以上的智力,都å¯ä»¥ä½¿ç”¨ä¸€å€‹å‹•ä½œä¾†å•Ÿå‹•è©²æ³•è¡“。該法術將會使用你的施法屬性來施展,目標為啟動該物å“的生物。如果該法術æ“有多個目標,啟動該物å“的生物é¸æ“‡é¡å¤–的目標。如果該法術有範åœæ•ˆæžœï¼Œç¯„åœçš„中心為該物å“。如果該法術的è·é›¢ç‚ºè‡ªèº«ï¼Œæ³•è¡“目標會改為啟動該物å“的生物。\n當你以此方法çŒæ³¨æ³•è¡“時,此物å“必須在8å°æ™‚內被啟動。經éŽ8å°æ™‚後,魔力將會消散並被浪費掉。\nä½ åŒæ™‚å¯ä»¥çŒæ³¨çš„法術數目有上é™ã€‚上é™ç­‰åŒæ–¼ä½ çš„智力調整值。", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"分æžé­”法物å“", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"ä½ å°é­”法物å“çš„ç†è§£ä½¿ä½ å¾—以剖æžä¸¦ç†è§£å®ƒå€‘的祕密。你知曉機關術士法術åµæ¸¬é­”法和鑑定術,並å¯ä½¿ç”¨å„€å¼ä¾†æ–½å±•å®ƒå€‘。你在以此è·æ¥­èƒ½åŠ›æ–½å±•é‘‘定術時ä¸éœ€è¦æ³•è¡“ææ–™æˆä»½ã€‚", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"機械僕役", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"ä½ å°å·¥è—的研究和掌æ¡ä½¿ä½ å¾—以製造機械僕役。該僕役為絕å°æœå¾žä½ å‘½ä»¤çš„構è£ç”Ÿç‰©ï¼Œå¯ä»¥åœ¨æˆ°é¬¥ä¸­ä¿è­·ä½ ã€‚雖然創造它的éŽç¨‹éœ€è¦é­”法,但此僕役本身並ä¸å…·æœ‰é­”法。你被視為已經在此創造此僕役上投注了ä¸å°‘時間,而在你到é”6級之後,經éŽä¸€å€‹çŸ­ä¼‘æ¯æˆ–長休æ¯å¾Œçµ‚於完æˆå®ƒã€‚é¸æ“‡ä¸€éš»æŒ‘戰級數在2以下的大型野ç¸ã€‚此僕役使用該野ç¸çš„數值,但它å¯ä»¥æ“有任æ„你指定的外觀,åªè¦å®ƒçš„外型與該數值相符。它æ“有以下的調整:\n•它是構è£ç”Ÿç‰©è€Œéžé‡Žç¸ã€‚\n•它無法被魅惑。\n•它å…疫毒素傷害與中毒狀態。\n•若它先å‰æ²’有60呎黑暗視覺,ç¾åœ¨ç²å¾—此能力。\n•如果你æˆç‚ºè¿‘戰攻擊的目標,而此僕役ä½åœ¨æ”»æ“Šè€…5呎以內處,你å¯ä»¥ä½¿ç”¨å應來命令僕役動作,使用僕役的å應來å°æ”»æ“Šè€…進行一次近戰攻擊。\n僕役將會盡å¯èƒ½åœ°æœå¾žä½ çš„指令。在戰鬥中,它會單ç¨æ“²å…ˆæ”»æ¬Šä¸¦ç¨ç«‹è¡Œå‹•ã€‚\n如果僕役被殺死,它å¯ä»¥ç”¨ä¸€èˆ¬çš„方法é‡ç²ç”Ÿå‘½ï¼Œå¦‚復活法術。除此之外,若你能接觸到它的身體,你å¯ä»¥åœ¨é•·ä¼‘æ¯æ™‚將被殺害的僕役修復。它在休æ¯çµæŸæ™‚復活並æ“有1點生命值。如果僕役已經無法復原,你å¯ä»¥èŠ±è²»ä¸€é€±æ™‚間工作(æ¯æ—¥å…«å°æ™‚)以åŠ1000金幣æ料費用來建造一個新的僕役。", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"機關術魂", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"ä½ å°é­”法物å“çš„ç†è§£ç„¡äººèƒ½åŠï¼Œä½ å¯ä»¥å°‡ä½ çš„éˆé­‚和與你連繫的魔法物å“交èžã€‚ä½ å¯ä»¥åŒæ™‚與至多六件魔法物å“åŒèª¿ã€‚除此之外,你æ¯èˆ‡ä¸€ä»¶é­”法物å“åŒèª¿æ™‚便在所有è±å…檢定上ç²å¾—+1加值。", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"å“越åŒèª¿", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"妳å°é­”法物å“çš„å“越ç†è§£ä½¿ä½ ç²¾é€šä½¿ç”¨å®ƒå€‘的方法。你ç¾åœ¨å¯ä»¥èˆ‡è‡³å¤šå››å€‹ï¼ˆè€ŒéžåŽŸæœ¬çš„三個)魔法物å“åŒèª¿ã€‚\n在15級時,上é™å¢žåŠ ç‚ºäº”個魔法物å“。", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"工具專技", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"你在利用由此è·æ¥­ç²å–的工具熟練進行任何屬性檢定時,你的熟練加值加å€è¨ˆç®—。", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"驚奇發明", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"殘暴é‡æ“Š", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"ä½ å¯ä»¥åœ¨æ±ºå®šè¿‘戰攻擊é‡æ“Šæ™‚çš„é¡å¤–傷害時多擲一枚武器傷害骰。\n在13級時增加為多擲兩枚骰,在17級時增加為多擲三枚骰。", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"å±éšªæ„ŸçŸ¥", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"你在å°æŠ—å¯è¦‹æ•ˆæžœçš„æ•æ·è±å…上有優勢,例如é¢å°é™·é˜±å’Œæ³•è¡“時。如果你目盲ã€è€³è¾æˆ–無法行動則ä¸èƒ½ç²å¾—此能力的助益。", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"é¡å¤–攻擊 (野蠻人)", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"æ¯ç•¶ä½ åœ¨ä½ çš„回åˆé€²è¡Œæ”»æ“Šè¡Œå‹•æ™‚,你å¯ä»¥æ”»æ“Šå…©æ¬¡ï¼Œè€ŒéžåŽŸå…ˆçš„一次。", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"快速移動", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"當你並éžç©¿è‘—é‡ç”²æ™‚,你的速度增加10呎。", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"野性直覺", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"ä½ çš„æ•éŠ³ç›´è¦ºä½¿ä½ åœ¨å…ˆæ”»æ“²éª°ä¸Šæœ‰å„ªå‹¢ã€‚\n除此之外,如果你在戰鬥開始時處於被çªè¥²ç‹€æ…‹ä¸”並未進入無法行動狀態,你å¯ä»¥æ­£å¸¸åœ¨ä½ çš„第一回åˆè¡Œå‹•ï¼Œä½†ä½ åœ¨è©²å›žåˆæ‰€ä½œçš„第一件事必須是進入狂暴。", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"ä¸å±ˆä¹‹åŠ›", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"如果你的力é‡æª¢å®šç¸½å€¼ä½Žæ–¼ä½ çš„力é‡å€¼ï¼Œä½ å¯ä»¥ä½¿ç”¨åŠ›é‡å–代總值。", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"æ†ä¹…ç‹‚æš´", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"你的狂暴猛烈到åªæœ‰ç•¶ä½ æ˜è¿·æˆ–é¸æ“‡çµæŸæ™‚æ‰æœƒçµ‚止。", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"原åˆé¬¥å£«", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"你是自然之力的體ç¾ã€‚你的力é‡å’Œé«”質屬性增加4點。你這兩個屬性的上é™æˆç‚º24。", + "CLASS_FEATURE_BARBARIAN_RAGE":"ç‹‚æš´", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"在你的回åˆï¼Œä½ èƒ½ä»¥ä¸€å€‹é¡å¤–動作進入狂暴。當狂暴時,如果你並未穿著é‡ç”²å‰‡å¯ä»¥ç²å¾—以下助益:\n•你在力é‡æª¢å®šå’ŒåŠ›é‡è±å…上有優勢。\n•當你以力é‡é€²è¡Œè¿‘戰武器攻擊時,你å¯ä»¥å°‡å‚·å®³æ“²éª°åŠ ä¸ŠRAGE_DAMAGE。\n•你å°æ•²æ“Šã€ç©¿åˆºã€åŠˆç å‚·å®³æœ‰æŠ—性。\n如果你æ“有施法能力,你在狂暴時ä¸èƒ½æ–½å±•æ³•è¡“或維æŒæ³•è¡“專注。\nä½ çš„ç‹‚æš´æŒçºŒä¸€åˆ†é˜ã€‚它會在你陷入æ˜è¿·æ™‚,或是當你從å‰ä¸€å›žåˆåˆ°æ­¤å›žåˆçµæŸæ™‚都未曾攻擊敵å°ç”Ÿç‰©æˆ–å—到傷害時,æå‰çµæŸã€‚你也å¯ä»¥åœ¨ä½ çš„回åˆä»¥ä¸€å€‹é¡å¤–動作çµæŸç‹‚暴。", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"魯莽攻擊", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"當你在你的回åˆé€²è¡Œç¬¬ä¸€æ¬¡æ”»æ“Šæ™‚,你å¯ä»¥é¸æ“‡æ¨èº«æ”»æ“Šã€‚這麼åšå¯ä½¿ä½ åœ¨æ­¤å›žåˆå…§ä½¿ç”¨åŠ›é‡çš„近戰武器攻擊ç²å¾—優勢,但直到你的下個回åˆå‰ï¼Œå°ä½ çš„攻擊檢定都æ“有優勢。", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"無情狂暴", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"ä½ çš„ç‹‚æš´å¯ä»¥ä½¿ä½ å³ä¾¿èº«è² é‡å‚·ä»ç¹¼çºŒæˆ°é¬¥ã€‚如果你在狂暴時生命值歸零且沒有立å³æ­»äº¡ï¼Œä½ å¯ä»¥é€²è¡Œä¸€å€‹DC [[10]] 的體質è±å…。如果你æˆåŠŸäº†ï¼Œä½ çš„生命值變為1。\næ¯ç•¶ä½ åœ¨ç¬¬ä¸€æ¬¡ä½¿ç”¨æ­¤èƒ½åŠ›å¾Œåˆå†åº¦ä½¿ç”¨æ™‚,DC會上å‡5點。當你完æˆçŸ­ä¼‘或長休時,DCé‡ç½®ç‚º10。", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"無甲防禦", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"當你並未穿著任何盔甲時,你的防禦等級等åŒæ–¼10+ä½ çš„æ•æ·èª¿æ•´å€¼+你的體質調整值。使用盾牌ä¸å¦¨ç¤™ä½ ç²å¾—此助益。", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"åŸéŠæ¿€å‹µ", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", - "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM":"å制魅惑", "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE":"技能專精", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"雜學大師", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"魔法奧秘", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST":"安憩曲", "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"å“越激勵", "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", - "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", - "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"導引神力", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"ä½ ç²å¾—從你的神祇直接導引神è–能é‡çš„能力,並以此能é‡ä¾†é©…動魔法效果。你起始å¯ç”¨å…©ç¨®æ•ˆæžœï¼šé©…散死éˆä»¥åŠä½ æ‰€é¸é ˜åŸŸçš„效果。有些領域會在你å‡ç´šæ™‚賦予你é¡å¤–的效果,詳見領域說明", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"é©…æ•£æ­»éˆ (導引神力)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"以一個動作,你展示è–徽並念出禱詞譴責ä¸æ­»ç”Ÿç‰©ã€‚æ¯å€‹åœ¨ä½ 30呎以內並能看見或è½è¦‹ä½ çš„ä¸æ­»ç”Ÿç‰©å¿…é ˆåšä¸€å€‹ç¿æ™ºè±å…。如果該生物è±å…失敗,它會被驅散一分é˜æˆ–直到å—到任何傷害。\n被驅散的生物必須在輪到自己回åˆæ™‚試圖離你越é è¶Šå¥½ï¼Œä¸”ä¸èƒ½è‡ªé¡˜ç§»é€²ä½ å‘¨åœ30呎內的空間。它也ä¸èƒ½é€²è¡Œå應。它的動作åªèƒ½ç”¨ä¾†é€²è¡Œè¡åˆºè¡Œå‹•æˆ–試圖逃脫會阻礙其移動的效果。如果沒有任何地方å¯ä»¥ç§»å‹•ï¼Œè©²ç”Ÿç‰©æœƒé€²è¡Œé–ƒé¿è¡Œå‹•ã€‚", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"當一個ä¸æ­»ç”Ÿç‰©åœ¨å°æŠ—你的驅散死éˆèƒ½åŠ›è€Œè±å…失敗時,如果該生物的挑戰級數是CHALLENGE_RATING或更低則立å³è¢«æ‘§æ¯€ã€‚", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"神è–干涉", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"大德魯伊", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"野ç¸æ³•è¡“", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"德魯伊語", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"ä¸æœ½è»€é«”", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", - "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"自然變身", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"行動如潮", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", - "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"傑出å¥å°‡", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"é¡å¤–攻擊 (戰士)", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", - "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"戰鬥風格 (戰士)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"ä¸å±ˆä¸æ’“", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"氣力復甦", "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"擋禦飛箭", "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"金剛魂", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_MONK_EVASION":"Evasion", - "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)", + "CLASS_FEATURE_MONK_EMPTY_BODY":"空éˆé«”", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"åå°„é–ƒé¿", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EXTRA_ATTACK":"é¡å¤–攻擊 (武僧)", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"疾風連擊", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_MONK_KI":"Ki", - "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI":"æ°£", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"蓄氣攻擊", "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"武術", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"è€å¿ƒé˜²ç¦¦", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF":"超凡入è–", "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"百病ä¸ä¾µ", "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL":"輕身墜", "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"疾風步", "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"心如止水", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"震懾拳", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"ä¸æœ½è»€é«”", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"天語通", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"無甲防禦", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"無甲移動", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"勇氣éˆå…‰", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"防護éˆå…‰", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"導引神力", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"神佑", "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"神è–感知", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"破邪斬", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"é¡å¤–攻擊 (è–武士)", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", - "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"戰鬥風格 (è–武士)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"強力破邪斬", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"è–療", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"宿敵", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", - "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"野性感知", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"戰鬥風格 (éŠä¿ UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"å¥æ­¥å¦‚飛", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", - "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"破敵者", "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"高等宿敵", "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", - "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"躲è—目光", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", - "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"自然探索者", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"原åˆè¦ºçŸ¥", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"無蹤身姿", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"é¡å¤–攻擊 (éŠä¿ )", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"宿敵", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", - "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"野性感知", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"戰鬥風格 (éŠä¿ )", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"破敵者", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"躲è—目光", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"大地神行", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_RANGER_VANISH":"Vanish", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"自然探索者", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"原åˆè¦ºçŸ¥", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", + "CLASS_FEATURE_RANGER_VANISH":"無蹤身姿", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"盲感", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"è©­è©è¡Œå‹•", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_ROGUE_EVASION":"Evasion", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", - "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"åå°„é–ƒé¿", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"技能專精", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"ç©©å¥å¤©è³¦", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"心éˆç‹¡é» ", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"å·è¥²", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"時來é‹è½‰", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"盜賊密語", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"直覺閃é¿", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"彈性施法", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"超魔法", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"法術謹慎", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"法術é™è·", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"法術強效", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"法術延時", "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"法術å‡éšŽ", "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"法術瞬發", "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"法術巧發", "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"法術雙生", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"術法復原", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"術能點", "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"奧能祈喚", "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"奧能大師", "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"契約賦能", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"秘法回復", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"招牌法術", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"法術精通", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_LEVELS":"Class levels", - "CLERIC":"Cleric", - "CLIMB":"Climb", - "CLOSE":"Close", - "COINAGE":"Coinage", - "COINS_CP":"CP", - "COINS_EP":"EP", - "COINS_GP":"GP", - "COINS_PP":"PP", - "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", - "COLD":"cold", - "COLOR":"Color", - "COMPONENTS":"Components", - "COMPONENTS_M":"M", - "COMPONENTS_S":"S", - "COMPONENTS_S_M":"S, M", - "COMPONENTS_V":"V", - "COMPONENTS_V_M":"V, M", - "COMPONENTS_V_S":"V, S", - "COMPONENTS_V_S_M":"V, S, M", - "CON":"Con", - "CONC":"Conc", - "CONCENTRATION":"Concentration", + "CLASS_LEVELS":"è·æ¥­ç­‰ç´š", + "CLERIC":"牧師", + "CLIMB":"攀爬", + "CLOSE":"近程", + "COINS":"Coins", + "COINS_CP":"銅幣", + "COINS_EP":"ç€é‡‘å¹£", + "COINS_GP":"金幣", + "COINS_PP":"白金幣", + "COINS_SP":"銀幣", + "COIN_CONVERSION_GP_PER_CP":"æ¯ä¸€é‡‘幣值銅幣", + "COIN_CONVERSION_GP_PER_EP":"æ¯ä¸€é‡‘幣值ç€é‡‘å¹£", + "COIN_CONVERSION_GP_PER_PP":"æ¯ä¸€é‡‘幣值白金幣", + "COIN_CONVERSION_GP_PER_SP":"æ¯ä¸€é‡‘幣值銀幣", + "COLD":"寒冷", + "COLOR":"é¡è‰²", + "COMPONENTS":"æˆåˆ†", + "COMPONENTS_M":"ææ–™", + "COMPONENTS_S":"姿勢", + "COMPONENTS_S_M":"姿勢ã€ææ–™", + "COMPONENTS_V":"言語", + "COMPONENTS_V_M":"言語ã€ææ–™", + "COMPONENTS_V_S":"言語ã€å§¿å‹¢", + "COMPONENTS_V_S_M":"言語ã€å§¿å‹¢ã€ææ–™", + "CON":"專注", + "CONC":"專注", + "CONCENTRATION":"專注", "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minute", - "CONCENTRATION_UP_TO_12_HOURS":"Concentration, up to 12 hours", - "CONCENTRATION_UP_TO_1_HOUR":"Concentration, up to 1 hour", - "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, up to 1 minute", - "CONCENTRATION_UP_TO_1_ROUND":"Concentration, up to 1 round", - "CONCENTRATION_UP_TO_24_HOURS":"Concentration, up to 24 hours", - "CONCENTRATION_UP_TO_2_HOURS":"Concentration, up to 2 hours", - "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", - "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", + "CONCENTRATION_UP_TO_12_HOURS":"專注,至多12å°æ™‚", + "CONCENTRATION_UP_TO_1_HOUR":"專注,至多1å°æ™‚", + "CONCENTRATION_UP_TO_1_MINUTE":"專注,至多1分é˜", + "CONCENTRATION_UP_TO_1_ROUND":"專注,至多1輪", + "CONCENTRATION_UP_TO_24_HOURS":"專注,至多24å°æ™‚", + "CONCENTRATION_UP_TO_2_HOURS":"專注,至多2å°æ™‚", + "CONCENTRATION_UP_TO_6_ROUNDS":"專注,至多6輪", + "CONCENTRATION_UP_TO_8_HOURS":"專注,至多8å°æ™‚", "CONDENSE":"Condense", - "CONDITIONS":"Conditions", - "CONDITION_IMMUNITIES":"Condition Immunities", - "CONJURATION":"Conjuration", - "CONSTITUTION":"Constitution", - "CONSTITUTION_SAVING_THROW":"Constitution saving throw", - "CONTENT":"Content", - "CONTRACT":"Contract", - "COPPER_PIECES":"Copper pieces", - "CORE":"Core", - "COST":"Cost", - "COSTS_2_ACTIONS":"Costs 2 Actions", - "COSTS_3_ACTIONS":"Costs 3 Actions", - "CREATE_CLASS_FEATURES":"Create class features", - "CRIT":"Crit", - "CRITICAL_DAMAGE":"Critical damage", - "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", + "CONDITIONS":"狀態", + "CONDITION_IMMUNITIES":"狀態å…ç–«", + "CONJURATION":"咒法", + "CONSTITUTION":"體質", + "CONSTITUTION_SAVING_THROW":"體質è±å…", + "CONTENT":"內容", + "CONTRACT":"åˆç´„", + "COPPER_PIECES":"銅幣", + "CORE":"核心", + "COST":"花費", + "COSTS_2_ACTIONS":"花費兩個動作", + "COSTS_3_ACTIONS":"花費三個動作", + "CREATE_CLASS_FEATURES":"創建è·æ¥­èƒ½åŠ›", + "CRIT":"é‡æ“Š", + "CRITICAL_DAMAGE":"é‡æ“Šå‚·å®³", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"é‡æ“Šå‚·å®³å–滿", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_RANGE":"Crit range", - "CURRENT":"Current", - "CUSTOM":"Custom", - "CUSTOM_CLASSES":"Custom classes", - "CUSTOM_CLASS_NAME":"Custom class name", - "CUSTOM_GOLD_VALUES":"Custom gold values", - "DAMAGE":"Damage", - "DAMAGE_IMMUNITIES":"Damage Immunities", - "DAMAGE_RESISTANCES":"Damage Resistances", - "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", - "DARKVISION":"Darkvision", + "CRIT_RANGE":"é‡æ“Šç¯„åœ", + "CURRENT":"ç›®å‰", + "CUSTOM":"自訂", + "CUSTOM_CLASSES":"自訂è·æ¥­", + "CUSTOM_CLASS_NAME":"自訂è·æ¥­å稱", + "CUSTOM_GOLD_VALUES":"自訂金幣價值", + "DAMAGE":"傷害", + "DAMAGE_IMMUNITIES":"傷害å…ç–«", + "DAMAGE_MODIFIER":"Damage modifier", + "DAMAGE_RESISTANCES":"傷害抗性", + "DAMAGE_VULNERABILITIES":"傷害弱點", + "DARKVISION":"黑暗視覺", "DC":"DC", - "DEAFENED":"Deafened", - "DEATH":"Death", - "DEATH_SAVES":"Death saves", - "DEATH_SAVING_THROW":"Death saving throw", - "DEATH_SAVING_THROWS":"Death saving throws", - "DECEPTION":"Deception", - "DEX":"Dex", - "DEXTERITY":"Dexterity", - "DEXTERITY_SAVING_THROW":"Dexterity saving throw", - "DICE":"Dice", - "DICE_MODIFIERS":"Dice modifiers", - "DIE":"Die", - "DISADVANTAGE":"Disadvantage", - "DISPLAY":"Display", - "DISPLAY_AUDITORY":"Auditory", - "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", - "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", - "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", - "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", - "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", - "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", - "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", - "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", - "DISPLAY_MATERIAL":"Material", - "DISPLAY_MENTAL":"Mental", + "DEAFENED":"耳è¾", + "DEATH":"死亡", + "DEATH_SAVES":"死亡è±å…", + "DEATH_SAVING_THROW":"死亡è±å…", + "DEATH_SAVING_THROWS":"死亡è±å…", + "DECEPTION":"欺瞞", + "DEX":"æ•æ·", + "DEXTERITY":"æ•æ·", + "DEXTERITY_SAVING_THROW":"æ•æ·è±å…", + "DEX_MAX_X":"Dex (max X)", + "DICE":"骰å­", + "DICE_MODIFIERS":"擲骰調整值", + "DIE":"骰", + "DISADVANTAGE":"劣勢", + "DISPLAY":"顯示", + "DISPLAY_AUDITORY":"è½è¦º", + "DISPLAY_AUDITORY_MATERIAL":"è½è¦ºã€ææ–™", + "DISPLAY_AUDITORY_MENTAL":"è½è¦ºã€å¿ƒæ™º", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"è½è¦ºã€å¿ƒæ™ºã€å—…覺", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"è½è¦ºã€å¿ƒæ™ºã€è¦–覺", + "DISPLAY_AUDITORY_OLFACTORY":"è½è¦ºã€å—…覺", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"è½è¦ºã€å—…覺ã€ææ–™", + "DISPLAY_AUDITORY_VISUAL":"è½è¦ºã€ 視覺", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"è½è¦ºã€ 視覺〠ææ–™", + "DISPLAY_MATERIAL":"ææ–™", + "DISPLAY_MENTAL":"心智", "DISPLAY_MENTAL_MATERIAL":"Mental, Material", "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", @@ -486,422 +493,468 @@ "DISPLAY_OLFACTORY":"Olfactory", "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", - "DISPLAY_TEXT":"Display text", + "DISPLAY_TEXT":"顯示文字", "DISPLAY_VISUAL":"Visual", "DISPLAY_VISUAL_MATERIAL":"Visual, Material", - "DISTANCE":"Distance", - "DIVINATION":"Divination", + "DISTANCE":"è·é›¢", + "DIVINATION":"é è¨€", "DMG":"DMG", - "DOCUMENTATION":"Documentation", - "DONT":"Don't", - "DRAGON":"Dragon", - "DRUID":"Druid", - "DURATION":"Duration", - "EFFECT":"Effect", - "ELECTRUM_PIECES":"Electrum pieces", - "EMOTE":"Emote", - "ENCHANTMENT":"Enchantment", - "ENCUMBERED":"Encumbered", - "ENCUMBERED_HEAVILY":"H. Encumbered", - "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", - "ENGINEERING":"Engineering", - "EQUIPMENT":"Equipment", - "EVERY":"every", - "EVOCATION":"Evocation", - "EXHAUSTION":"Exhaustion", - "EXHAUSTION_LEVEL":"Exhaustion level", - "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", - "EXHAUSTION_LEVEL_2":"Speed halved", - "EXHAUSTION_LEVEL_3":"Disadvantage on attack rolls and saving throws", - "EXHAUSTION_LEVEL_4":"Hit point maximum halved", - "EXHAUSTION_LEVEL_5":"Speed reduced to 0", - "EXHAUSTION_LEVEL_6":"Death", - "EXPAND":"Expand", - "EXPERIENCE_POINTS":"Experience points", - "EXPERTISE":"Expertise", + "DOCUMENTATION":"文件", + "DONT":"ä¸è¦", + "DRAGON":"é¾", + "DRUID":"德魯伊", + "DURATION":"æŒçºŒæ™‚é–“", + "EFFECT":"效果", + "ELECTRUM_PIECES":"ç€é‡‘å¹£", + "EMOTE":"表情", + "ENCHANTMENT":"附魔", + "ENCUMBERED":"è² é‡", + "ENCUMBERED_HEAVILY":"é‡åº¦è² é‡", + "ENCUMBRANCE_MULTIPLIER":"è² é‡ä¹˜æ•¸", + "ENGINEERING":"工程", + "EQUIPMENT":"è£å‚™", + "EVERY":"æ¯", + "EVOCATION":"塑能", + "EXHAUSTION":"力竭", + "EXHAUSTION_LEVEL":"力竭等級", + "EXHAUSTION_LEVEL_1":"屬性檢定劣勢", + "EXHAUSTION_LEVEL_2":"速度減åŠ", + "EXHAUSTION_LEVEL_3":"攻擊檢定與è±å…劣勢", + "EXHAUSTION_LEVEL_4":"生命值上é™æ¸›åŠ", + "EXHAUSTION_LEVEL_5":"速度é™è‡³0", + "EXHAUSTION_LEVEL_6":"死亡", + "EXPAND":"消耗", + "EXPERIENCE_POINTS":"經驗值", + "EXPERTISE":"技能專精", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", - "EXPLODE":"explode", + "EXPLODE":"爆發", "EXTRAS":"Extras", "EXTRA_ON_A_CRIT":"extra on a crit", - "EYES":"Eyes", - "FAILURES":"Failures", - "FEATS":"Feats", - "FEATURES":"Features", - "FEATURES_AND_TRAITS":"Features & Traits", - "FEET":"Feet", - "FEET_ABBREVIATION":"ft.", - "FIELD":"Field", - "FIGHTER":"Fighter", - "FILTERS":"Filters", + "EYES":"瞳色", + "FAILURES":"失敗", + "FEATS":"專長", + "FEATURES":"能力", + "FEATURES_AND_TRAITS":"能力&特性", + "FEET":"å‘Ž", + "FEET_ABBREVIATION":"å‘Ž", + "FIELD":"欄ä½", + "FIGHTER":"戰士", + "FILTERS":"篩é¸æ¢ä»¶", "FIN":"Fin", - "FINESSE":"Finesse", - "FIRE":"fire", + "FINESSE":"éˆå·§", + "FIRE":"ç«ç„°", "FLAT_HEAL":"Flat heal", - "FLAWS":"Flaws", - "FLY":"Fly", - "FORCE":"force", - "FORT":"Fort", - "FORTITUDE":"Fortitude", - "FORTITUDE_SAVING_THROW":"Fortitude saving throw", - "FREEFORM":"Freeform", - "FREETEXT":"Freetext", - "FRIGHTENED":"Frightened", - "GARGANTUAN":"Gargantuan", - "GENDER":"Gender", - "GENERATE_SKILLS":"Generate skills", - "GLOBAL_ATTACK_BONUS":"global attack bonus", - "GLOBAL_CHECK_BONUS":"global check bonus", - "GLOBAL_DAMAGE_BONUS":"global damage bonus", - "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", - "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", - "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", - "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", - "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", - "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", - "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", - "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", - "GOLD_PIECES":"Gold pieces", - "GRAPPLED":"Grappled", - "HAIR":"Hair", + "FLAWS":"缺陷", + "FLY":"飛行", + "FORCE":"力場", + "FORT":"強韌", + "FORTITUDE":"強韌", + "FORTITUDE_SAVING_THROW":"強韌è±å…", + "FREEFORM":"自由形å¼", + "FREETEXT":"自由文字", + "FRIGHTENED":"驚懼", + "GARGANTUAN":"巨型", + "GENDER":"性別", + "GENERATE_SKILLS":"產生技能", + "GM":"GM", + "GOLD_PIECES":"金幣", + "GRAPPLED":"æ“’æ‹¿", + "HAIR":"髮色", "HALF":"Half", - "HALFLING_LUCK":"Halfling Luck", - "HALF_DAMAGE":"half damage", - "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", - "HALF_PROFICIENCY":"half proficiency", - "HEAL":"Heal", - "HEAL_FOR":"Heal for", - "HEAVY_ARMOR":"Heavy Armor", - "HEIGHT":"Height", - "HIDE":"Hide", - "HIDE_INFO":"Hide info", - "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", - "HIDE_INFO_ATTACK":"Hide attack", - "HIDE_INFO_CONTENT":"Hide content", - "HIDE_INFO_COST":"Hide cost", - "HIDE_INFO_DAMAGE":"Hide damage", - "HIDE_INFO_EFFECT":"Hide effect", - "HIDE_INFO_FREETEXT":"Hide freetext", - "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", - "HIDE_INFO_RECHARGE":"Hide recharge", - "HIDE_INFO_SAVING_THROWS":"Hide saving throws", - "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", - "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", - "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_TARGET_AC":"Hide target AC", - "HIGHER_LEVEL":"Higher level", + "HALFLING_LUCK":"åŠèº«äººå¹¸é‹", + "HALF_DAMAGE":"傷害åŠå€¼", + "HALF_ORC_SAVAGE_ATTACKS":"åŠç¸äººç‹‚蠻攻擊", + "HALF_PROFICIENCY":"熟練åŠå€¼", + "HEAL":"醫療", + "HEAL_FOR":"治療", + "HEAVY_ARMOR":"é‡ç”²", + "HEIGHT":"身高", + "HIDE":"躲è—", + "HIDE_INFO":"éš±è—資訊", + "HIDE_INFO_ABILITY_CHECKS":"éš±è—屬性檢定", + "HIDE_INFO_ATTACK":"éš±è—攻擊", + "HIDE_INFO_CONTENT":"éš±è—內容", + "HIDE_INFO_COST":"éš±è—花費", + "HIDE_INFO_DAMAGE":"éš±è—傷害", + "HIDE_INFO_EFFECT":"éš±è—效果", + "HIDE_INFO_FREETEXT":"éš±è—自由文字", + "HIDE_INFO_NOTE":"è«‹åƒé–±æ–‡ä»¶ã€‚你會需è¦ä½¿ç”¨ç€è¦½å™¨æ“´å……套件以更改css來顯示æŸäº›éƒ¨ä»½ã€‚", + "HIDE_INFO_RECHARGE":"éš±è—é‡ç½®", + "HIDE_INFO_SAVING_THROWS":"éš±è—è±å…", + "HIDE_INFO_SAVING_THROW_DC":"éš±è—è±å…DC", + "HIDE_INFO_SAVING_THROW_FAILURE":"éš±è—è±å…失敗", + "HIDE_INFO_SAVING_THROW_SUCCESS":"éš±è—è±å…æˆåŠŸ", + "HIDE_INFO_TARGET_AC":"éš±è—目標AC", + "HIGHER_LEVEL":"高等級", "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", - "HISTORY":"History", + "HISTORY":"æ­·å²", "HIT":"Hit", - "HIT_DICE":"Hit dice", - "HIT_DICE_RECOVERED":"Hit dice recovered", - "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest", - "HIT_POINTS":"Hit points", - "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest", - "HIT_POINTS_ROLLED":"Hit points rolled", - "HIT_POINTS_TEMP":"Temp HP", - "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_DICE":"生命骰", + "HIT_DICE_RECOVERED":"æ¢å¾©ç”Ÿå‘½éª°", + "HIT_DICE_RECOVERED_ON_A_LONG_REST":"長休æ¢å¾©ç”Ÿå‘½éª°", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest", + "HIT_POINTS":"生命值", + "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"長休æ¢å¾©ç”Ÿå‘½å€¼", + "HIT_POINTS_ROLLED":"生命值擲骰çµæžœ", + "HIT_POINTS_TEMP":"暫時生命值", + "HIT_POINTS_TEMPORARY":"暫時生命值", + "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by", "HON":"Hon", - "HONOR":"Honor", - "HONOR_SAVING_THROW":"Honor saving throw", - "HOUSERULES":"Houserules", - "HOVER":"Hover", - "HUGE":"Huge", - "IDEALS":"Ideals", + "HONOR":"榮耀", + "HONOR_SAVING_THROW":"榮耀è±å…", + "HOUSERULES":"房è¦", + "HOVER":"盤旋", + "HP":"HP", + "HUGE":"超大型", + "IDEALS":"ç†å¿µ", "IF_THE_TARGET_IS":"If the target is", - "ILLUSION":"Illusion", + "ILLUSION":"幻術", "IMPORT":"Import", - "INCAPACITATED":"Incapacitated", + "INCAPACITATED":"無法行動", "INFLUENCE":"Influence", - "INITIATIVE":"Initiative", - "INITIATIVE_BONUS":"initiative bonus", + "INITIATIVE":"先攻", "INNATE_SPELLCASTING":"Innate Spellcasting", - "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", - "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_NO_MATERIAL":"ç„¡é ˆææ–™æˆä»½", + "INNATE_SPELLCASTING_ONLY_VERBAL":"無須言語æˆä»½", "INNATE_SPELLCASTING_TEXT_1":"The", - "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is", "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", - "INSIGHT":"Insight", - "INSPIRATION":"Inspiration", - "INSPIRATION_MULTIPLE":"Multiple inspiration", - "INSTANTANEOUS":"Instantaneous", - "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", - "INT":"Int", - "INTELLIGENCE":"Intelligence", - "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw", - "INTIMIDATION":"Intimidation", - "INVESTIGATION":"Investigation", - "INVISIBLE":"Invisible", - "JACK_OF_ALL_TRADES":"Jack of all trades", - "KI":"Ki", - "KILOGRAMS":"Kilograms", - "KNOWN":"Known", - "LAIR_ACTIONS":"Lair Actions", - "LANGUAGES":"Languages", - "LARGE":"Large", - "LAWFUL_EVIL":"lawful evil", - "LBS":"lbs", - "LEGENDARY_ACTIONS":"Legendary Actions", + "INSIGHT":"洞察", + "INSPIRATION":"激勵", + "INSPIRATION_MULTIPLE":"多é‡æ¿€å‹µ", + "INSTANTANEOUS":"ç«‹å³", + "INSTANTANEOUS_OR_1_HOUR":"ç«‹å³æˆ–一å°æ™‚", + "INT":"智力", + "INTELLIGENCE":"智力", + "INTELLIGENCE_SAVING_THROW":"智力è±å…", + "INTIMIDATION":"å¨åš‡", + "INVESTIGATION":"調查", + "INVISIBLE":"隱形", + "JACK_OF_ALL_TRADES":"雜學大師", + "KI":"æ°£", + "KILOGRAMS":"公斤", + "KNOWN":"已知", + "LAIR_ACTIONS":"巢穴動作", + "LANGUAGES":"語言", + "LARGE":"大型", + "LAWFUL_EVIL":"守åºé‚ªæƒ¡", + "LBS":"磅", + "LEATHER":"Leather", + "LEGENDARY_ACTIONS":"傳奇動作", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", - "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", - "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", - "LEVEL":"Level", - "LEVELS":"levels", - "LIGHTNING":"lightning", - "LIGHT_ARMOR":"Light Armor", - "LIMIT":"Limit", + "LEGENDARY_ACTIONS_TEXT_3":"傳奇動作,從下列é¸é …é¸æ“‡ã€‚一次åªèƒ½ä½¿ç”¨ä¸€å€‹å‚³å¥‡å‹•ä½œé¸é …,且åªèƒ½åœ¨å…¶ä»–生物回åˆçµæŸæ™‚。", + "LEGENDARY_ACTIONS_TEXT_4":"在其回åˆé–‹å§‹æ™‚æ¢å¾©ç”¨æŽ‰çš„傳奇動作次數。", + "LEVEL":"等級", + "LEVELS":"等級", + "LIGHTNING":"閃電", + "LIGHT_ARMOR":"輕甲", + "LIMIT":"é™åˆ¶", "LONGER":"Longer", - "LONGSWORD":"Longsword", - "LONG_REST":"Long Rest", - "MACROS":"Macros", - "MAX":"Max", - "MEASUREMENT_SYSTEMS":"Measurement systems", - "MEDICINE":"Medicine", - "MEDIUM":"Medium", - "MEDIUM_ARMOR":"Medium Armor", - "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", - "MELEE":"Melee", - "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", - "MELEE_SPELL_ATTACK":"Melee Spell Attack", - "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", - "METERS":"Meters", - "METERS_ABBREVIATION":"m.", - "MISC":"Misc", - "MISCELLANEOUS":"Miscellaneous", - "MISCELLANEOUS_NOTES":"Miscellaneous notes", - "MOD":"mod", - "MONK":"Monk", - "MOVEMENT":"Movement", - "MULTIPLIER":"Multiplier", - "NAME":"Name", - "NATURE":"Nature", - "NECROMANCY":"Necromancy", - "NECROTIC":"necrotic", - "NO":"No", - "NORMAL":"Normal", - "NO_CONCENTRATION":"No concentration", - "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", + "LONGSWORD":"é•·åŠ", + "LONG_REST":"長休", + "MACROS":"巨集", + "MANUAL":"Manual", + "MAX":"上é™", + "MEASUREMENT_SYSTEMS":"測é‡ç³»çµ±", + "MEDICINE":"醫療", + "MEDIUM":"中型", + "MEDIUM_ARMOR":"中甲", + "MEDIUM_ARMOR_MAX_DEX":"中甲æ•æ·ä¸Šé™", + "MELEE":"近戰", + "MELEE_OR_RANGED_WEAPON_ATTACK":"近戰或é ç¨‹æ­¦å™¨æ”»æ“Š", + "MELEE_SPELL_ATTACK":"近戰法術攻擊", + "MELEE_WEAPON":"Melee weapon", + "MELEE_WEAPON_ATTACK":"近戰武器攻擊", + "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier", + "METERS":"公尺", + "METERS_ABBREVIATION":"公尺", + "MISC":"雜項", + "MISCELLANEOUS":"雜項", + "MISCELLANEOUS_NOTES":"雜項筆記", + "MOD":"調整值", + "MODIFIER":"Modifier", + "MODIFIERS":"Modifiers", + "MONK":"武僧", + "MOVEMENT":"移動", + "MULTIPLIER":"å€çŽ‡", + "NAME":"å稱", + "NATURE":"自然", + "NECROMANCY":"æ­»éˆ", + "NECROTIC":"æ­»éˆ", + "NO":"å¦", + "NORMAL":"普通", + "NOTHING_RECHARGED":"Nothing recharged", + "NO_CONCENTRATION":"無專注", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"é‡æ“Šé€ æˆæ™®é€šå‚·å®³è€Œç„¡é¡å¤–傷害", "NPC":"NPC", - "ONE_CREATURE":"one creature", - "ONE_TARGET":"one target", - "OR":"or", - "OTHER":"Other", - "OTHER_ARMOR":"Other Armor", - "OTHER_DAMAGE":"Other damage", - "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", - "OTHER_TYPE":"Other (AoE, Cone, Line)", - "OUTPUT":"Output", - "PALADIN":"Paladin", - "PARALYZED":"Paralyzed", - "PASSIVE":"Passive", - "PASSIVE_ABILITY_CHECK":"Passive ability check", - "PASSIVE_SKILLS":"Passive skills", - "PC":"PC", - "PERCEPTION":"Perception", - "PERFORMANCE":"Performance", - "PERSONALITY_TRAITS":"Personality traits", - "PERSUASION":"Persuasion", - "PER_LEVEL":"per level", - "PER_USE":"per use", - "PETRIFIED":"Petrified", - "PIERCING":"piercing", - "PLATINUM_PIECES":"Platinum pieces", - "PLUS":"plus", - "POINTS":"Points", - "POINTS_OF_ORIGIN":"Points of origin", - "POISON":"poison", - "POISONED":"Poisoned", - "POUNDS":"Pounds", - "PREPARED":"Prepared", + "OFFENSE":"Offense", + "ONE_CREATURE":"一個生物", + "ONE_TARGET":"一個目標", + "OR":"或", + "OTHER":"其他", + "OTHER_ARMOR":"其他盔甲", + "OTHER_DAMAGE":"其他傷害", + "OTHER_PROFICIENCIES_AND_LANGUAGES":"其他熟練&語言", + "OTHER_TYPE":"其他 (範åœã€æ¤Žç‹€ã€ç›´ç·š)", + "OUTPUT":"輸出", + "PALADIN":"è–武士", + "PARALYZED":"麻痺", + "PASSIVE":"被動", + "PASSIVE_ABILITY_CHECK":"被動屬性檢定", + "PASSIVE_SKILLS":"被動技能", + "PC":"玩家角色", + "PERCEPTION":"感知", + "PERFORMANCE":"表演", + "PERSONALITY_TRAITS":"人格特質", + "PERSUASION":"說æœ", + "PER_LEVEL":"æ¯ç­‰ç´š", + "PER_USE":"æ¯æ¬¡ä½¿ç”¨", + "PETRIFIED":"石化", + "PIERCING":"穿刺", + "PLATINUM_PIECES":"白金幣", + "PLUS":"加上", + "POINTS":"點", + "POINTS_OF_ORIGIN":"起始點", + "POISON":"毒素", + "POISONED":"中毒", + "POTION":"Potion", + "POTION_OF_HEALING":"Potion of Healing", + "POUNDS":"磅", + "PREPARED":"已準備", "PREPARED_MATTERS":"Prepared matters", "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", - "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", - "PROCESSING_TITLE":"Processing", - "PROF":"Prof", - "PROFICIENCIES":"Proficiencies", - "PROFICIENCY_BONUS":"Proficiency Bonus", - "PROFICIENCY_DICE":"Proficiency dice", - "PROFICIENT":"Proficient", - "PRONE":"Prone", - "PSION":"Psion", - "PSIONICS":"Psionics", - "PSIONICS_FULL":"Psionics Full (Psion)", - "PSIONICS_HALF":"Psionics Half (Soulknife)", - "PSIONICS_THIRD":"Psionics Third (Cryptic)", - "PSI_LIMIT":"Psi Limit", - "PSI_POINTS":"Psi Points", - "PSYCHIC":"psychic", - "PUBLIC_FOR_ALL":"Public for all to see", - "QTY":"Qty", - "QUERY":"Query", + "PROCESSING_MESSAGE":"此角色紙正在處ç†ä¸­æ™‚請勿將其關閉。", + "PROCESSING_TITLE":"處ç†ä¸­", + "PROF":"熟練", + "PROFICIENCIES":"熟練", + "PROFICIENCY_BONUS":"熟練加值", + "PROFICIENCY_DICE":"熟練骰", + "PROFICIENT":"熟練", + "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs", + "PRONE":"倒地", + "PSION":"心éˆè¡“士", + "PSIONICS":"éˆèƒ½", + "PSIONICS_FULL":"å…¨éˆèƒ½è€… (心éˆè¡“士)", + "PSIONICS_HALF":"åŠéˆèƒ½è€… (éˆåˆƒ)", + "PSIONICS_THIRD":"次éˆèƒ½è€… (祕紋師)", + "PSI_LIMIT":"éˆèƒ½é»žä¸Šé™", + "PSI_POINTS":"éˆèƒ½é»ž", + "PSYCHIC":"心éˆ", + "PUBLIC_FOR_ALL":"公開給所有人", + "QUERY":"查詢", "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", - "QUICK":"Quick", - "RACE":"Race", + "QUICK":"快速", + "RACE":"種æ—", "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", - "RACIAL_TRAITS":"Racial traits", - "RADIANT":"radiant", - "RANGE":"Range", - "RANGED":"Ranged", - "RANGED_SPELL_ATTACK":"Ranged Spell Attack", - "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", - "RANGER":"Ranger", - "RANGERUA":"Ranger UA (2016)", - "REACH":"Reach", - "REACTION":"Reaction", - "REACTIONS":"Reactions", - "RECHARGE":"Recharge", - "RECHARGED":"recharged", - "RECHARGE_2_6":"Recharge 2-6", - "RECHARGE_3_6":"Recharge 3-6", - "RECHARGE_4_6":"Recharge 4-6", - "RECHARGE_5_6":"Recharge 5-6", - "RECHARGE_6":"Recharge 6", - "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", - "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", - "RECOVERED":"recovered", - "REDUCED_MAX":"Reduced max", - "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", - "REDUCED_TO":"reduced to", - "REF":"Ref", - "REFLEX":"Reflex", - "REFLEX_SAVING_THROW":"Reflex saving throw", - "REGAIN":"Regain", - "REGIONAL_EFFECTS":"Regional Effects", - "RELIGION":"Religion", - "REMARKABLE_ATHLETE":"Remarkable Athlete", - "REPEAT":"Repeat", - "REPORT_AN_ISSUE":"Report an issue", - "RESET":"reset", - "REQUIRES_API":"This feature requires the API", - "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", - "RESOURCES":"Resources", - "RESTRAINED":"Restrained", - "RESTS":"Rests", - "RITUAL":"Ritual", - "ROGUE":"Rogue", + "RACIAL_TRAITS":"種æ—特性", + "RADIANT":"è¼è€€", + "RANGE":"射程", + "RANGED":"é ç¨‹", + "RANGED_SPELL_ATTACK":"é ç¨‹æ³•è¡“攻擊", + "RANGED_WEAPON":"Ranged weapon", + "RANGED_WEAPON_ATTACK":"é ç¨‹æ­¦å™¨æ”»æ“Š", + "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier", + "RANGER":"éŠä¿ ", + "RANGERUA":"éŠä¿  UA (2016)", + "REACH":"åŠé ", + "REACTION":"å應", + "REACTIONS":"å應", + "RECHARGE":"é‡ç½®", + "RECHARGED":"é‡ç½®", + "RECHARGE_2_6":"é‡ç½® 2-6", + "RECHARGE_3_6":"é‡ç½® 3-6", + "RECHARGE_4_6":"é‡ç½® 4-6", + "RECHARGE_5_6":"é‡ç½® 5-6", + "RECHARGE_6":"é‡ç½® 6", + "RECHARGE_AFTER_LONG_REST":"長休é‡ç½®", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"短休或長休é‡ç½®", + "RECOVERED":"æ¢å¾©", + "REDUCED_TO":"é™ä½Žè‡³", + "REF":"åå°„", + "REFLEX":"åå°„", + "REFLEX_SAVING_THROW":"åå°„è±å…", + "REGAIN":"æ¢å¾©", + "REGIONAL_EFFECTS":"範åœæ•ˆæžœ", + "RELIGION":"å®—æ•™", + "REMARKABLE_ATHLETE":"傑出å¥å°‡", + "REPEAT":"é‡è¤‡", + "REPORT_AN_ISSUE":"回報å•é¡Œ", + "REQUIRES_API":"此功能需è¦ä½¿ç”¨API", + "RESET":"é‡ç½®", + "RESISTANCES_AND_IMMUNITIES":"抗性&å…ç–«", + "RESOURCES":"資æº", + "REST":"Rest", + "RESTRAINED":"æŸç¸›", + "RING":"Ring", + "RITUAL":"å„€å¼", + "ROGUE":"盜賊", + "ROLL":"Roll", "ROLL_2":"Roll 2", - "ROLL_OPTIONS":"Roll options", - "ROLL_TEMPLATE":"Roll template", - "SAN":"San", - "SANITY":"Sanity", - "SANITY_SAVING_THROW":"Sanity saving throw", - "SAVE":"Save", - "SAVE_DC":"Save DC", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", - "SAVING_DC":"Saving DC", - "SAVING_THROW":"Saving throw", - "SAVING_THROWS":"Saving throws", - "SAVING_THROWS_QUERY":"Saving throws query", - "SAVING_THROW_BONUS":"saving throw bonus", - "SAVING_THROW_DC":"Saving throw DC", + "ROLL_OPTIONS":"擲骰é¸é …", + "ROLL_TEMPLATE":"擲骰模æ¿", + "SAN":"ç†æ™º", + "SANITY":"ç†æ™º", + "SANITY_SAVING_THROW":"ç†æ™ºè±å…", + "SAVE":"è±å…", + "SAVE_DC":"è±å…DC", + "SAVING_DC":"è±å…DC", + "SAVING_THROW":"è±å…", + "SAVING_THROWS":"è±å…", + "SAVING_THROWS_BONUS":"Saving throws bonus", + "SAVING_THROWS_QUERY":"è±å…查詢", + "SAVING_THROW_BONUS":"è±å…加值", + "SAVING_THROW_DC":"è±å…DC", + "SAVING_THROW_FAILURE":"Saving throw failure", + "SAVING_THROW_MODIFIER":"Saving throw modifier", + "SAVING_THROW_SUCCESS":"Saving throw success", + "SCORE":"Score", "SECOND_DAMAGE":"Second damage", - "SENSES":"Senses", - "SHEET":"Sheet", - "SHEET_OUTPUT":"Sheet output", - "SHEET_SETTING":"Sheet setting", - "SHIELD":"Shield", - "SHORT_OR_LONG_REST":"Short or Long Rest", - "SHORT_REST":"Short Rest", - "SHOW_ALL":"Show all", - "SHOW_RESTS":"Show Rests", - "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", - "SHOW_TOTALS":"Show totals", + "SELF":"Self", + "SENSES":"感知能力", + "SHEET":"角色紙", + "SHEET_OUTPUT":"角色紙輸出", + "SHEET_SETTING":"角色紙設定", + "SHIELD":"盾牌", + "SHORT_OR_LONG_REST":"短休或長休", + "SHORT_REST":"短休", + "SHOW_ALL":"顯示全部", + "SHOW_RESTS":"顯示休æ¯", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"若所有法術ä½ç”¨ç›¡å‰‡é¡¯ç¤ºç­‰ç´š", + "SHOW_TARGET_AC_ON_ATTACKS":"攻擊時目標AC", + "SHOW_TARGET_NAME_ON_ATTACKS":"攻擊和è±å…時目標åå­—", + "SHOW_TOTALS":"顯示總值", "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", "SILVER_PIECES":"Silver pieces", "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", + "SKILL_$0":"skill_$0", + "SKILL_$1":"skill_$1", + "SKILL_$10":"skill_$10", + "SKILL_$11":"skill_$11", + "SKILL_$12":"skill_$12", + "SKILL_$13":"skill_$13", + "SKILL_$14":"skill_$14", + "SKILL_$15":"skill_$15", + "SKILL_$16":"skill_$16", + "SKILL_$17":"skill_$17", + "SKILL_$18":"skill_$18", + "SKILL_$19":"skill_$19", + "SKILL_$2":"skill_$2", + "SKILL_$20":"skill_$20", + "SKILL_$21":"skill_$21", + "SKILL_$22":"skill_$22", + "SKILL_$23":"skill_$23", + "SKILL_$3":"skill_$3", + "SKILL_$4":"skill_$4", + "SKILL_$5":"skill_$5", + "SKILL_$6":"skill_$6", + "SKILL_$7":"skill_$7", + "SKILL_$8":"skill_$8", + "SKILL_$9":"skill_$9", "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", - "SLASHING":"slashing", - "SLEIGHTOFHAND":"Sleight of Hand", - "SLOTS":"Slots", - "SMALL":"Small", - "SOCIETY":"Society", - "SORCERER":"Sorcerer", - "SORCERY_POINTS":"Sorcery Points", - "SOULKNIFE":"Soulknife", - "SOURCE":"Source", - "SOURCE_TO_TARGET":"Source → Target", - "SPECIAL":"Special", - "SPECIAL_EFFECTS":"Special effects", - "SPEED":"Speed", - "SPELL":"Spell", - "SPELLCASTING":"Spellcasting", - "SPELLCASTING_LEVEL":"Spellcasting level", + "SLASHING":"劈ç ", + "SLEIGHTOFHAND":"巧手", + "SLOTS":"欄ä½", + "SMALL":"å°åž‹", + "SOCIETY":"社會", + "SORCERER":"術士", + "SORCERY_POINTS":"術能點", + "SOULKNIFE":"éˆåˆƒ", + "SOURCE":"來æº", + "SOURCE_TO_TARGET":"ä¾†æº → 目標", + "SPECIAL":"特殊", + "SPECIAL_EFFECTS":"特殊效果", + "SPEED":"速度", + "SPELL":"法術", + "SPELLCASTING":"施法", + "SPELLCASTING_LEVEL":"施法等級", "SPELLCASTING_TEXT_1":"The", - "SPELLCASTING_TEXT_2":"is a", - "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", - "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_2":"是一個", + "SPELLCASTING_TEXT_3":"施法者。其施法能力是", + "SPELLCASTING_TEXT_4":"有以下", "SPELLCASTING_TEXT_5":"spells prepared", - "SPELLS":"Spells", + "SPELLS":"法術", "SPELLS_ON_CORE":"Show spells on the core page", - "SPELLS_TAB":"Spells tab", - "SPELL_ATTACK":"Spell attack", - "SPELL_LEVEL":"Spell level", - "SPELL_MUST_HAVE":"Spells must have", - "SPELL_POINTS":"Spell points", - "SPELL_SAVE_DC":"spell save DC", - "SPELL_SAVING_THROW":"Spell saving throw", - "SPELL_SLOTS":"Spell slots", - "SPELL_SLOTS_TITLE":"Spell slots", - "SPELL_TO_HIT":"to hit with spell attacks", - "STATBLOCK":"Statblock", - "STEALTH":"Stealth", - "STR":"Str", - "STRENGTH":"Strength", - "STRENGTH_SAVING_THROW":"Strength saving throw", - "STR_13":"Str 13", - "STR_15":"Str 15", - "STUNNED":"Stunned", - "SUCCESSES":"Successes", - "SUMMONER":"Summoner", - "SURVIVAL":"Survival", - "SWIM":"Swim", - "TARGET":"Target", - "TARGET_TO_SOURCE":"Target → Source", - "TEMP":"Temp", - "TEXT_SIZE":"Text size", - "THUNDER":"thunder", - "TINY":"Tiny", - "TOTAL":"Total", - "TOTAL_GOLD_VALUE":"Total gold value", - "TO_HIT":"to hit", + "SPELLS_TAB":"法術é é¢", + "SPELL_ATTACK":"法術攻擊", + "SPELL_ATTACK_MODIFIER":"Spell attack modifier", + "SPELL_DAMAGE_MODIFIER":"Spell damage modifier", + "SPELL_DC":"Spell DC", + "SPELL_DC_MODIFIER":"Spell DC modifier", + "SPELL_HEAL_MODIFIER":"Spell heal modifier", + "SPELL_LEVEL":"法術等級", + "SPELL_MUST_HAVE":"法術必須有", + "SPELL_POINTS":"法力值", + "SPELL_SAVE_DC":"法術è±å…DC", + "SPELL_SAVING_THROW":"法術è±å…", + "SPELL_SLOTS":"法術ä½", + "SPELL_SLOTS_TITLE":"法術ä½", + "SPELL_TO_HIT":"法術攻擊命中", + "STATBLOCK":"數據欄", + "STEALTH":"潛行", + "STR":"力é‡", + "STRENGTH":"力é‡", + "STRENGTH_SAVING_THROW":"力é‡è±å…", + "STR_13":"力é‡13", + "STR_15":"力é‡15", + "STUNNED":"震懾", + "SUCCESSES":"æˆåŠŸ", + "SUMMONER":"å¬å–šå¸«", + "SURVIVAL":"生存", + "SWIM":"游泳", + "TARGET":"目標", + "TARGET_TO_SOURCE":"目標 → 來æº", + "TEMP":"暫時", + "TEXT_SIZE":"文字大å°", + "THROWN":"Thrown", + "THUNDER":"雷霆", + "TINY":"超å°åž‹", + "TOTAL":"總計", + "TOTAL_GOLD_VALUE":"總計金幣價值", + "TO_HIT":"命中", "TO_TRACKER":"Send to Tracker", - "TRACKER":"Tracker", - "TRAITS":"Traits", - "TRANSMUTATION":"Transmutation", - "TREMORSENSE":"Tremorsense", - "TRUESIGHT":"Truesight", - "TURN":"Turn", - "TURN_RECHARGE":"Turn recharge", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", - "TYPE":"Type", - "UNARMORED":"Unarmored", - "UNCONSCIOUS":"Unconscious", - "UNPROFICIENT":"Unproficient", - "UNTIL_DISPELLED":"Until dispelled", - "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USES":"Uses", - "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VERSATILE":"Versatile", - "VS":"vs", - "VS_FIEND_OR_UNDEAD":"vs undead or fiend", - "WARLOCK":"Warlock", - "WARLOCK_SLOTS":"Warlock slots", - "WARLOCK_SPELL_SLOTS":"Warlock spell slots", - "WEIGHT":"Weight", - "WEIGHT_PER_COIN":"Weight per coin", - "WHISPERED_TO_GM":"Whispered to the GM", - "WILL":"Will", - "WILL_SAVING_THROW":"Will saving throw", - "WIS":"Wis", - "WISDOM":"Wisdom", - "WISDOM_SAVING_THROW":"Wisdom saving throw", - "WIZARD":"Wizard", - "YES":"Yes" + "TRACKER":"追蹤器", + "TRAITS":"特性", + "TRANSMUTATION":"變化", + "TREMORSENSE":"顫動感知", + "TRUESIGHT":"真實目光", + "TURN":"回åˆ", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters", + "TURN_RECHARGE":"回åˆé‡ç½®", + "TYPE":"é¡žåž‹", + "UNARMORED":"未著甲", + "UNCONSCIOUS":"æ˜è¿·", + "UNPROFICIENT":"éžç†Ÿç·´", + "UNTIL_DISPELLED":"直到被解除", + "UNTIL_DISPELLED_OR_TRIGGERED":"直到被解除或被觸發", + "USES":"使用次數", + "USE_CUSTOM_SAVING_THROWS":"使用自訂è±å…", + "UTILITY":"Utility", + "VERSATILE":"è¬ç”¨", + "VS":"å°æŠ—", + "VS_FIEND_OR_UNDEAD":"å°æŠ—æ­»éˆæˆ–é­”æ—", + "WARLOCK":"邪術師", + "WARLOCK_SLOTS":"邪術師法術ä½", + "WARLOCK_SPELL_SLOTS":"邪術師法術ä½", + "WEAPON":"Weapon", + "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier", + "WEIGHT":"é‡é‡", + "WEIGHT_PER_COIN":"æ¯æžšç¡¬å¹£é‡é‡", + "WHISPERED_TO_GM":"å°GM密語", + "WHISPERED_TO_SELF":"Whispered to self", + "WILL":"æ„å¿—", + "WILL_SAVING_THROW":"æ„å¿—è±å…", + "WIS":"ç¿æ™º", + "WISDOM":"ç¿æ™º", + "WISDOM_SAVING_THROW":"ç¿æ™ºè±å…", + "WIZARD":"法師", + "WONDROUS":"Wondrous", + "YES":"是" } \ No newline at end of file diff --git a/5eShaped/translations/zu.json b/5eShaped/translations/zu.json index 61402409ae91..6971a3c19393 100644 --- a/5eShaped/translations/zu.json +++ b/5eShaped/translations/zu.json @@ -56,6 +56,8 @@ "ABILITY_CHECK":"crwdns24816:0crwdne24816:0", "ABILITY_CHECKS":"crwdns24817:0crwdne24817:0", "ABILITY_CHECKS_QUERY":"crwdns37558:0crwdne37558:0", + "ABILITY_CHECK_MODIFIER":"crwdns58328:0crwdne58328:0", + "ABILITY_SCORE":"crwdns58329:0crwdne58329:0", "ABILITY_SCORES":"crwdns24818:0crwdne24818:0", "ABJURATION":"crwdns24819:0crwdne24819:0", "AC":"crwdns24820:0crwdne24820:0", @@ -66,8 +68,10 @@ "AC_ARMORED":"crwdns24825:0crwdne24825:0", "AC_UNARMORED":"crwdns24826:0crwdne24826:0", "AC_UNARMORED_ABILITY":"crwdns24827:0crwdne24827:0", + "ADD_COMMON_ITEMS":"crwdns58330:0crwdne58330:0", "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"crwdns24828:0crwdne24828:0", "ADVANTAGE":"crwdns24829:0crwdne24829:0", + "ADVENTURING_GEAR":"crwdns58331:0crwdne58331:0", "AGE":"crwdns24830:0crwdne24830:0", "ALIGNMENT":"crwdns24831:0crwdne24831:0", "ALL":"crwdns24832:0crwdne24832:0", @@ -75,12 +79,12 @@ "AMMO_AUTO_USE":"crwdns24834:0crwdne24834:0", "AMMO_WEIGHT":"crwdns24835:0crwdne24835:0", "AMPHIBIOUS":"crwdns24836:0crwdne24836:0", + "AMULET":"crwdns58332:0crwdne58332:0", "ANIMALHANDLING":"crwdns24837:0crwdne24837:0", "API":"crwdns24838:0crwdne24838:0", "APPEARANCE":"crwdns24839:0crwdne24839:0", "ARCANA":"crwdns24840:0crwdne24840:0", "ARMOR":"crwdns24841:0crwdne24841:0", - "ARMORED_AND_UNARMORED":"crwdns24842:0crwdne24842:0", "ARMOR_CLASS":"crwdns24843:0crwdne24843:0", "ARROWS":"crwdns24844:0crwdne24844:0", "ARTIFICER":"crwdns37560:0crwdne37560:0", @@ -90,6 +94,7 @@ "ATTACHERS":"crwdns24848:0crwdne24848:0", "ATTACK":"crwdns24849:0crwdne24849:0", "ATTACKS":"crwdns24850:0crwdne24850:0", + "ATTACK_MODIFIER":"crwdns58333:0crwdne58333:0", "AT_WILL":"crwdns24851:0crwdne24851:0", "AUTO":"crwdns24852:0crwdne24852:0", "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"crwdns38699:0crwdne38699:0", @@ -115,7 +120,7 @@ "BONUS":"crwdns24866:0crwdne24866:0", "BONUSES":"crwdns24867:0crwdne24867:0", "BONUSES_AND_PENALTIES":"crwdns24868:0crwdne24868:0", - "BONUSES_AND_PENALTIES_TOOLTIP":"crwdns24869:0crwdne24869:0", + "BONUSES_AND_PENALTIES_TOOLTIP":"crwdns58334:0crwdne58334:0", "BREAK_TIES":"crwdns24870:0crwdne24870:0", "BURROW":"crwdns24871:0crwdne24871:0", "CANCEL":"crwdns24872:0crwdne24872:0", @@ -138,18 +143,18 @@ "CHARISMA_SAVING_THROW":"crwdns41061:0crwdne41061:0", "CHARMED":"crwdns24889:0crwdne24889:0", "CHECK":"crwdns24890:0crwdne24890:0", - "CHECK_BONUS":"crwdns24891:0crwdne24891:0", + "CHECK_MODIFIER":"crwdns58335:0crwdne58335:0", "CHOOSE_WHEN_ROLLING":"crwdns24892:0crwdne24892:0", "CLASS":"crwdns24894:0crwdne24894:0", "CLASS_AND_LEVEL":"crwdns24895:0crwdne24895:0", "CLASS_AND_LEVEL_PLACEHOLDER":"crwdns24896:0crwdne24896:0", "CLASS_FEATURES":"crwdns38700:0crwdne38700:0", "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"crwdns38701:0crwdne38701:0", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"crwdns38702:0crwdne38702:0", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"crwdns58336:0crwdne58336:0", "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"crwdns38703:0crwdne38703:0", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"crwdns38704:0crwdne38704:0", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"crwdns58337:0crwdne58337:0", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"crwdns38705:0crwdne38705:0", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"crwdns38706:0crwdne38706:0", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"crwdns58338:0crwdne58338:0", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"crwdns38707:0crwdne38707:0", "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"crwdns38708:0crwdne38708:0", "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"crwdns38709:0crwdne38709:0", @@ -157,17 +162,17 @@ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"crwdns38711:0crwdne38711:0", "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"crwdns38712:0crwdne38712:0", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"crwdns38713:0crwdne38713:0", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"crwdns38714:0crwdne38714:0", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"crwdns58339:0crwdne58339:0", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"crwdns38715:0crwdne38715:0", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"crwdns38716:0crwdne38716:0", "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"crwdns38717:0crwdne38717:0", - "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"crwdns38718:0crwdne38718:0", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"crwdns58340:0crwdne58340:0", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"crwdns41062:0crwdne41062:0", "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"crwdns41063:0crwdne41063:0", "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"crwdns38719:0crwdne38719:0", - "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"crwdns38720:0crwdne38720:0", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"crwdns58341:0crwdne58341:0", "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"crwdns38721:0crwdne38721:0", - "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"crwdns38722:0crwdne38722:0", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"crwdns58342:0crwdne58342:0", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"crwdns38723:0crwdne38723:0", "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"crwdns38724:0crwdne38724:0", "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"crwdns38725:0crwdne38725:0", @@ -175,11 +180,11 @@ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"crwdns38727:0crwdne38727:0", "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"crwdns38728:0crwdne38728:0", "CLASS_FEATURE_BARBARIAN_RAGE":"crwdns38729:0crwdne38729:0", - "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"crwdns38730:0crwdne38730:0", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"crwdns58343:0crwdne58343:0", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"crwdns38731:0crwdne38731:0", "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"crwdns38732:0crwdne38732:0", "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"crwdns38733:0crwdne38733:0", - "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"crwdns38734:0[10]crwdne38734:0", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"crwdns58344:0[10]crwdne58344:0", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"crwdns38735:0crwdne38735:0", "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"crwdns38736:0crwdne38736:0", "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"crwdns38737:0crwdne38737:0", @@ -189,7 +194,7 @@ "CLASS_FEATURE_BARD_EXPERTISE":"crwdns38741:0crwdne38741:0", "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"crwdns38742:0crwdne38742:0", "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"crwdns38743:0crwdne38743:0", - "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"crwdns38744:0crwdne38744:0", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"crwdns58345:0crwdne58345:0", "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"crwdns38745:0crwdne38745:0", "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"crwdns38746:0crwdne38746:0", "CLASS_FEATURE_BARD_SONG_OF_REST":"crwdns38747:0crwdne38747:0", @@ -199,29 +204,29 @@ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"crwdns38751:0crwdne38751:0", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"crwdns38752:0crwdne38752:0", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"crwdns38753:0crwdne38753:0", - "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"crwdns38754:0crwdne38754:0", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"crwdns58346:0crwdne58346:0", "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"crwdns38755:0crwdne38755:0", "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"crwdns38756:0crwdne38756:0", - "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"crwdns38757:0crwdne38757:0", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"crwdns58347:0crwdne58347:0", "CLASS_FEATURE_DRUID_ARCHDRUID":"crwdns38758:0crwdne38758:0", - "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"crwdns38759:0crwdne38759:0", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"crwdns58348:0crwdne58348:0", "CLASS_FEATURE_DRUID_BEAST_SPELLS":"crwdns38760:0crwdne38760:0", - "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"crwdns38761:0crwdne38761:0", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"crwdns58349:0crwdne58349:0", "CLASS_FEATURE_DRUID_DRUIDIC":"crwdns38762:0crwdne38762:0", - "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"crwdns38763:0crwdne38763:0", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"crwdns58350:0crwdne58350:0", "CLASS_FEATURE_DRUID_TIMELESS_BODY":"crwdns38764:0crwdne38764:0", "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"crwdns38765:0crwdne38765:0", "CLASS_FEATURE_DRUID_WILD_SHAPE":"crwdns38766:0crwdne38766:0", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns38767:0crwdne38767:0", - "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns38768:0crwdne38768:0", - "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns38769:0crwdne38769:0", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns58351:0crwdne58351:0", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns58352:0crwdne58352:0", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns58353:0crwdne58353:0", "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"crwdns38770:0crwdne38770:0", "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"crwdns38771:0crwdne38771:0", "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"crwdns38772:0crwdne38772:0", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"crwdns41064:0crwdne41064:0", "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"crwdns41065:0crwdne41065:0", "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"crwdns38773:0crwdne38773:0", - "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"crwdns38774:0crwdne38774:0", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"crwdns58354:0crwdne58354:0", "CLASS_FEATURE_FIGHTER_INDOMITABLE":"crwdns38775:0crwdne38775:0", "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"crwdns38776:0crwdne38776:0", "CLASS_FEATURE_FIGHTER_SECOND_WIND":"crwdns38777:0crwdne38777:0", @@ -231,9 +236,9 @@ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"crwdns38781:0crwdne38781:0", "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"crwdns38782:0crwdne38782:0", "CLASS_FEATURE_MONK_EMPTY_BODY":"crwdns38783:0crwdne38783:0", - "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns38784:0crwdne38784:0", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns58355:0crwdne58355:0", "CLASS_FEATURE_MONK_EVASION":"crwdns38785:0crwdne38785:0", - "CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns38786:0crwdne38786:0", + "CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns58356:0crwdne58356:0", "CLASS_FEATURE_MONK_EXTRA_ATTACK":"crwdns41066:0crwdne41066:0", "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"crwdns41067:0crwdne41067:0", "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"crwdns38787:0crwdne38787:0", @@ -243,7 +248,7 @@ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"crwdns38791:0crwdne38791:0", "CLASS_FEATURE_MONK_KI_TEXT":"crwdns38792:0crwdne38792:0", "CLASS_FEATURE_MONK_MARTIAL_ARTS":"crwdns38793:0crwdne38793:0", - "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"crwdns38794:0crwdne38794:0", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"crwdns58357:0crwdne58357:0", "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"crwdns38795:0crwdne38795:0", "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"crwdns38796:0crwdne38796:0", "CLASS_FEATURE_MONK_PERFECT_SELF":"crwdns38797:0crwdne38797:0", @@ -257,9 +262,9 @@ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"crwdns38805:0crwdne38805:0", "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"crwdns38806:0crwdne38806:0", "CLASS_FEATURE_MONK_STUNNING_STRIKE":"crwdns38807:0crwdne38807:0", - "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"crwdns38808:0crwdne38808:0", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"crwdns58358:0crwdne58358:0", "CLASS_FEATURE_MONK_TIMELESS_BODY":"crwdns38809:0crwdne38809:0", - "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"crwdns38810:0crwdne38810:0", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"crwdns58359:0crwdne58359:0", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"crwdns38811:0crwdne38811:0", "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"crwdns38812:0crwdne38812:0", "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"crwdns38813:0crwdne38813:0", @@ -267,7 +272,7 @@ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"crwdns38815:0crwdne38815:0", "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"crwdns38816:0crwdne38816:0", "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"crwdns38817:0crwdne38817:0", - "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"crwdns38818:0crwdne38818:0", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"crwdns58360:0crwdne58360:0", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"crwdns38819:0crwdne38819:0", "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"crwdns38820:0{charisma_mod}crwdne38820:0", "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"crwdns38821:0crwdne38821:0", @@ -279,11 +284,11 @@ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"crwdns38827:0crwdne38827:0", "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"crwdns38828:0crwdne38828:0", "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"crwdns38829:0crwdne38829:0", - "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"crwdns38830:0crwdne38830:0", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"crwdns58361:0crwdne58361:0", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"crwdns41068:0crwdne41068:0", "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"crwdns41069:0crwdne41069:0", "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"crwdns38831:0crwdne38831:0", - "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"crwdns38832:0crwdne38832:0", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"crwdns58362:0crwdne58362:0", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"crwdns38833:0crwdne38833:0", "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"crwdns38834:0crwdne38834:0", "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"crwdns38835:0crwdne38835:0", @@ -291,9 +296,9 @@ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"crwdns38837:0crwdne38837:0", "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"crwdns38838:0crwdne38838:0", "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"crwdns38839:0crwdne38839:0", - "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"crwdns38840:0crwdne38840:0", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"crwdns58363:0crwdne58363:0", "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"crwdns38841:0crwdne38841:0", - "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"crwdns38842:0crwdne38842:0", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"crwdns58364:0crwdne58364:0", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"crwdns38843:0crwdne38843:0", "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"crwdns38844:0crwdne38844:0", "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"crwdns38845:0crwdne38845:0", @@ -303,58 +308,58 @@ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"crwdns38849:0crwdne38849:0", "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"crwdns38850:0crwdne38850:0", "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"crwdns38851:0crwdne38851:0", - "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"crwdns38852:0crwdne38852:0", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"crwdns58365:0crwdne58365:0", "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"crwdns38853:0crwdne38853:0", - "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns38854:0crwdne38854:0", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns58366:0crwdne58366:0", "CLASS_FEATURE_RANGERUA_VANISH":"crwdns38855:0crwdne38855:0", - "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns38856:0crwdne38856:0", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns58367:0crwdne58367:0", "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"crwdns41070:0crwdne41070:0", "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"crwdns41071:0crwdne41071:0", "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"crwdns38857:0crwdne38857:0", "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"crwdns38858:0crwdne38858:0", "CLASS_FEATURE_RANGER_FERAL_SENSES":"crwdns38859:0crwdne38859:0", - "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"crwdns38860:0crwdne38860:0", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"crwdns58368:0crwdne58368:0", "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"crwdns38861:0crwdne38861:0", - "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"crwdns38862:0crwdne38862:0", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"crwdns58369:0crwdne58369:0", "CLASS_FEATURE_RANGER_FOE_SLAYER":"crwdns38863:0crwdne38863:0", "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"crwdns38864:0crwdne38864:0", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"crwdns38865:0crwdne38865:0", "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"crwdns38866:0crwdne38866:0", - "CLASS_FEATURE_RANGER_LANDS_STRIDE":"crwdns38867:0crwdne38867:0", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"crwdns58370:0crwdne58370:0", "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"crwdns38868:0crwdne38868:0", "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"crwdns38869:0crwdne38869:0", - "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"crwdns38870:0crwdne38870:0", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"crwdns58371:0crwdne58371:0", "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"crwdns38871:0crwdne38871:0", - "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"crwdns38872:0crwdne38872:0", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"crwdns58372:0crwdne58372:0", "CLASS_FEATURE_RANGER_VANISH":"crwdns38873:0crwdne38873:0", - "CLASS_FEATURE_RANGER_VANISH_TEXT":"crwdns38874:0crwdne38874:0", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"crwdns58373:0crwdne58373:0", "CLASS_FEATURE_ROGUE_BLINDSENSE":"crwdns38875:0crwdne38875:0", "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"crwdns38876:0crwdne38876:0", "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"crwdns38877:0crwdne38877:0", "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"crwdns38878:0crwdne38878:0", "CLASS_FEATURE_ROGUE_ELUSIVE":"crwdns38879:0crwdne38879:0", - "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"crwdns38880:0crwdne38880:0", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"crwdns58374:0crwdne58374:0", "CLASS_FEATURE_ROGUE_EVASION":"crwdns38881:0crwdne38881:0", - "CLASS_FEATURE_ROGUE_EVASION_TEXT":"crwdns38882:0crwdne38882:0", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"crwdns58375:0crwdne58375:0", "CLASS_FEATURE_ROGUE_EXPERTISE":"crwdns38883:0crwdne38883:0", - "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"crwdns38884:0crwdne38884:0", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"crwdns58376:0crwdne58376:0", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"crwdns38885:0crwdne38885:0", "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"crwdns38886:0crwdne38886:0", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"crwdns38887:0crwdne38887:0", "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"crwdns38888:0crwdne38888:0", "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"crwdns38889:0crwdne38889:0", - "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"crwdns38890:0crwdne38890:0", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"crwdns58377:0crwdne58377:0", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"crwdns38891:0crwdne38891:0", "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"crwdns38892:0crwdne38892:0", - "CLASS_FEATURE_ROGUE_THIEVES_CANT":"crwdns38893:0crwdne38893:0", - "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"crwdns38894:0crwdne38894:0", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"crwdns58378:0crwdne58378:0", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"crwdns58379:0crwdne58379:0", "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"crwdns38895:0crwdne38895:0", - "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"crwdns38896:0crwdne38896:0", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"crwdns58380:0crwdne58380:0", "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"crwdns38897:0crwdne38897:0", - "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"crwdns38898:0crwdne38898:0", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"crwdns58381:0crwdne58381:0", "CLASS_FEATURE_SORCERER_METAMAGIC":"crwdns38899:0crwdne38899:0", "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"crwdns38900:0crwdne38900:0", - "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"crwdns38901:0{charisma_mod}crwdne38901:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"crwdns58382:0{charisma_mod}crwdne58382:0", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"crwdns38902:0crwdne38902:0", "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"crwdns38903:0crwdne38903:0", "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"crwdns38904:0crwdne38904:0", @@ -369,7 +374,7 @@ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"crwdns38913:0crwdne38913:0", "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"crwdns38914:0crwdne38914:0", "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"crwdns38915:0crwdne38915:0", - "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"crwdns38916:0crwdne38916:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"crwdns58383:0crwdne58383:0", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"crwdns38917:0crwdne38917:0", "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"crwdns38918:0crwdne38918:0", "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"crwdns38919:0crwdne38919:0", @@ -383,16 +388,16 @@ "CLASS_FEATURE_WARLOCK_PACT_BOON":"crwdns38927:0crwdne38927:0", "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"crwdns38928:0crwdne38928:0", "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"crwdns38929:0crwdne38929:0", - "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"crwdns38930:0{wizard_level}crwdne38930:0", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"crwdns58384:0{wizard_level}crwdne58384:0", "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"crwdns38931:0crwdne38931:0", - "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"crwdns38932:0crwdne38932:0", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"crwdns58385:0crwdne58385:0", "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"crwdns38933:0crwdne38933:0", "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"crwdns38934:0crwdne38934:0", "CLASS_LEVELS":"crwdns25097:0crwdne25097:0", "CLERIC":"crwdns25098:0crwdne25098:0", "CLIMB":"crwdns25099:0crwdne25099:0", "CLOSE":"crwdns25100:0crwdne25100:0", - "COINAGE":"crwdns25101:0crwdne25101:0", + "COINS":"crwdns58386:0crwdne58386:0", "COINS_CP":"crwdns25102:0crwdne25102:0", "COINS_EP":"crwdns25103:0crwdne25103:0", "COINS_GP":"crwdns25104:0crwdne25104:0", @@ -450,6 +455,7 @@ "CUSTOM_GOLD_VALUES":"crwdns25149:0crwdne25149:0", "DAMAGE":"crwdns25150:0crwdne25150:0", "DAMAGE_IMMUNITIES":"crwdns25151:0crwdne25151:0", + "DAMAGE_MODIFIER":"crwdns58387:0crwdne58387:0", "DAMAGE_RESISTANCES":"crwdns25152:0crwdne25152:0", "DAMAGE_VULNERABILITIES":"crwdns25153:0crwdne25153:0", "DARKVISION":"crwdns25154:0crwdne25154:0", @@ -463,6 +469,7 @@ "DEX":"crwdns25162:0crwdne25162:0", "DEXTERITY":"crwdns25163:0crwdne25163:0", "DEXTERITY_SAVING_THROW":"crwdns41073:0crwdne41073:0", + "DEX_MAX_X":"crwdns58388:0crwdne58388:0", "DICE":"crwdns25164:0crwdne25164:0", "DICE_MODIFIERS":"crwdns38935:0crwdne38935:0", "DIE":"crwdns25165:0crwdne25165:0", @@ -493,7 +500,7 @@ "DIVINATION":"crwdns25191:0crwdne25191:0", "DMG":"crwdns25192:0crwdne25192:0", "DOCUMENTATION":"crwdns25193:0crwdne25193:0", - "DONT":"crwdns25194:0crwdne25194:0", + "DONT":"crwdns58389:0crwdne58389:0", "DRAGON":"crwdns25195:0crwdne25195:0", "DRUID":"crwdns25196:0crwdne25196:0", "DURATION":"crwdns25197:0crwdne25197:0", @@ -549,17 +556,7 @@ "GARGANTUAN":"crwdns25241:0crwdne25241:0", "GENDER":"crwdns25242:0crwdne25242:0", "GENERATE_SKILLS":"crwdns25243:0crwdne25243:0", - "GLOBAL_ATTACK_BONUS":"crwdns37603:0crwdne37603:0", - "GLOBAL_CHECK_BONUS":"crwdns37604:0crwdne37604:0", - "GLOBAL_DAMAGE_BONUS":"crwdns37605:0crwdne37605:0", - "GLOBAL_MELEE_ATTACK_BONUS":"crwdns37606:0crwdne37606:0", - "GLOBAL_MELEE_DAMAGE_BONUS":"crwdns37607:0crwdne37607:0", - "GLOBAL_RANGED_ATTACK_BONUS":"crwdns37608:0crwdne37608:0", - "GLOBAL_RANGED_DAMAGE_BONUS":"crwdns37609:0crwdne37609:0", - "GLOBAL_SAVING_THROW_BONUS":"crwdns37610:0crwdne37610:0", - "GLOBAL_SPELL_ATTACK_BONUS":"crwdns37611:0crwdne37611:0", - "GLOBAL_SPELL_DAMAGE_BONUS":"crwdns37612:0crwdne37612:0", - "GLOBAL_SPELL_HEAL_BONUS":"crwdns37613:0crwdne37613:0", + "GM":"crwdns58390:0crwdne58390:0", "GOLD_PIECES":"crwdns25244:0crwdne25244:0", "GRAPPLED":"crwdns25245:0crwdne25245:0", "HAIR":"crwdns25246:0crwdne25246:0", @@ -581,7 +578,7 @@ "HIDE_INFO_DAMAGE":"crwdns25257:0crwdne25257:0", "HIDE_INFO_EFFECT":"crwdns25258:0crwdne25258:0", "HIDE_INFO_FREETEXT":"crwdns25259:0crwdne25259:0", - "HIDE_INFO_NOTE":"crwdns25260:0crwdne25260:0", + "HIDE_INFO_NOTE":"crwdns58391:0crwdne58391:0", "HIDE_INFO_RECHARGE":"crwdns25261:0crwdne25261:0", "HIDE_INFO_SAVING_THROWS":"crwdns25262:0crwdne25262:0", "HIDE_INFO_SAVING_THROW_DC":"crwdns25263:0crwdne25263:0", @@ -595,16 +592,19 @@ "HIT_DICE":"crwdns25269:0crwdne25269:0", "HIT_DICE_RECOVERED":"crwdns41077:0crwdne41077:0", "HIT_DICE_RECOVERED_ON_A_LONG_REST":"crwdns41078:0crwdne41078:0", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"crwdns58392:0crwdne58392:0", "HIT_POINTS":"crwdns25270:0crwdne25270:0", "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"crwdns41079:0crwdne41079:0", "HIT_POINTS_ROLLED":"crwdns25271:0crwdne25271:0", "HIT_POINTS_TEMP":"crwdns25272:0crwdne25272:0", "HIT_POINTS_TEMPORARY":"crwdns25273:0crwdne25273:0", + "HIT_POINT_MAXIMUM_REDUCED_BY":"crwdns58393:0crwdne58393:0", "HON":"crwdns37620:0crwdne37620:0", "HONOR":"crwdns37621:0crwdne37621:0", "HONOR_SAVING_THROW":"crwdns41080:0crwdne41080:0", "HOUSERULES":"crwdns25274:0crwdne25274:0", "HOVER":"crwdns25275:0crwdne25275:0", + "HP":"crwdns58394:0crwdne58394:0", "HUGE":"crwdns25276:0crwdne25276:0", "IDEALS":"crwdns25277:0crwdne25277:0", "IF_THE_TARGET_IS":"crwdns25278:0crwdne25278:0", @@ -613,12 +613,11 @@ "INCAPACITATED":"crwdns25281:0crwdne25281:0", "INFLUENCE":"crwdns25282:0crwdne25282:0", "INITIATIVE":"crwdns25283:0crwdne25283:0", - "INITIATIVE_BONUS":"crwdns37622:0crwdne37622:0", "INNATE_SPELLCASTING":"crwdns25284:0crwdne25284:0", "INNATE_SPELLCASTING_NO_MATERIAL":"crwdns25285:0crwdne25285:0", "INNATE_SPELLCASTING_ONLY_VERBAL":"crwdns25286:0crwdne25286:0", "INNATE_SPELLCASTING_TEXT_1":"crwdns25287:0crwdne25287:0", - "INNATE_SPELLCASTING_TEXT_2":"crwdns25288:0crwdne25288:0", + "INNATE_SPELLCASTING_TEXT_2":"crwdns58395:0crwdne58395:0", "INNATE_SPELLCASTING_TEXT_3":"crwdns25289:0crwdne25289:0", "INSIGHT":"crwdns25290:0crwdne25290:0", "INSPIRATION":"crwdns25291:0crwdne25291:0", @@ -640,10 +639,11 @@ "LARGE":"crwdns25303:0crwdne25303:0", "LAWFUL_EVIL":"crwdns25304:0crwdne25304:0", "LBS":"crwdns25305:0crwdne25305:0", + "LEATHER":"crwdns58396:0crwdne58396:0", "LEGENDARY_ACTIONS":"crwdns25306:0crwdne25306:0", "LEGENDARY_ACTIONS_TEXT_1":"crwdns25307:0crwdne25307:0", "LEGENDARY_ACTIONS_TEXT_2":"crwdns25308:0crwdne25308:0", - "LEGENDARY_ACTIONS_TEXT_3":"crwdns25309:0crwdne25309:0", + "LEGENDARY_ACTIONS_TEXT_3":"crwdns58397:0crwdne58397:0", "LEGENDARY_ACTIONS_TEXT_4":"crwdns25310:0crwdne25310:0", "LEVEL":"crwdns25311:0crwdne25311:0", "LEVELS":"crwdns25312:0crwdne25312:0", @@ -654,6 +654,7 @@ "LONGSWORD":"crwdns37625:0crwdne37625:0", "LONG_REST":"crwdns25317:0crwdne25317:0", "MACROS":"crwdns25318:0crwdne25318:0", + "MANUAL":"crwdns58398:0crwdne58398:0", "MAX":"crwdns25320:0crwdne25320:0", "MEASUREMENT_SYSTEMS":"crwdns25321:0crwdne25321:0", "MEDICINE":"crwdns25322:0crwdne25322:0", @@ -663,13 +664,18 @@ "MELEE":"crwdns25327:0crwdne25327:0", "MELEE_OR_RANGED_WEAPON_ATTACK":"crwdns37626:0crwdne37626:0", "MELEE_SPELL_ATTACK":"crwdns37627:0crwdne37627:0", + "MELEE_WEAPON":"crwdns58399:0crwdne58399:0", "MELEE_WEAPON_ATTACK":"crwdns37628:0crwdne37628:0", + "MELEE_WEAPON_ATTACK_MODIFIER":"crwdns58400:0crwdne58400:0", + "MELEE_WEAPON_DAMAGE_MODIFIER":"crwdns58401:0crwdne58401:0", "METERS":"crwdns25330:0crwdne25330:0", "METERS_ABBREVIATION":"crwdns37629:0crwdne37629:0", "MISC":"crwdns25331:0crwdne25331:0", "MISCELLANEOUS":"crwdns25332:0crwdne25332:0", "MISCELLANEOUS_NOTES":"crwdns25333:0crwdne25333:0", "MOD":"crwdns37630:0crwdne37630:0", + "MODIFIER":"crwdns58402:0crwdne58402:0", + "MODIFIERS":"crwdns58403:0crwdne58403:0", "MONK":"crwdns25334:0crwdne25334:0", "MOVEMENT":"crwdns25335:0crwdne25335:0", "MULTIPLIER":"crwdns25336:0crwdne25336:0", @@ -679,9 +685,11 @@ "NECROTIC":"crwdns25340:0crwdne25340:0", "NO":"crwdns25341:0crwdne25341:0", "NORMAL":"crwdns25342:0crwdne25342:0", + "NOTHING_RECHARGED":"crwdns58404:0crwdne58404:0", "NO_CONCENTRATION":"crwdns41082:0crwdne41082:0", "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"crwdns38937:0crwdne38937:0", "NPC":"crwdns25343:0crwdne25343:0", + "OFFENSE":"crwdns58405:0crwdne58405:0", "ONE_CREATURE":"crwdns25344:0crwdne25344:0", "ONE_TARGET":"crwdns37631:0crwdne37631:0", "OR":"crwdns25345:0crwdne25345:0", @@ -711,6 +719,8 @@ "POINTS_OF_ORIGIN":"crwdns25365:0crwdne25365:0", "POISON":"crwdns25366:0crwdne25366:0", "POISONED":"crwdns25367:0crwdne25367:0", + "POTION":"crwdns58406:0crwdne58406:0", + "POTION_OF_HEALING":"crwdns58407:0crwdne58407:0", "POUNDS":"crwdns25368:0crwdne25368:0", "PREPARED":"crwdns25369:0crwdne25369:0", "PREPARED_MATTERS":"crwdns25370:0crwdne25370:0", @@ -722,6 +732,7 @@ "PROFICIENCY_BONUS":"crwdns25376:0crwdne25376:0", "PROFICIENCY_DICE":"crwdns37636:0crwdne37636:0", "PROFICIENT":"crwdns25377:0crwdne25377:0", + "PROFICIENT_ARMOR_WEIGHS":"crwdns58408:0crwdne58408:0", "PRONE":"crwdns25378:0crwdne25378:0", "PSION":"crwdns25379:0crwdne25379:0", "PSIONICS":"crwdns25380:0crwdne25380:0", @@ -732,7 +743,6 @@ "PSI_POINTS":"crwdns25387:0crwdne25387:0", "PSYCHIC":"crwdns25388:0crwdne25388:0", "PUBLIC_FOR_ALL":"crwdns25392:0crwdne25392:0", - "QTY":"crwdns25393:0crwdne25393:0", "QUERY":"crwdns25394:0crwdne25394:0", "QUERY_ADVANTAGE_DEFAULT":"crwdns40535:0crwdne40535:0", "QUERY_DISADVANTAGE_DEFAULT":"crwdns40536:0crwdne40536:0", @@ -744,7 +754,10 @@ "RANGE":"crwdns25398:0crwdne25398:0", "RANGED":"crwdns25399:0crwdne25399:0", "RANGED_SPELL_ATTACK":"crwdns37637:0crwdne37637:0", + "RANGED_WEAPON":"crwdns58409:0crwdne58409:0", "RANGED_WEAPON_ATTACK":"crwdns37638:0crwdne37638:0", + "RANGED_WEAPON_ATTACK_MODIFIER":"crwdns58410:0crwdne58410:0", + "RANGED_WEAPON_DAMAGE_MODIFIER":"crwdns58411:0crwdne58411:0", "RANGER":"crwdns25401:0crwdne25401:0", "RANGERUA":"crwdns37639:0crwdne37639:0", "REACH":"crwdns25402:0crwdne25402:0", @@ -760,8 +773,6 @@ "RECHARGE_AFTER_LONG_REST":"crwdns37645:0crwdne37645:0", "RECHARGE_AFTER_SHORT_OR_LONG_REST":"crwdns37646:0crwdne37646:0", "RECOVERED":"crwdns41084:0crwdne41084:0", - "REDUCED_MAX":"crwdns25406:0crwdne25406:0", - "REDUCED_MAX_HIT_POINTS":"crwdns25407:0crwdne25407:0", "REDUCED_TO":"crwdns41085:0crwdne41085:0", "REF":"crwdns25408:0crwdne25408:0", "REFLEX":"crwdns25409:0crwdne25409:0", @@ -772,14 +783,16 @@ "REMARKABLE_ATHLETE":"crwdns25412:0crwdne25412:0", "REPEAT":"crwdns38941:0crwdne38941:0", "REPORT_AN_ISSUE":"crwdns37647:0crwdne37647:0", - "RESET":"crwdns41087:0crwdne41087:0", "REQUIRES_API":"crwdns25413:0crwdne25413:0", + "RESET":"crwdns41087:0crwdne41087:0", "RESISTANCES_AND_IMMUNITIES":"crwdns25414:0crwdne25414:0", "RESOURCES":"crwdns25415:0crwdne25415:0", + "REST":"crwdns58412:0crwdne58412:0", "RESTRAINED":"crwdns25416:0crwdne25416:0", - "RESTS":"crwdns29636:0crwdne29636:0", + "RING":"crwdns58413:0crwdne58413:0", "RITUAL":"crwdns25417:0crwdne25417:0", "ROGUE":"crwdns25418:0crwdne25418:0", + "ROLL":"crwdns58414:0crwdne58414:0", "ROLL_2":"crwdns25419:0crwdne25419:0", "ROLL_OPTIONS":"crwdns25420:0crwdne25420:0", "ROLL_TEMPLATE":"crwdns25421:0crwdne25421:0", @@ -788,15 +801,19 @@ "SANITY_SAVING_THROW":"crwdns41088:0crwdne41088:0", "SAVE":"crwdns25422:0crwdne25422:0", "SAVE_DC":"crwdns25423:0crwdne25423:0", - "SAVE_FAILURE":"crwdns38942:0crwdne38942:0", - "SAVE_SUCCESS":"crwdns38943:0crwdne38943:0", "SAVING_DC":"crwdns25426:0crwdne25426:0", "SAVING_THROW":"crwdns25427:0crwdne25427:0", "SAVING_THROWS":"crwdns25428:0crwdne25428:0", + "SAVING_THROWS_BONUS":"crwdns58415:0crwdne58415:0", "SAVING_THROWS_QUERY":"crwdns25429:0crwdne25429:0", "SAVING_THROW_BONUS":"crwdns37650:0crwdne37650:0", "SAVING_THROW_DC":"crwdns25430:0crwdne25430:0", + "SAVING_THROW_FAILURE":"crwdns58416:0crwdne58416:0", + "SAVING_THROW_MODIFIER":"crwdns58417:0crwdne58417:0", + "SAVING_THROW_SUCCESS":"crwdns58418:0crwdne58418:0", + "SCORE":"crwdns58419:0crwdne58419:0", "SECOND_DAMAGE":"crwdns37651:0crwdne37651:0", + "SELF":"crwdns58420:0crwdne58420:0", "SENSES":"crwdns25431:0crwdne25431:0", "SHEET":"crwdns25432:0crwdne25432:0", "SHEET_OUTPUT":"crwdns25433:0crwdne25433:0", @@ -807,14 +824,38 @@ "SHOW_ALL":"crwdns25436:0crwdne25436:0", "SHOW_RESTS":"crwdns25437:0crwdne25437:0", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"crwdns25438:0crwdne25438:0", - "SHOW_TARGET_AC_ON_ATTACKS":"crwdns25439:0crwdne25439:0", - "SHOW_TARGET_NAME_ON_ATTACKS":"crwdns25440:0crwdne25440:0", + "SHOW_TARGET_AC_ON_ATTACKS":"crwdns58421:0crwdne58421:0", + "SHOW_TARGET_NAME_ON_ATTACKS":"crwdns58422:0crwdne58422:0", "SHOW_TOTALS":"crwdns25441:0crwdne25441:0", "SHOW_UNPREPARED_SPELLS":"crwdns25442:0crwdne25442:0", "SILVER_PIECES":"crwdns25443:0crwdne25443:0", "SIZE":"crwdns25444:0crwdne25444:0", "SKILL":"crwdns25445:0crwdne25445:0", "SKILLS":"crwdns25446:0crwdne25446:0", + "SKILL_$0":"crwdns58423:0crwdne58423:0", + "SKILL_$1":"crwdns58424:0crwdne58424:0", + "SKILL_$10":"crwdns58425:0crwdne58425:0", + "SKILL_$11":"crwdns58426:0crwdne58426:0", + "SKILL_$12":"crwdns58427:0crwdne58427:0", + "SKILL_$13":"crwdns58428:0crwdne58428:0", + "SKILL_$14":"crwdns58429:0crwdne58429:0", + "SKILL_$15":"crwdns58430:0crwdne58430:0", + "SKILL_$16":"crwdns58431:0crwdne58431:0", + "SKILL_$17":"crwdns58432:0crwdne58432:0", + "SKILL_$18":"crwdns58433:0crwdne58433:0", + "SKILL_$19":"crwdns58434:0crwdne58434:0", + "SKILL_$2":"crwdns58435:0crwdne58435:0", + "SKILL_$20":"crwdns58436:0crwdne58436:0", + "SKILL_$21":"crwdns58437:0crwdne58437:0", + "SKILL_$22":"crwdns58438:0crwdne58438:0", + "SKILL_$23":"crwdns58439:0crwdne58439:0", + "SKILL_$3":"crwdns58440:0crwdne58440:0", + "SKILL_$4":"crwdns58441:0crwdne58441:0", + "SKILL_$5":"crwdns58442:0crwdne58442:0", + "SKILL_$6":"crwdns58443:0crwdne58443:0", + "SKILL_$7":"crwdns58444:0crwdne58444:0", + "SKILL_$8":"crwdns58445:0crwdne58445:0", + "SKILL_$9":"crwdns58446:0crwdne58446:0", "SKILL_SHEET_SETTING":"crwdns37654:0crwdne37654:0", "SKIN":"crwdns25453:0crwdne25453:0", "SLASHING":"crwdns25454:0crwdne25454:0", @@ -842,6 +883,11 @@ "SPELLS_ON_CORE":"crwdns29637:0crwdne29637:0", "SPELLS_TAB":"crwdns25476:0crwdne25476:0", "SPELL_ATTACK":"crwdns25477:0crwdne25477:0", + "SPELL_ATTACK_MODIFIER":"crwdns58447:0crwdne58447:0", + "SPELL_DAMAGE_MODIFIER":"crwdns58448:0crwdne58448:0", + "SPELL_DC":"crwdns58449:0crwdne58449:0", + "SPELL_DC_MODIFIER":"crwdns58450:0crwdne58450:0", + "SPELL_HEAL_MODIFIER":"crwdns58451:0crwdne58451:0", "SPELL_LEVEL":"crwdns25478:0crwdne25478:0", "SPELL_MUST_HAVE":"crwdns25479:0crwdne25479:0", "SPELL_POINTS":"crwdns25480:0crwdne25480:0", @@ -866,6 +912,7 @@ "TARGET_TO_SOURCE":"crwdns25500:0crwdne25500:0", "TEMP":"crwdns25502:0crwdne25502:0", "TEXT_SIZE":"crwdns25503:0crwdne25503:0", + "THROWN":"crwdns58452:0crwdne58452:0", "THUNDER":"crwdns25504:0crwdne25504:0", "TINY":"crwdns25505:0crwdne25505:0", "TOTAL":"crwdns25506:0crwdne25506:0", @@ -878,8 +925,8 @@ "TREMORSENSE":"crwdns25512:0crwdne25512:0", "TRUESIGHT":"crwdns25513:0crwdne25513:0", "TURN":"crwdns37657:0crwdne37657:0", + "TURN_OFF_FILTERING":"crwdns58453:0crwdne58453:0", "TURN_RECHARGE":"crwdns41090:0crwdne41090:0", - "TURN_OFF_FILTERING":"crwdns37658:0crwdne37658:0", "TYPE":"crwdns25515:0crwdne25515:0", "UNARMORED":"crwdns25516:0crwdne25516:0", "UNCONSCIOUS":"crwdns25517:0crwdne25517:0", @@ -888,20 +935,26 @@ "UNTIL_DISPELLED_OR_TRIGGERED":"crwdns25520:0crwdne25520:0", "USES":"crwdns25522:0crwdne25522:0", "USE_CUSTOM_SAVING_THROWS":"crwdns25523:0crwdne25523:0", + "UTILITY":"crwdns58454:0crwdne58454:0", "VERSATILE":"crwdns37659:0crwdne37659:0", "VS":"crwdns25525:0crwdne25525:0", "VS_FIEND_OR_UNDEAD":"crwdns25526:0crwdne25526:0", "WARLOCK":"crwdns25527:0crwdne25527:0", "WARLOCK_SLOTS":"crwdns38944:0crwdne38944:0", "WARLOCK_SPELL_SLOTS":"crwdns25528:0crwdne25528:0", + "WEAPON":"crwdns58455:0crwdne58455:0", + "WEAPON_ATTACK_MODIFIER":"crwdns58456:0crwdne58456:0", + "WEAPON_DAMAGE_MODIFIER":"crwdns58457:0crwdne58457:0", "WEIGHT":"crwdns25529:0crwdne25529:0", "WEIGHT_PER_COIN":"crwdns25530:0crwdne25530:0", "WHISPERED_TO_GM":"crwdns25531:0crwdne25531:0", + "WHISPERED_TO_SELF":"crwdns58458:0crwdne58458:0", "WILL":"crwdns25532:0crwdne25532:0", "WILL_SAVING_THROW":"crwdns41091:0crwdne41091:0", "WIS":"crwdns25533:0crwdne25533:0", "WISDOM":"crwdns25534:0crwdne25534:0", "WISDOM_SAVING_THROW":"crwdns41092:0crwdne41092:0", "WIZARD":"crwdns25535:0crwdne25535:0", + "WONDROUS":"crwdns58459:0crwdne58459:0", "YES":"crwdns25536:0crwdne25536:0" } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/af.json b/5th Edition OGL by Roll20/translations/af.json index 774ee5cb7932..e5b5b2e0a95e 100644 --- a/5th Edition OGL by Roll20/translations/af.json +++ b/5th Edition OGL by Roll20/translations/af.json @@ -1,17 +1,17 @@ { "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", "npc-options-u":"NPC OPTIONS", - "name-u":"NAME", + "name-u":"NAAM", "npc-type-u":"NPC TYPE", "npc-type-place":"Medium fiend, any evil alignment", "armor-class-u":"ARMOR CLASS", - "type-u":"TYPE", + "type-u":"TIPE", "npc-armor-place":"scale mail", "hit-points-u":"HIT POINTS", - "formula-u":"FORMULA", - "speed-u":"SPEED", - "npc-speed-place":"30 ft., fly 60ft.", - "attributes-u":"ATTRIBUTES", + "formula-u":"FORMULE", + "speed-u":"SPOED", + "npc-speed-place":"30 vt., vlieg 60vt.", + "attributes-u":"KENMERKE", "str-u":"STR", "dex-u":"DEX", "con-u":"CON", @@ -24,13 +24,13 @@ "animal-handling-u":"ANIMAL HANDLING", "arcana-u":"ARCANA", "athletics-u":"ATHLETICS", - "deception-u":"DECEPTION", - "history-u":"HISTORY", - "insight-u":"INSIGHT", - "intimidation-u":"INTIMIDATION", - "investigation-u":"INVESTIGATION", - "medicine-u":"MEDICINE", - "nature-u":"NATURE", + "deception-u":"MISLEIDING", + "history-u":"GESKIEDENIS", + "insight-u":"INSIG", + "intimidation-u":"INTIMIDASIE", + "investigation-u":"ONDERSOEK", + "medicine-u":"MEDISYNE", + "nature-u":"NATUUR", "perception-u":"PERCEPTION", "performance-u":"PERFORMANCE", "persuasion-u":"PERSUASION", @@ -39,16 +39,16 @@ "stealth-u":"STEALTH", "survival-u":"SURVIVAL", "damage-vuln-u":"DAMAGE VULNERABILITIES", - "npc-dmg-vuln-place":"fire", + "npc-dmg-vuln-place":"vuur", "damage-res-u":"DAMAGE RESISTANCES", - "npc-dmg-res-place":"cold", + "npc-dmg-res-place":"koue", "damage-imm-u":"DAMAGE IMMUNITIES", "npc-dmg-imm-place":"lightning, thunder", "cond-imm-u":"CONDITION IMMUNITIES", "npc-cond-imm-place":"charmed", "senses-u":"SENSES", "npc-senses-place":"darkvision 120ft., passive Perception 16", - "langs-u":"LANGUAGES", + "langs-u":"Tale", "npc-langs-place":"Abyssal, Common, Infernal", "challenge-u":"CHALLENGE", "xp-u":"XP", @@ -151,7 +151,7 @@ "melee":"Melee", "ranged":"Ranged", "range-reach:-u":"RANGE/REACH:", - "range-reach-place":"5 ft.", + "range-reach-place":"5 vt.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", "target:":"Target:", @@ -184,39 +184,39 @@ "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", - "ruby-dust-place":"ruby dust worth 50gp", - "concentration-u":"CONCENTRATION", - "concentration":"Concentration", - "duration:-u":"DURATION:", - "duration:":"Duration:", + "ruby-dust-place":"robyn stof terwaarde van 50gp", + "concentration-u":"KONSENTRASIE", + "concentration":"Konsentrasie", + "duration:-u":"DUUR:", + "duration:":"Duur:", "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", - "none":"None", - "dmg:-u":"DAMAGE:", - "dmg2:-u":"DAMAGE2:", - "healing:-u":"HEALING:", + "none":"Geen", + "dmg:-u":"SKADE:", + "dmg2:-u":"SKADE2:", + "healing:-u":"GENESING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "effect:-u":"EFFECT:", - "npc-atk-effect-place":"Half damage", - "desc:-u":"DESCRIPTION:", - "at-higher-lvl:-u":"AT HIGHER LEVELS:", - "at-higher-lvl":"At Higher Levels", + "effect:-u":"EFFEK:", + "npc-atk-effect-place":"Halwe skade", + "desc:-u":"BESKRYWING:", + "at-higher-lvl:-u":"OP HOËR VLAKKE:", + "at-higher-lvl":"Op hoër vlakke", "higher-lvl-cast":"Higher Level Cast", - "leg-actions":"Legendary Actions", - "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", - "atk-range-place":"5 ft.", - "atk-target-place":"One target", + "leg-actions":"Legendariese aksies", + "leg-actions-desc":"Die kan legendariese aksies neem, kies uit die opsies hier onder. Slegs een legendariese opsie kan gebruik word op 'n slag en slegs aan die einde van 'n ander skepsel se beurt. Die herwin gebruikte legendariese aksies aan die begin van sy beurt.", + "atk-range-place":"5 vt.", + "atk-target-place":"Een teiken", "atk-dmg-type-place":"slashing", - "atk-dmg-type2-place":"fire", - "adv-u":"ADVANTAGE", - "norm-u":"NORMAL", - "disadv-u":"DISADVANTAGE", - "core-u":"CORE", + "atk-dmg-type2-place":"vuur", + "adv-u":"VOORDEEL", + "norm-u":"NORMAAL", + "disadv-u":"NADEEL", + "core-u":"KERN", "bio-u":"BIO", "spells-u":"SPELLS", - "char-name-u":"CHARACTER NAME", + "char-name-u":"KARAKTER NAAM", "barbarian":"Barbarian", "bard":"Bard", "cleric":"Cleric", @@ -244,7 +244,7 @@ "constitution-save":"Constitution Save", "intelligence":"Intelligence", "intelligence-save":"Intelligence Save", - "wisdom":"Wisdom", + "wisdom":"Wysheid", "wisdom-save":"Wisdom Save", "charisma":"Charisma", "charisma-save":"Charisma Save", diff --git a/5th Edition OGL by Roll20/translations/cs.json b/5th Edition OGL by Roll20/translations/cs.json index 62f34af1fe7b..f2075ec9cf77 100644 --- a/5th Edition OGL by Roll20/translations/cs.json +++ b/5th Edition OGL by Roll20/translations/cs.json @@ -38,14 +38,14 @@ "sleight-of-hand-u":"ÄŒACHRY", "stealth-u":"NENÃPADNOST", "survival-u":"PŘEŽITÃ", - "damage-vuln-u":"ZRANITELNOSTI VŮČI ZRANÄšNÃ", + "damage-vuln-u":"ZRANITELNOSTI", "npc-dmg-vuln-place":"Ohnivé", - "damage-res-u":"ODOLÃNà VŮČI ZRANÄšNÃ", + "damage-res-u":"ODOLÃNÃ", "npc-dmg-res-place":"Mrazivé", "damage-imm-u":"IMUNITY VŮČI ZRANÄšNÃ", "npc-dmg-imm-place":"bleskové, hromové", "cond-imm-u":"IMUNITY VŮČI STAVÅ®M", - "npc-cond-imm-place":"Zmámení", + "npc-cond-imm-place":"Zmámený", "senses-u":"SMYSLY", "npc-senses-place":"VidÄ›ní ve tmÄ› 24 sh, Pasivní vnímání 16", "langs-u":"JAZYKY", @@ -133,7 +133,7 @@ "stealth":"Nenápadnost", "survival":"PÅ™ežití", "dmg-vuln":"Zranitelnosti", - "dmg-res":"Odolání vůÄi zranÄ›ní", + "dmg-res":"Odolání", "dmg-imm":"Imunity vůÄi zranÄ›ní", "cond-imm":"Imunity vůÄi stavům", "senses":"Smysly", @@ -186,7 +186,7 @@ "spell-component-material":"S", "ruby-dust-place":"Rubínový prach v hodnotÄ› 50 zl", "concentration-u":"SOUSTŘEDÄšNÃ", - "concentration":"Koncentrace", + "concentration":"SoustÅ™edÄ›ní", "duration:-u":"TRVÃNÃ:", "duration:":"Trvání:", "difficulty-class-abv":"SO", diff --git a/5th Edition OGL by Roll20/translations/de.json b/5th Edition OGL by Roll20/translations/de.json index 92738e609495..4eea28353173 100644 --- a/5th Edition OGL by Roll20/translations/de.json +++ b/5th Edition OGL by Roll20/translations/de.json @@ -1,5 +1,5 @@ { - "skills-list":"Akrobatik, Mit Tieren umgehen, Arkana, Athletik, Täuschen, Geschichte, Einsicht, Einschüchtern, Nachforschen, Medizin, Natur, Wahrnehmung, Darstellen, Ãœberreden, Religion, Fingerfertigkeit, Heimlichkeit, Ãœberlebenskunst", + "skills-list":"Akrobatik,Arkana,Athletik,Darstellung,Einschüchtern,Einsicht,Fingerfertigkeit,Geschichtswissen,Heimlichkeit,Informationen sammeln,Medizin,Mit Tieren umgehen,Naturkunde,Religion,Täuschen,Ãœberlebenskunst,Ãœberreden,Wahrnehmung", "npc-options-u":"NSC Optionen", "name-u":"Name", "npc-type-u":"NSC Typ", diff --git a/5th Edition OGL by Roll20/translations/fr.json b/5th Edition OGL by Roll20/translations/fr.json index 9e966c254993..da6086e17070 100644 --- a/5th Edition OGL by Roll20/translations/fr.json +++ b/5th Edition OGL by Roll20/translations/fr.json @@ -1,5 +1,5 @@ { - "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "skills-list":"acrobatics,arcana,athletics,stealth,animal-handling,sleight-of-hand,history,intimidation,investigation,medicine,nature,perception,insight,persuasion,religion,performance,deception,survival", "npc-options-u":"OPTIONS PNJ", "name-u":"NOM", "npc-type-u":"TYPE PNJ", @@ -24,7 +24,7 @@ "animal-handling-u":"DRESSAGE", "arcana-u":"ARCANES", "athletics-u":"ATHLÉTISME", - "deception-u":"TROMPERIE", + "deception-u":"SUPERCHERIE", "history-u":"HISTOIRE", "insight-u":"PERSPICACITÉ", "intimidation-u":"INTIMIDATION", @@ -100,7 +100,7 @@ "animal-handling+":"Dressage +", "arcana+":"Arcanes +", "athletics+":"Athlétisme +", - "deception+":"Tromperie +", + "deception+":"Supercherie+", "history+":"Histoire +", "insight+":"Perspicacité +", "intimidation+":"Intimidation +", @@ -118,7 +118,7 @@ "animal-handling":"Dressage", "arcana":"Arcanes", "athletics":"Athlétisme", - "deception":"Tromperie", + "deception":"Supercherie", "history":"Histoire", "insight":"Perspicacité", "intimidation":"Intimidation", @@ -253,7 +253,7 @@ "animal-handling-core":"Dressage (Sag)", "arcana-core":"Arcanes (Int)", "athletics-core":"Athlétisme (For)", - "deception-core":"Tromperie (Cha)", + "deception-core":"Supercherie(Cha)", "history-core":"Histoire (Int)", "insight-core":"Perspicacité (Sag)", "intimidation-core":"Intimidation (Cha)", diff --git a/5th Edition OGL by Roll20/translations/it.json b/5th Edition OGL by Roll20/translations/it.json index 774ee5cb7932..2dff43f1da9e 100644 --- a/5th Edition OGL by Roll20/translations/it.json +++ b/5th Edition OGL by Roll20/translations/it.json @@ -1,427 +1,427 @@ { - "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", - "npc-options-u":"NPC OPTIONS", - "name-u":"NAME", - "npc-type-u":"NPC TYPE", - "npc-type-place":"Medium fiend, any evil alignment", - "armor-class-u":"ARMOR CLASS", - "type-u":"TYPE", - "npc-armor-place":"scale mail", - "hit-points-u":"HIT POINTS", + "skills-list":"acrobatics,arcana,athletics,animal-handling,stealth,deception,intimidation,performance,insight,investigation,medicine,nature,perception,persuasion,sleight-of-hand,religion,survival,history", + "npc-options-u":"OPZIONI PNG", + "name-u":"NOME", + "npc-type-u":"TIPO PNG", + "npc-type-place":"Creatura malvagia di taglia media, qualsiasi allineamento malvagio", + "armor-class-u":"CLASSE ARMATURA", + "type-u":"TIPO", + "npc-armor-place":"armatura a scaglie", + "hit-points-u":"PUNTI FERITA", "formula-u":"FORMULA", - "speed-u":"SPEED", - "npc-speed-place":"30 ft., fly 60ft.", - "attributes-u":"ATTRIBUTES", - "str-u":"STR", - "dex-u":"DEX", - "con-u":"CON", + "speed-u":"VELOCITÀ", + "npc-speed-place":"30 piedi, volo 60 piedi", + "attributes-u":"ATTRIBUTI", + "str-u":"FOR", + "dex-u":"DES", + "con-u":"COS", "int-u":"INT", - "wis-u":"WIS", - "cha-u":"CHA", - "saves-u":"SAVES", - "skills-u":"SKILLS", - "acrobatics-u":"ACROBATICS", - "animal-handling-u":"ANIMAL HANDLING", - "arcana-u":"ARCANA", - "athletics-u":"ATHLETICS", - "deception-u":"DECEPTION", - "history-u":"HISTORY", - "insight-u":"INSIGHT", - "intimidation-u":"INTIMIDATION", - "investigation-u":"INVESTIGATION", - "medicine-u":"MEDICINE", - "nature-u":"NATURE", - "perception-u":"PERCEPTION", - "performance-u":"PERFORMANCE", - "persuasion-u":"PERSUASION", - "religion-u":"RELIGION", - "sleight-of-hand-u":"SLEIGHT OF HAND", - "stealth-u":"STEALTH", - "survival-u":"SURVIVAL", - "damage-vuln-u":"DAMAGE VULNERABILITIES", - "npc-dmg-vuln-place":"fire", - "damage-res-u":"DAMAGE RESISTANCES", - "npc-dmg-res-place":"cold", - "damage-imm-u":"DAMAGE IMMUNITIES", - "npc-dmg-imm-place":"lightning, thunder", - "cond-imm-u":"CONDITION IMMUNITIES", - "npc-cond-imm-place":"charmed", - "senses-u":"SENSES", - "npc-senses-place":"darkvision 120ft., passive Perception 16", - "langs-u":"LANGUAGES", - "npc-langs-place":"Abyssal, Common, Infernal", - "challenge-u":"CHALLENGE", - "xp-u":"XP", - "spellcast-npc-u":"SPELLCASTING NPC", - "spell-ability-u":"SPELLCASTING ABILITY", - "none-u":"NONE", - "strength-u":"STRENGTH", - "strength-save-u":"STRENGTH SAVE", - "dexterity-u":"DEXTERITY", - "dexterity-save-u":"DEXTERITY SAVE", - "constitution-u":"CONSTITUTION", - "constitution-save-u":"CONSTITUTION SAVE", - "intelligence-u":"INTELLIGENCE", - "intelligence-save-u":"INTELLIGENCE SAVE", - "wisdom-u":"WISDOM", - "wisdom-save-u":"WISDOM SAVE", - "charisma-u":"CHARISMA", - "charisma-save-u":"CHARISMA SAVE", - "spell-dc-u":"SPELL DC", - "spell-atk-bonus-u":"SPELL ATTACK BONUS", - "has-reaction-u":"HAS REACTIONS", - "leg-actions:-u":"LEGENDARY ACTIONS:", - "gen-opts-u":"GENERAL OPTIONS", - "npc-u":"NPC", - "roll-queries:-u":"ROLL QUERIES:", - "always-adv":"Always Roll Advantage", - "adv-toggle":"Advantage Toggle", - "query-adv":"Query Advantage", - "never-adv":"Never Roll Advantage", - "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", - "never-whisp":"Never Whisper Rolls", - "query-whisp":"Query Whisper", - "always-whisp":"Always Whisper Rolls", - "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", - "never-dmg":"Don't Auto Roll Damage", - "always-dmg":"Auto Roll Damage & Crit", - "ac":"Armor Class", - "hp":"Hit Points", - "speed":"Speed", - "saving-throw":"Saving Throws", - "str+":"Str +", - "dex+":"Dex +", - "con+":"Con +", + "wis-u":"SAG", + "cha-u":"CAR", + "saves-u":"SALVEZZA", + "skills-u":"ABILITÀ", + "acrobatics-u":"ACROBAZIA", + "animal-handling-u":"EMPATIA ANIMALE", + "arcana-u":"ARCANO", + "athletics-u":"ATLETICA", + "deception-u":"INGANNARE", + "history-u":"STORIA", + "insight-u":"INTUIZIONE", + "intimidation-u":"INTIMIDIRE", + "investigation-u":"INVESTIGARE", + "medicine-u":"MEDICINA", + "nature-u":"NATURA", + "perception-u":"PERCEZIONE", + "performance-u":"INTRATTENERE", + "persuasion-u":"PERSUADERE", + "religion-u":"RELIGIONE", + "sleight-of-hand-u":"RAPIDITÀ DI MANO", + "stealth-u":"FURTIVITÀ", + "survival-u":"SOPRAVVIVENZA", + "damage-vuln-u":"VULNERABILITÀ AL DANNO", + "npc-dmg-vuln-place":"fuoco", + "damage-res-u":"RESISTENZA AL DANNO", + "npc-dmg-res-place":"freddo", + "damage-imm-u":"IMMUNITÀ AL DANNO", + "npc-dmg-imm-place":"fulmini, tempesta", + "cond-imm-u":"IMMUNITÀ ALLE CONDIZIONI", + "npc-cond-imm-place":"affascinato", + "senses-u":"SENSI", + "npc-senses-place":"visione al buio 120 piedi, Percezione passiva 16", + "langs-u":"LINGUE", + "npc-langs-place":"Abissale, Comune, Infernale", + "challenge-u":"SFIDA", + "xp-u":"PE", + "spellcast-npc-u":"PNG INCANTATORE", + "spell-ability-u":"ABILITÀ DA INCANTATORE", + "none-u":"NULLA", + "strength-u":"FORZA", + "strength-save-u":"SALVEZZA FORZA", + "dexterity-u":"DESTREZZA", + "dexterity-save-u":"SALVEZZA DESTREZZA", + "constitution-u":"COSTITUZIONE", + "constitution-save-u":"SALVEZZA COSTITUZIONE", + "intelligence-u":"INTELLIGENZA", + "intelligence-save-u":"SALVEZZA INTELLIGENZA", + "wisdom-u":"SAGGEZZA", + "wisdom-save-u":"SALVEZZA SAGGEZZA", + "charisma-u":"CARISMA", + "charisma-save-u":"SALVEZZA CARISMA", + "spell-dc-u":"CD INCANTESIMO", + "spell-atk-bonus-u":"BONUS DI ATT. DELL'INCANTESIMO", + "has-reaction-u":"HA REAZIONE", + "leg-actions:-u":"AZIONI LEGGENDARIE:", + "gen-opts-u":"OPZIONI GENERALI", + "npc-u":"PNG", + "roll-queries:-u":"OPZIONI LANCIO:", + "always-adv":"Lancia Sempre con Vantaggio", + "adv-toggle":"Attiva Vantaggio", + "query-adv":"Domanda Vantaggio", + "never-adv":"Non Lanciare Mai con Vantaggio", + "whisp-rolls-gm:-u":"SUSSURRA LANCI AL DM:", + "never-whisp":"Non Sussurrare Lanci", + "query-whisp":"Domanda Eventuale Sussurro", + "always-whisp":"Sussurra Lanci Sempre", + "auto-dmg-roll:-u":"LANCIO DANNO AUTOMATICO:", + "never-dmg":"Non Lanciare Danno Automaticamente", + "always-dmg":"Automaticamente Lancia Danno & Crit", + "ac":"Classe Armatura", + "hp":"Punti Ferita", + "speed":"Velocità", + "saving-throw":"Tiro Salvezza", + "str+":"For +", + "dex+":"Des +", + "con+":"Cos +", "int+":"Int +", - "wis+":"Wis +", - "cha+":"Cha +", - "skills":"Skills", - "acrobatics+":"Acrobatics +", - "animal-handling+":"Animal Handling +", - "arcana+":"Arcana +", - "athletics+":"Athletics +", - "deception+":"Deception +", - "history+":"History +", - "insight+":"Insight +", - "intimidation+":"Intimidation +", - "investigation+":"Investigation +", - "medicine+":"Medicine +", - "nature+":"Nature +", - "perception+":"Perception +", - "performance+":"Performance +", - "persuasion+":"Persuasion +", - "religion+":"Religion +", - "sleight-of-hand+":"Sleight of Hand +", - "stealth+":"Stealth +", - "survival+":"Survival +", - "acrobatics":"Acrobatics", - "animal-handling":"Animal Handling", - "arcana":"Arcana", - "athletics":"Athletics", - "deception":"Deception", - "history":"History", - "insight":"Insight", - "intimidation":"Intimidation", - "investigation":"Investigation", - "medicine":"Medicine", - "nature":"Nature", - "perception":"Perception", - "performance":"Performance", - "persuasion":"Persuasion", - "religion":"Religion", - "sleight-of-hand":"Sleight of Hand", - "stealth":"Stealth", - "survival":"Survival", - "dmg-vuln":"Damage Vulnerabilities", - "dmg-res":"Damage Resistances", - "dmg-imm":"Damage Immunities", - "cond-imm":"Condition Immunities", - "senses":"Senses", - "langs":"Languages", - "challenge":"Challenge", + "wis+":"Sag +", + "cha+":"Car +", + "skills":"Abilità", + "acrobatics+":"Acrobazia +", + "animal-handling+":"Empatia Animale +", + "arcana+":"Arcano +", + "athletics+":"Atletica +", + "deception+":"Ingannare +", + "history+":"Storia +", + "insight+":"Intuizione +", + "intimidation+":"Intimidire +", + "investigation+":"Investigare +", + "medicine+":"Medicina +", + "nature+":"Natura +", + "perception+":"Percezione +", + "performance+":"Intrattenere +", + "persuasion+":"Persuadere +", + "religion+":"Religione +", + "sleight-of-hand+":"Rapidità di Mano +", + "stealth+":"Furtività +", + "survival+":"Sopravvivenza +", + "acrobatics":"Acrobazia", + "animal-handling":"Empatia Animale", + "arcana":"Arcano", + "athletics":"Atletica", + "deception":"Ingannare", + "history":"Storia", + "insight":"Intuizione", + "intimidation":"Intimidire", + "investigation":"Investigare", + "medicine":"Medicina", + "nature":"Natura", + "perception":"Percezione", + "performance":"Intrattenere", + "persuasion":"Persuadere", + "religion":"Religione", + "sleight-of-hand":"Rapidità di Mano", + "stealth":"Furtività", + "survival":"Sopravvivenza", + "dmg-vuln":"Vulnerabilità al Danno", + "dmg-res":"Resistenze al Danno", + "dmg-imm":"Immunità al Danno", + "cond-imm":"Immunità alle Condizioni", + "senses":"Sensi", + "langs":"Lingue", + "challenge":"Sfida", "npc-trait-name-place":"False Appearance.", - "npc-trait-desc-place":"If the dragon fails...", - "actions":"Actions", - "adv":"Advantage", - "norm":"Normal", - "disadv":"Disadvantage", - "name:-u":"NAME:", - "attack-u":"ATTACK", - "type:-u":"TYPE:", - "melee":"Melee", - "ranged":"Ranged", - "range-reach:-u":"RANGE/REACH:", - "range-reach-place":"5 ft.", - "to-hit:-u":"TO HIT:", - "target:-u":"TARGET:", - "target:":"Target:", - "to-hit-place":"One target", - "on-hit:-u":"ON HIT:", - "on-hit-place":"slashing", - "on-hit2:-u":"ON HIT 2:", - "on-hit-2-place":"fire", - "hit:":"Hit: ", - "reactions":"Reactions", - "npc-repeating-name-place":"Parry.", - "npc-repeating-desc-place":"The creature adds 2 to its AC against...", - "spells":"Spells", + "npc-trait-desc-place":"Se il drago fallisce...", + "actions":"Azioni", + "adv":"Vantaggio", + "norm":"Normale", + "disadv":"Svantaggio", + "name:-u":"NOME:", + "attack-u":"ATTACCO", + "type:-u":"TIPO:", + "melee":"Mischia", + "ranged":"Distanza", + "range-reach:-u":"RAGGIO/PORTATA:", + "range-reach-place":"5 piedi", + "to-hit:-u":"PER COLPIRE:", + "target:-u":"OBIETTIVO:", + "target:":"Obiettivo:", + "to-hit-place":"Un Obiettivo", + "on-hit:-u":"SE COLPITO:", + "on-hit-place":"tagliente", + "on-hit2:-u":"SE COLPITO 2:", + "on-hit-2-place":"fuoco", + "hit:":"Colpo: ", + "reactions":"Reazioni", + "npc-repeating-name-place":"Parata.", + "npc-repeating-desc-place":"La creatura aggiunge 2 alla sua armatura contro...", + "spells":"Incantesimi", "prep-u":"PREP", - "school:-u":"SCHOOL:", - "abjuration":"Abjuration", - "conjuration":"Conjuration", - "divination":"Divination", - "enchantment":"Enchantment", - "evocation":"Evocation", - "illusion":"Illusion", - "necromancy":"Necromancy", - "transmutation":"Transmutation", - "ritual":"RITUAL", - "ritual-l":"ritual", - "range:-u":"RANGE:", - "range:":"Range:", - "components:-u":"COMPONENTS:", - "components:":"Components:", + "school:-u":"SCUOLA:", + "abjuration":"Abiurazione", + "conjuration":"Congiurazione", + "divination":"Divinazione", + "enchantment":"Incantamento", + "evocation":"Evocazione", + "illusion":"Illusione", + "necromancy":"Necromanzia", + "transmutation":"Trasmutazione", + "ritual":"RITUALE", + "ritual-l":"rituale", + "range:-u":"RAGGIO:", + "range:":"raggio:", + "components:-u":"COMPONENTI:", + "components:":"Componenti:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", - "ruby-dust-place":"ruby dust worth 50gp", - "concentration-u":"CONCENTRATION", - "concentration":"Concentration", - "duration:-u":"DURATION:", - "duration:":"Duration:", - "difficulty-class-abv":"DC", - "output:-u":"OUTPUT:", + "ruby-dust-place":"polvere di rubino del valore di 50mo", + "concentration-u":"CONCENTRAZIONE", + "concentration":"Concentrazione", + "duration:-u":"DURATA:", + "duration:":"Durata:", + "difficulty-class-abv":"CD", + "output:-u":"RISULTATO:", "spellcard-u":"SPELLCARD", - "spell-atk:-u":"SPELL ATTACK:", - "none":"None", - "dmg:-u":"DAMAGE:", - "dmg2:-u":"DAMAGE2:", - "healing:-u":"HEALING:", - "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "effect:-u":"EFFECT:", - "npc-atk-effect-place":"Half damage", - "desc:-u":"DESCRIPTION:", - "at-higher-lvl:-u":"AT HIGHER LEVELS:", - "at-higher-lvl":"At Higher Levels", - "higher-lvl-cast":"Higher Level Cast", - "leg-actions":"Legendary Actions", - "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", - "atk-range-place":"5 ft.", - "atk-target-place":"One target", - "atk-dmg-type-place":"slashing", - "atk-dmg-type2-place":"fire", - "adv-u":"ADVANTAGE", - "norm-u":"NORMAL", - "disadv-u":"DISADVANTAGE", - "core-u":"CORE", - "bio-u":"BIO", - "spells-u":"SPELLS", - "char-name-u":"CHARACTER NAME", - "barbarian":"Barbarian", - "bard":"Bard", - "cleric":"Cleric", - "druid":"Druid", - "fighter":"Fighter", - "monk":"Monk", - "paladin":"Paladin", + "spell-atk:-u":"INCANTESIMO DI ATTACCO:", + "none":"Nessuno", + "dmg:-u":"Danno:", + "dmg2:-u":"Danno2:", + "healing:-u":"GUARIGIONE:", + "add-ability-mod-u":"AGGIUNGERE MOD DELL'ABILITA' AL DANNO O ALLA GUARIGIONE", + "effect:-u":"EFFETTO:", + "npc-atk-effect-place":"Metà danni", + "desc:-u":"DESCRIZIONE:", + "at-higher-lvl:-u":"A livelli più alti:", + "at-higher-lvl":"A livelli più alti", + "higher-lvl-cast":"Livello di lancio superiore", + "leg-actions":"Azioni Leggendarie", + "leg-actions-desc":" può selezionare azioni leggendarie, scegliendo tra le opzioni qui sotto. Si può utillizare soltanto un opzione leggendaria alla volta e solo alla fine del turno di un'altra creatura. riacquista le azioni leggendarie spese all'inizio del suo turno.", + "atk-range-place":"5 piedi.", + "atk-target-place":"Un Obiettivo", + "atk-dmg-type-place":"tagliente", + "atk-dmg-type2-place":"fuoco", + "adv-u":"Vantaggio", + "norm-u":"Normale", + "disadv-u":"Svantaggio", + "core-u":"SCHEDA", + "bio-u":"Biografia", + "spells-u":"Incantesimi", + "char-name-u":"Nome del personaggio", + "barbarian":"Barbaro", + "bard":"Bardo", + "cleric":"Chierico", + "druid":"Druido", + "fighter":"Guerriero", + "monk":"Monaco", + "paladin":"Paladino", "ranger":"Ranger", - "rogue":"Rogue", - "sorcerer":"Sorcerer", + "rogue":"Ladro", + "sorcerer":"Stregone", "warlock":"Warlock", - "wizard":"Wizard", - "class-level-u":"CLASS & LEVEL", - "background-u":"BACKGROUND", - "race-u":"RACE", - "alignment-u":"ALIGNMENT", - "exp-pts-u":"EXPERIENCE POINTS", - "inspiration-u":"INSPIRATION", - "prof-bonus-u":"PROFICIENCY BONUS", - "strength":"Strength", - "strength-save":"Strength Save", - "dexterity":"Dexterity", - "dexterity-save":"Dexterity Save", - "constitution":"Constitution", - "constitution-save":"Constitution Save", - "intelligence":"Intelligence", - "intelligence-save":"Intelligence Save", - "wisdom":"Wisdom", - "wisdom-save":"Wisdom Save", - "charisma":"Charisma", - "charisma-save":"Charisma Save", - "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)", - "animal-handling-core":"Animal Handling (Wis)", - "arcana-core":"Arcana (Int)", - "athletics-core":"Athletics (Str)", - "deception-core":"Deception (Cha)", - "history-core":"History (Int)", - "insight-core":"Insight (Wis)", - "intimidation-core":"Intimidation (Cha)", + "wizard":"Mago", + "class-level-u":"Livello &", + "background-u":"Background", + "race-u":"Razza", + "alignment-u":"Allineamento", + "exp-pts-u":"Punti Esperianza", + "inspiration-u":"Ispirazione", + "prof-bonus-u":"Bonus di competenza", + "strength":"Forza", + "strength-save":"Tiro salvezza su Forza", + "dexterity":"Destrezza", + "dexterity-save":"Tiro Salvezza su Destrezza", + "constitution":"Costituzione", + "constitution-save":"Tiro salvezza su Costituzione", + "intelligence":"Intelligenza", + "intelligence-save":"Tiro Salvezza su Intelligenza", + "wisdom":"Saggezza", + "wisdom-save":"Tiro Su Saggezza", + "charisma":"Carisma", + "charisma-save":"Tiro su Carisma", + "saving-throws-u":"Tiro Salvezza", + "acrobatics-core":"Acrobazia (Des)", + "animal-handling-core":"Addestrare Animali (Sag)", + "arcana-core":"Arcano (int)", + "athletics-core":"Atletica(For)", + "deception-core":"Raggirare (Car)", + "history-core":"Storia (Int)", + "insight-core":"Intuizione (Sag)", + "intimidation-core":"Intimidire(Car)", "investigation-core":"Investigation (Int)", - "medicine-core":"Medicine (Wis)", - "nature-core":"Nature (Int)", - "perception-core":"Perception (Wis)", + "medicine-core":"Medicina(Sag)", + "nature-core":"Natura(int)", + "perception-core":"Percezione(Sag)", "performance-core":"Performance (Cha)", - "persuasion-core":"Persuasion (Cha)", - "religion-core":"Religion (Int)", - "sleight-of-hand-core":"Sleight of Hand (Dex)", + "persuasion-core":"Persuasione(Car)", + "religion-core":"Religione(Int)", + "sleight-of-hand-core":"Rapidità di Mano(Des)", "stealth-core":"Stealth (Dex)", - "survival-core":"Survival (Wis)", - "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "survival-core":"Sopravvivenza(Sag)", + "pass-wis-u":"SAGGEZZA PASSIVA (PERCEZIONE)", "tool-u":"TOOL", "pro-u":"PRO", - "attr-u":"ATTRIBUTE", - "prof-bonus:-u":"PROFICIENCY BONUS:", - "prof-u":"PROFICIENT", - "expertise-u":"EXPERTISE", + "attr-u":"ATTRIBUTO", + "prof-bonus:-u":"BONUS DI COMPETENZA:", + "prof-u":"COMPETENTE", + "expertise-u":"ESPERTO", "jack-of-all-u":"JACK OF ALL TRADES", - "attr:-u":"ATTRIBUTE:", - "tool-prof-u":"TOOL PROFICIENCIES", - "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", - "init":"Initiative", - "init-u":"INITIATIVE", - "hp-max-u":"Hit Point Maximum", - "hp-current-u":"CURRENT HIT POINTS", - "hp-temp-u":"TEMPORARY HIT POINTS", - "total":"Total", - "hit-dice-u":"HIT DICE", - "successes-u":"SUCCESSES", - "failures-u":"FAILURES", - "death-save-u":"DEATH SAVE", - "death-saves-u":"DEATH SAVES", - "atk-u":"ATK", - "dmg-type-u":"DAMAGE/TYPE", - "attack:-u":"ATTACK:", - "proficient-u":"PROFICIENT", - "range-place":"Self (60-foot cone)", - "magic-bonus:-u":"MAGIC BONUS:", + "attr:-u":"ATTRIBUTO:", + "tool-prof-u":"STRUMENTI DI COMPETENZA", + "other-prof-langs-u":"ALTRE COMPETENZE & LINGUAGGIO", + "init":"Iniziativa", + "init-u":"INIZIATIVA", + "hp-max-u":"Punti Ferita Massimi", + "hp-current-u":"PUNTI FERITA CORRENTI", + "hp-temp-u":"PUNTI FERITA TEMPORANEI", + "total":"Totale", + "hit-dice-u":"PUNTI FERITA", + "successes-u":"SUCCESSI", + "failures-u":"FALLIMENTI", + "death-save-u":"Tiro salvezza contro Morte", + "death-saves-u":"Tiro salvezza contro Morte", + "atk-u":"ATT", + "dmg-type-u":"TIPO/DANNO", + "attack:-u":"ATTACCO:", + "proficient-u":"Competente", + "range-place":"Personale (cono di 60 piedi)", + "magic-bonus:-u":"BONUS MAGICI:", "crit-range-u":"CRIT RANGE:", - "damage:-u":"DAMAGE:", - "dmg-type-place":"Slashing", + "damage:-u":"Danno:", + "dmg-type-place":"Tagliente", "crit:-u":"CRIT:", - "damage2:-u":"DAMAGE2:", - "saving-throw:-u":"SAVING THROW:", - "vs-dc:-u":"VS DC:", - "spell-u":"SPELL", + "damage2:-u":"Danno2:", + "saving-throw:-u":"Tiro Salvezza:", + "vs-dc:-u":"Contro CD:", + "spell-u":"INCANTESIMO", "flat-u":"FLAT", - "save":"Save", + "save":"Tiro Salvezza", "save-effect:-u":"SAVE EFFECT:", - "save-effect-place":"half damage", - "ammunition:-u":"AMMUNITION:", - "ammunition-place":"Arrows", - "description:-u":"DESCRIPTION:", - "description-place":"Up to 2 creatures within 5 feet", - "atk-spellcasting-u":"ATTACKS & SPELLCASTING", - "copper-piece-u":"CP", - "silver-piece-u":"SP", - "electrum-piece-u":"EP", - "gold-piece-u":"GP", - "platinum-piece-u":"PP", - "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", - "item-name-u":"ITEM NAME", - "equipped-u":"EQUIPPED", - "use-as-resource-u":"USE AS A RESOURCE", + "save-effect-place":"metà danni", + "ammunition:-u":"MUNIZIONI:", + "ammunition-place":"Frecce", + "description:-u":"DESCRIZIONE:", + "description-place":"Fino a 2 creature all'interno di 5 piedi", + "atk-spellcasting-u":"Attachi & INCANTESIMI", + "copper-piece-u":"MR", + "silver-piece-u":"MA", + "electrum-piece-u":"ME", + "gold-piece-u":"MO", + "platinum-piece-u":"MP", + "warning-armor-sets-u":"ATTENZIONE - SONO STATE AGGIUNTE DIVERSE ARMATURE O SCUDI E LA Classe Armature NON VIENE CALCOLATA CORRETTAMENTE. DISEQUIPAGGIARE IL PEZZO DI ARMATURA NEI DETTAGLI DELL'OGGETTO.", + "item-name-u":"OGGETTO", + "equipped-u":"EQUIPAGGIATO", + "use-as-resource-u":"UTILIZZARE COME UNA RISORSA", "prop:-u":"PROP:", "mods:-u":"MODS:", - "total-weight-u":"TOTAL WEIGHT", + "total-weight-u":"PESO TOTALE", "immobile-u":"IMMOBILE", - "heavily-encumbered-u":"HEAVILY ENCUMBERED", - "encumbered-u":"ENCUMBERED", - "over-carrying-cap-u":"OVER CARRYING CAPACITY", - "equipment-u":"EQUIPMENT", - "personality-traits-u":"PERSONALITY TRAITS", - "ideals-u":"IDEALS", - "bonds-u":"BONDS", - "flaws-u":"FLAWS", - "class-resource-u":"CLASS RESOURCE", - "other-resource-u":"OTHER RESOURCE", - "feats-traits-u":"FEATURES & TRAITS", - "age-u":"AGE", - "size-u":"SIZE", - "height-u":"HEIGHT", - "weight-u":"WEIGHT", - "eye-u":"EYES", - "skin-u":"SKIN", - "hair-u":"HAIR", - "char-appearance-u":"CHARACTER APPEARANCE", - "char-backstory-u":"CHARACTER BACKSTORY", - "allies-orgs-u":"ALLIES & ORGANIZATIONS", - "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", - "treasure-u":"TREASURE", - "spell-save-dc-u":"SPELL SAVE DC", - "cantrips-u":"CANTRIPS", - "ritual-u":"RITUAL", - "casting-time:-u":"CASTING TIME:", - "casting-time:":"Casting Time:", + "heavily-encumbered-u":"Carico Pesante", + "encumbered-u":"CARICO", + "over-carrying-cap-u":"Carico Eccessivo", + "equipment-u":"EQUIPAGGIAMENTO", + "personality-traits-u":"TRATTI PERSONALI", + "ideals-u":"IDEALI", + "bonds-u":"LEGAMI", + "flaws-u":"DIFETTI", + "class-resource-u":"RISORSA DI CLASSE", + "other-resource-u":"ALTRE RISORSE", + "feats-traits-u":"CARATTERISTICHE & TRATTI", + "age-u":"ETÀ", + "size-u":"TAGLIA", + "height-u":"ALTEZZA", + "weight-u":"PESO", + "eye-u":"OCCHI", + "skin-u":"PELLE", + "hair-u":"CAPELLI", + "char-appearance-u":"ASPETTO PERSONAGGIO", + "char-backstory-u":"STORIA DEL PERSONAGGIO", + "allies-orgs-u":"ALLEATI & ORGANIZZAZIONE", + "add-feats-traits-u":"CARATTERISTICHE E TRATTI & ADDIZIONALI", + "treasure-u":"TESORO", + "spell-save-dc-u":"CD SALVEZZA INCANTESIMO", + "cantrips-u":"TRUCCHETTI", + "ritual-u":"RITUALE", + "casting-time:-u":"TEMPO DI LANCIO:", + "casting-time:":"Tempo di lancio:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "half-dmg-place":"Half damage", - "hit-die:-u":"HIT DIE:", - "initiative-mod:-u":"INITIATIVE MODIFIER:", - "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", - "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", - "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", - "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", - "death-save-mod:-u":"DEATH SAVE MODIFIER:", - "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", - "halfling-luck-u":"HALFLING LUCK", - "arcane-fighter-u":"ARCANE FIGHTER", - "arcane-rogue-u":"ARCANE ROGUE", - "class-options-u":"CLASS OPTIONS ()", - "2nd-class:-u":"2ND CLASS:", - "lvl:-u":"LEVEL:", - "3rd-class:-u":"3RD CLASS:", - "4th-class:-u":"4TH CLASS:", - "mutliclass-opts-u":"MULTICLASS OPTIONS", - "use-cust-class-u":"USE CUSTOM CLASS", - "class-name:-u":"CLASS NAME:", - "spellcasting-ability:-u":"SPELLCASTING ABILITY:", - "spell-slots:-u":"SPELL SLOTS:", - "spell-full-u":"FULL (Cleric, Druid, Wizard)", - "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter/Rogue)", - "cust-class-opts":"CUSTOM CLASS OPTIONS", - "normal":"Normal", - "expirtise":"Expertise", - "skill-opts-u":"SKILL OPTIONS", + "half-dmg-place":"Metà Danno", + "hit-die:-u":"DADO VITA:", + "initiative-mod:-u":"MODIFICATORE DI INIZIATIVA:", + "glob-saving-mod:-u":"MODIFICATORE GLOBALE DI TIRI SALVEZZA:", + "glob-ac-mod:-u":"MODIFICATORE GLOBALE DELLA CLASSE ARMATURA:", + "glob-atk-mod:-u":"MODIFICATORE GLOBALE DELL'ATTACCO MAGICO:", + "pass-perc-mod:-u":"MOD DI PERCEZIONE PASSIVA:", + "death-save-mod:-u":"MODIFICATORE TIRO SALVEZZA SU MORTE:", + "magic-caster-lvl:-u":"LIVELLO INCANTATORE:", + "halfling-luck-u":"HALFLING FORTUNATO", + "arcane-fighter-u":"GUERRIERO ARCANO", + "arcane-rogue-u":"LADRO ARCANO", + "class-options-u":"OPZIONE DI CLASSE ()", + "2nd-class:-u":"2ª CLASSE:", + "lvl:-u":"LIVELLO:", + "3rd-class:-u":"3ª CLASSE:", + "4th-class:-u":"4ª CLASSE:", + "mutliclass-opts-u":"OPZIONE MULTICLASSE", + "use-cust-class-u":"USARE LA CLASSE PERSONALIZZATA", + "class-name:-u":"CLASSE:", + "spellcasting-ability:-u":"ABILITÀ DA INCANTATORE:", + "spell-slots:-u":"SLOT INCANTESIMI:", + "spell-full-u":"COMPLETO (Chierico, Druido, Mago)", + "spell-half-u":"Metà (Paladino, Ranger)", + "spell-third-u":"Terzo (Guerriero/Ladro Arcano)", + "cust-class-opts":"OPZIONI DELLA CLASSE PERSONALIZZATA", + "normal":"Normale", + "expirtise":"Competente", + "skill-opts-u":"OPZIONI DI ABILITA'", "version":"v", - "always-roll-adv":"Always Roll Advantage", - "toggle-roll-adv":"Advantage Toggle", - "query-roll-adv":"Query Advantage", - "never-roll-adv":"Never Roll Advantage", - "never-whisper-roll":"Never Whisper Rolls", - "query-whisper-roll":"Query Whisper", - "always-whisper-roll":"Always Whisper Rolls", - "never-roll-dmg":"Don't Auto Roll Damage", - "always-roll-dmg":"Auto Roll Damage & Crit", - "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "always-roll-adv":"Lancia Sempre con Vantaggio", + "toggle-roll-adv":"Attiva Vantaggio", + "query-roll-adv":"Domanda Vantaggio", + "never-roll-adv":"Non Lanciare Mai con Vantaggio", + "never-whisper-roll":"Non sussurrare mai i tiri di dado", + "query-whisper-roll":"Domanda Eventuale Sussurro", + "always-whisper-roll":"Sussurrare sempre i tiri", + "never-roll-dmg":"Non Lanciare Danno Automaticamente", + "always-roll-dmg":"Tirare automaticamente il Danno & Crit", + "add-char-to-templates:-u":"AGGIUNGI IL NOME DEL PERSONAGGIO AI TEMPLATE:", "on":"On", "off":"Off", - "inventory:-u":"INVENTORY:", - "compendium-compatible":"Compendium Compatible", - "simple":"Simple", - "encumberance:-u":"ENCUMBERANCE:", - "ammo-tracking:-u":"AMMO TRACKING:", - "general-opts-u":"GENERAL OPTIONS", + "inventory:-u":"INVENTARIO:", + "compendium-compatible":"Compendio Compendio", + "simple":"Semplice", + "encumberance:-u":"APPESANTIMENTO:", + "ammo-tracking:-u":"TRACCIAMENTO MUNIZIONI:", + "general-opts-u":"OPZIONI GENERALI", "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", - "transition-text-highlight":"Please make a copy of your game before you use this tool.", - "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", - "community-sheet-u":"COMMUNITY SHEET", + "transition-text-highlight":"Si consiglia di fare una copia della partita prima di usare questo strumento.", + "choose-sheet-transfer":"SCEGLI IL FOGLIO DAL QUALE STAI TRASFERENDO", + "community-sheet-u":"FOGLIO DELLA COMUNITÀ", "shaped-sheet-u":"SHAPED SHEET", - "transition-opts-u":"TRANSITION OPTIONS", + "transition-opts-u":"OPZIONI DI TRANSIZIONE", "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", - "api-required-u":"(API REQUIRED)", + "api-required-u":"(API RICHIESTE)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:", - "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", - "npc-pc":"NPC/PC", - "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", - "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", - "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", - "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", - "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", - "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", - "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "custom_ac:-u":"CA PERSONALIZZATA:", + "npc-info":"L'opzione PNG imposta di default i nuovi personaggi con la scheda per PNG. Utile se i personaggi dei giocatori sono già stati creati e tutte le nuove schede aggiunte alla partita probabilmente rappresenteranno personaggi non giocanti.", + "npc-pc":"PNG/PG", + "roll-queries-info":"I lanci di D20 dipendono da questa opzione. Lancia Sempre con Vantaggio è l'impostazione di default e lancerà due D20 per ogni lancio in caso di vantaggio. L'idea è che se non c'è né vantaggio né svantaggio tu prenda in considerazione solo il dado più a sinistra. L'opzione Attiva Vantaggio aggiunge tre nuovi bottoni in cima alla scheda, così che tu possa attivare il vantaggio solo quando serve. Domanda Vantaggio ti mostra una finestra per sapere se lanciare con vantaggio. Non Lanciare Mai con Vantaggio lancia sempre un singolo D20 su qualsiasi lancio, aspettandosi che il giocatore lanci una seconda volta se si tratta di un lancio con vantaggio o svantaggio.", + "whisp-rolls-gm-info":"Di default, tutti i lanci fatti dalla scheda vengono mostrati a tutti i giocatori. Domanda Eventuale Sussurro mostra una finestra a ogni lancio, per sapere se il risultato del lancio deve essere inviato privatamente solo a te e al DM. Sussurrare sempre i tiri invierà i risultati di tutti i lanci solo a te e al DM.", + "auto-dmg-roll-info":"Di default, i lanci di attacco non vengono effettuati finché non c'è la conferma di aver colpito. I danni sono lanciati dal template in chat cliccando su nome dell'attacco nella barra a destra, che mostrerà poi anche il danno. Il metodo di default è compatibile con i dadi 3D. Volendo, puoi scegliere di usare l'opzione Tirare automaticamente il Danno & Crit così che questi venga lanciato insieme all'attacco, mostrando i possibili risultati sin da subito.", + "add-char-to-templates-info":"Di default, i nomi dei personaggi non sono aggiunti al template del lancio, che sono mostrati solamente con il nome del giocatore/personaggio selezionato come 'Parla Come'. Attivando quest'opzione verrà mostrato il nome del personaggio che effettua il lancio al template, utile per i giocatori che giocano più di un personaggio.", + "inventory-info":"Gli inventari dei personaggi, di default, sono nello stile complesso che è compatibile con il Compendio 5E di Roll20. Questo include numerosità/peso granulari, tracciamento dell'appesantimento, ordinamento, calcolo CA, generazione automatica degli attacchi, e altro. L'opzione Semplice fornisce un campo di testo per inserire la lista degli oggetti per i giocatori che vogliono un controllo più libero della scheda.", + "encumberance-info":"La scheda usa la variante dell'appesantimento indicata a pagina 176 del PHB (Manuale del Giocatore, NdT). L'opzione Off disabilita questa variante e usa solo un controllo sul limite massimo base di peso dell'inventario.", + "ammo-tracking-info":"Fornisce il tracciamento automatico delle munizioni con lo Script 5th Edition OGL by Roll20 Companion API.", "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/pt.json b/5th Edition OGL by Roll20/translations/pt.json index 6ac59aa5dbc5..acd23ffd3cc4 100644 --- a/5th Edition OGL by Roll20/translations/pt.json +++ b/5th Edition OGL by Roll20/translations/pt.json @@ -1,5 +1,5 @@ { - "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "skills-list":"acrobatics,animal-handling,arcana,athletics,performance,deception,stealth,history,intimidation,insight,investigation,medicine,nature,perception,persuasion,sleight-of-hand,religion,survival", "npc-options-u":"OPÇÕES DE PDM", "name-u":"NOME", "npc-type-u":"TIPO DE PDM", @@ -9,7 +9,7 @@ "npc-armor-place":"Brunea", "hit-points-u":"PONTOS DE VIDA", "formula-u":"FÓRMULA", - "speed-u":"DESLOCAMENTO", + "speed-u":"DESLOC.", "npc-speed-place":"9 m, Voo 18 m", "attributes-u":"ATRIBUTOS", "str-u":"FOR", @@ -72,7 +72,7 @@ "has-reaction-u":"POSSUI REAÇÕES", "leg-actions:-u":"AÇÕES LENDÃRIAS:", "gen-opts-u":"OPÇÕES GERAIS", - "npc-u":"PdM", + "npc-u":"PDM", "roll-queries:-u":"OPÇÕES DE ROLAGEM:", "always-adv":"Sempre rolar com vantagem", "adv-toggle":"Ativar vantagem", @@ -192,7 +192,7 @@ "difficulty-class-abv":"CD", "output:-u":"SAÃDA:", "spellcard-u":"CARTÃO MÃGICO", - "spell-atk:-u":"MAGIA DE ATAQUE:", + "spell-atk:-u":"ATAQUE MÃGICO:", "none":"Nenhum", "dmg:-u":"DANO:", "dmg2:-u":"DANO2:", @@ -233,7 +233,7 @@ "background-u":"ANTECEDENTE", "race-u":"RAÇA", "alignment-u":"TENDÊNCIA", - "exp-pts-u":"XP", + "exp-pts-u":"PONTOS DE EXP", "inspiration-u":"INSPIRAÇÃO", "prof-bonus-u":"BÔNUS DE PROFICIÊNCIA", "strength":"Força", @@ -293,7 +293,7 @@ "dmg-type-u":"DANO/TIPO", "attack:-u":"ATAQUE:", "proficient-u":"PROFICIENTE", - "range-place":"PESSOAL (Cone 18m)", + "range-place":"Pessoal (Cone de 18 m)", "magic-bonus:-u":"BÔNUS MAGICO:", "crit-range-u":"CRÃTICO:", "damage:-u":"DANO:", @@ -303,7 +303,7 @@ "saving-throw:-u":"TESTE DE RESIST.:", "vs-dc:-u":"CONTRA CD:", "spell-u":"MAGIA", - "flat-u":"FLAT", + "flat-u":"FIXO", "save":"Teste", "save-effect:-u":"EM CASO DE SUCESSO:", "save-effect-place":"metade do dano", @@ -344,21 +344,21 @@ "skin-u":"PELE", "hair-u":"CABELO", "char-appearance-u":"APARÊNCIA DO PERSONAGEM", - "char-backstory-u":"HISTÓRICO DO PERSONAGEM", - "allies-orgs-u":"ALIADOS & ORGANIZAÇÕES", - "add-feats-traits-u":"CARACTERÃSTICAS & TRAÇOS ADICIONAIS", + "char-backstory-u":"HISTÓRIA DO PERSONAGEM", + "allies-orgs-u":"ALIADOS E ORGANIZAÇÕES", + "add-feats-traits-u":"CARACTERÃSTICAS E TRAÇOS ADICIONAIS", "treasure-u":"TESOURO", "spell-save-dc-u":"CD DE RESISTÊNCIA DA MAGIA", "cantrips-u":"TRUQUES", "ritual-u":"RITUAL", - "casting-time:-u":"TEMPO P/ CONJURAR:", + "casting-time:-u":"TEMPO DE CONJ.:", "casting-time:":"Tempo de Conjuração:", "at-higher-lvl-dmg:-u":"DANO EM NÃVEIS SUPERIORES:", - "half-dmg-place":"metade do dano", + "half-dmg-place":"Metade do dano", "hit-die:-u":"DADO DE VIDA:", "initiative-mod:-u":"MODIFICADOR DE INICIATIVA:", "glob-saving-mod:-u":"MOD. GERAL DOS TESTES DE RESISTÊNCIA:", - "glob-ac-mod:-u":"MODIFICADOR GERAL DA CA:", + "glob-ac-mod:-u":"MODIFICADOR GLOBAL DA CA:", "glob-atk-mod:-u":"MODIFICADOR GERAL DE ATAQUES MÃGICOS:", "pass-perc-mod:-u":"MODIFICADOR DE PERCEPÇÃO PASSIVA:", "death-save-mod:-u":"MODIFICADOR DE RESISTÊNCIA À MORTE:", @@ -384,15 +384,15 @@ "expirtise":"Aptidão", "skill-opts-u":"OPÇÕES DE PERÃCIA", "version":"v", - "always-roll-adv":"Sempre rolar com vantagem", - "toggle-roll-adv":"Ativar vantagem", - "query-roll-adv":"Perguntar por vantagem", - "never-roll-adv":"Nunca rolar com vantagem", - "never-whisper-roll":"Nunca sussurar rolagens", - "query-whisper-roll":"Perguntar por sussurro", - "always-whisper-roll":"Sempre sussurar rolagens", - "never-roll-dmg":"Não rolar dano automaticamente", - "always-roll-dmg":"Rolar dano & critico automaticamente", + "always-roll-adv":"Sempre Rolar Vantagem", + "toggle-roll-adv":"Ativar Vantagem", + "query-roll-adv":"Perguntar Pela Vantagem", + "never-roll-adv":"Nunca Rolar Vantagem", + "never-whisper-roll":"Nunca Sussurar Rolagens", + "query-whisper-roll":"Perguntar pelo Sussurro", + "always-whisper-roll":"Sempre Sussurar Rolagens", + "never-roll-dmg":"Não Rolar Dano Automaticamente", + "always-roll-dmg":"Rolar Dano E Critico Automaticamente", "add-char-to-templates:-u":"ADD. NOME DO PERSONAGEM AOS MODELOS:", "on":"Sim", "off":"Não", @@ -410,11 +410,11 @@ "transition-opts-u":"OPÇÕES DE TRANSIÇÃO", "portions-sheet-utilize":"Partes desta ficha utilizam conteúdo do Documento de Referência do Sistema 5.0 sob a Licença OGL. Vizulaizar a Licença OGL e o Aviso de Direitos Autorais. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Experimente agora com a instalação fácil da API em um clique disponível com a sua assinatura Pro.", - "api-required-u":"(API NECESSÃRIA)", + "api-required-u":"(NECESSÃRIO A API)", "spell_dc_mod:-u":"MOD DO TESTE DE RESISTÊNCIA DA MAGIA:", "custom_ac:-u":"CA CUSTOMIZADA:", - "npc-info":"A opção de PdM define novos personagens para usar o estilo do cartão de ficha de PdM como padrão. Útil se os personagens já foram criados e todas as fichas de personagens novos adicionados ao jogo provavelmente representarão personagens não jogáveis.", - "npc-pc":"PdM/PJ", + "npc-info":"A opção de PDM define novos personagens para usar o estilo do cartão de ficha de PDM como padrão. Útil se os personagens já foram criados e todas as fichas de personagens novos adicionados ao jogo provavelmente representarão personagens não jogáveis.", + "npc-pc":"PDM/PJ", "roll-queries-info":"As rolagens de D20 sairão de acordo com esta opção. Sempre Rolar Com Vantagem é a opção padrão e irá rolar dois D20 em todas as rolagens no caso de vantagem. É esperado que se não tiver vantagem ou desvantagem você usará o resultado à esquerda. A opção Ativar Vantagem adiciona três novos botões no topo do ficha para que você possa alternar a vantagem dependendo de cada situação. Perguntar Por Vantagem lhe dá uma solicitação para cada rolagem perguntando se ela tem vantagem. Nunca Rolar Com Vantagem sempre rola um único D20 em todas as rolagens, presumindo que o jogador role uma segunda vez no caso de vantagem ou desvantagem.", "whisp-rolls-gm-info":"Todas as rolagens da ficha são enviadas para todos os jogadores na aba de conversação por padrão. A opção Perguntar Por Sussurro lhe dá uma solicitação em cada rolagem perguntando se ela deverá ou não ser enviada privativamente apenas para você e o Mestre. Sempre Sussurrar Rolagens irá enviar as rolagens apenas para você e o Mestre.", "auto-dmg-roll-info":"Por padrão, rolagens de dano não são roladas até que o ataque seja confirmado. O dano é rolado a partir do modelo de rolagem do bate-papo, clicando no nome do ataque na barra à direita, ao qual mostra o dano. O método padrão é compatível com o dado 3D. Opcionalmente, você pode escolher ter a opção Rolar Dano & Crítico Automaticamente ao qual rola o dano e dado de crítico ao mesmo tempo que o ataque, apresentando todas os possíveis resultados no momento do ataque.", diff --git a/5th Edition OGL by Roll20/translations/ru.json b/5th Edition OGL by Roll20/translations/ru.json index 774ee5cb7932..f3eb39129208 100644 --- a/5th Edition OGL by Roll20/translations/ru.json +++ b/5th Edition OGL by Roll20/translations/ru.json @@ -1,427 +1,427 @@ { "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", - "npc-options-u":"NPC OPTIONS", - "name-u":"NAME", - "npc-type-u":"NPC TYPE", - "npc-type-place":"Medium fiend, any evil alignment", - "armor-class-u":"ARMOR CLASS", - "type-u":"TYPE", - "npc-armor-place":"scale mail", - "hit-points-u":"HIT POINTS", - "formula-u":"FORMULA", - "speed-u":"SPEED", - "npc-speed-place":"30 ft., fly 60ft.", - "attributes-u":"ATTRIBUTES", - "str-u":"STR", - "dex-u":"DEX", - "con-u":"CON", - "int-u":"INT", - "wis-u":"WIS", - "cha-u":"CHA", - "saves-u":"SAVES", - "skills-u":"SKILLS", - "acrobatics-u":"ACROBATICS", - "animal-handling-u":"ANIMAL HANDLING", - "arcana-u":"ARCANA", - "athletics-u":"ATHLETICS", - "deception-u":"DECEPTION", - "history-u":"HISTORY", - "insight-u":"INSIGHT", - "intimidation-u":"INTIMIDATION", - "investigation-u":"INVESTIGATION", - "medicine-u":"MEDICINE", - "nature-u":"NATURE", - "perception-u":"PERCEPTION", - "performance-u":"PERFORMANCE", - "persuasion-u":"PERSUASION", - "religion-u":"RELIGION", - "sleight-of-hand-u":"SLEIGHT OF HAND", - "stealth-u":"STEALTH", - "survival-u":"SURVIVAL", - "damage-vuln-u":"DAMAGE VULNERABILITIES", - "npc-dmg-vuln-place":"fire", - "damage-res-u":"DAMAGE RESISTANCES", - "npc-dmg-res-place":"cold", - "damage-imm-u":"DAMAGE IMMUNITIES", - "npc-dmg-imm-place":"lightning, thunder", - "cond-imm-u":"CONDITION IMMUNITIES", - "npc-cond-imm-place":"charmed", - "senses-u":"SENSES", - "npc-senses-place":"darkvision 120ft., passive Perception 16", - "langs-u":"LANGUAGES", - "npc-langs-place":"Abyssal, Common, Infernal", - "challenge-u":"CHALLENGE", - "xp-u":"XP", - "spellcast-npc-u":"SPELLCASTING NPC", - "spell-ability-u":"SPELLCASTING ABILITY", - "none-u":"NONE", - "strength-u":"STRENGTH", - "strength-save-u":"STRENGTH SAVE", - "dexterity-u":"DEXTERITY", - "dexterity-save-u":"DEXTERITY SAVE", - "constitution-u":"CONSTITUTION", - "constitution-save-u":"CONSTITUTION SAVE", - "intelligence-u":"INTELLIGENCE", - "intelligence-save-u":"INTELLIGENCE SAVE", - "wisdom-u":"WISDOM", - "wisdom-save-u":"WISDOM SAVE", - "charisma-u":"CHARISMA", - "charisma-save-u":"CHARISMA SAVE", - "spell-dc-u":"SPELL DC", - "spell-atk-bonus-u":"SPELL ATTACK BONUS", - "has-reaction-u":"HAS REACTIONS", - "leg-actions:-u":"LEGENDARY ACTIONS:", - "gen-opts-u":"GENERAL OPTIONS", + "npc-options-u":"ÐÐСТРОЙКИ NPC", + "name-u":"ИМЯ", + "npc-type-u":"ТИП NPC", + "npc-type-place":"Среднее чудовище, любое злое мирвоззрение", + "armor-class-u":"КД", + "type-u":"ТИП", + "npc-armor-place":"кольчуга", + "hit-points-u":"ХИТ ПОЙÐТЫ", + "formula-u":"ФОРМУЛÐ", + "speed-u":"СКОРОСТЬ", + "npc-speed-place":"30 Ñ„Ñ‚., полёт 60 Ñ„Ñ‚.", + "attributes-u":"ÐТРИБУТЫ", + "str-u":"СИЛ", + "dex-u":"ЛОВ", + "con-u":"ТЕЛ", + "int-u":"ИÐТ", + "wis-u":"МДР", + "cha-u":"Ð¥ÐР", + "saves-u":"СПÐСБРОСКИ", + "skills-u":"ÐÐВЫКИ", + "acrobatics-u":"ÐКРОБÐТИКÐ", + "animal-handling-u":"ОБР. С ЖИВОТÐЫМИ", + "arcana-u":"ÐœÐГИЯ", + "athletics-u":"ÐТЛЕТИКÐ", + "deception-u":"ОБМÐÐ", + "history-u":"ИСТОРИЯ", + "insight-u":"ПРОÐИЦÐТЕЛЬÐОСТЬ", + "intimidation-u":"УСТРÐШЕÐИЕ", + "investigation-u":"ÐÐÐЛИЗ", + "medicine-u":"МЕДИЦИÐÐ", + "nature-u":"ПРИРОДÐ", + "perception-u":"ВОСПРИЯТИЕ", + "performance-u":"ВЫСТУПЛЕÐИЕ", + "persuasion-u":"УБЕЖДЕÐИЕ", + "religion-u":"РЕЛИГИЯ", + "sleight-of-hand-u":"ЛОВКОСТЬ РУК", + "stealth-u":"СКРЫТÐОСТЬ", + "survival-u":"ВЫЖИВÐÐИЕ", + "damage-vuln-u":"УЯЗВИМОСТЬ К УРОÐУ", + "npc-dmg-vuln-place":"огонь", + "damage-res-u":"СОПРОТИВЛЕÐИЕ УРОÐУ", + "npc-dmg-res-place":"холод", + "damage-imm-u":"ИММУÐИТЕТ К УРОÐУ", + "npc-dmg-imm-place":"молниÑ, гром", + "cond-imm-u":"ИММУÐИТЕТ К СОСТОЯÐИЯМ", + "npc-cond-imm-place":"очарование", + "senses-u":"ЧУВСТВÐ", + "npc-senses-place":"тёмное зрение 120 Ñ„Ñ‚., паÑÑивное ВоÑприÑтие 16", + "langs-u":"ЯЗЫКИ", + "npc-langs-place":"Язык бездны, Общий, Инфернальный", + "challenge-u":"ОПÐСÐОСТЬ", + "xp-u":"ОПЫТ", + "spellcast-npc-u":"NPC-КОЛДУÐ", + "spell-ability-u":"УМЕÐИЕ КОЛДОВСТВÐ", + "none-u":"ÐЕТ", + "strength-u":"СИЛÐ", + "strength-save-u":"СПÐСБРОСОК СИЛЫ", + "dexterity-u":"ЛОВКОСТЬ", + "dexterity-save-u":"СПÐСБРОСОК ЛОВКОСТИ", + "constitution-u":"ТЕЛОСЛОЖ.", + "constitution-save-u":"СПÐСБРОСОК ТЕЛОСЛОЖЕÐИЯ", + "intelligence-u":"ИÐТЕЛЛЕКТ", + "intelligence-save-u":"СПÐСБРОСОК ИÐТЕЛЛЕКТÐ", + "wisdom-u":"МУДРОСТЬ", + "wisdom-save-u":"СПÐСБРОСОК МУДРОСТИ", + "charisma-u":"Ð¥ÐРИЗМÐ", + "charisma-save-u":"СПÐСБРОСОК Ð¥ÐРИЗМЫ", + "spell-dc-u":"СЛ СПÐСБРОСКÐ", + "spell-atk-bonus-u":"БОÐУС ÐТÐКИ ЗÐКЛИÐÐÐИЯ", + "has-reaction-u":"ИМЕЕТ РЕÐКЦИИ", + "leg-actions:-u":"ЛЕГЕÐДÐРÐЫЕ ДЕЙСТВИЯ:", + "gen-opts-u":"ОБЩИЕ ÐÐСТРОЙКИ", "npc-u":"NPC", - "roll-queries:-u":"ROLL QUERIES:", - "always-adv":"Always Roll Advantage", - "adv-toggle":"Advantage Toggle", - "query-adv":"Query Advantage", - "never-adv":"Never Roll Advantage", - "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", - "never-whisp":"Never Whisper Rolls", - "query-whisp":"Query Whisper", - "always-whisp":"Always Whisper Rolls", - "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", - "never-dmg":"Don't Auto Roll Damage", - "always-dmg":"Auto Roll Damage & Crit", - "ac":"Armor Class", - "hp":"Hit Points", - "speed":"Speed", - "saving-throw":"Saving Throws", - "str+":"Str +", - "dex+":"Dex +", - "con+":"Con +", - "int+":"Int +", - "wis+":"Wis +", - "cha+":"Cha +", - "skills":"Skills", - "acrobatics+":"Acrobatics +", - "animal-handling+":"Animal Handling +", - "arcana+":"Arcana +", - "athletics+":"Athletics +", - "deception+":"Deception +", - "history+":"History +", - "insight+":"Insight +", - "intimidation+":"Intimidation +", - "investigation+":"Investigation +", - "medicine+":"Medicine +", - "nature+":"Nature +", - "perception+":"Perception +", - "performance+":"Performance +", - "persuasion+":"Persuasion +", - "religion+":"Religion +", - "sleight-of-hand+":"Sleight of Hand +", - "stealth+":"Stealth +", - "survival+":"Survival +", - "acrobatics":"Acrobatics", - "animal-handling":"Animal Handling", - "arcana":"Arcana", - "athletics":"Athletics", - "deception":"Deception", - "history":"History", - "insight":"Insight", - "intimidation":"Intimidation", - "investigation":"Investigation", - "medicine":"Medicine", - "nature":"Nature", - "perception":"Perception", - "performance":"Performance", - "persuasion":"Persuasion", - "religion":"Religion", - "sleight-of-hand":"Sleight of Hand", - "stealth":"Stealth", - "survival":"Survival", - "dmg-vuln":"Damage Vulnerabilities", - "dmg-res":"Damage Resistances", - "dmg-imm":"Damage Immunities", - "cond-imm":"Condition Immunities", - "senses":"Senses", - "langs":"Languages", - "challenge":"Challenge", - "npc-trait-name-place":"False Appearance.", - "npc-trait-desc-place":"If the dragon fails...", - "actions":"Actions", - "adv":"Advantage", - "norm":"Normal", - "disadv":"Disadvantage", - "name:-u":"NAME:", - "attack-u":"ATTACK", - "type:-u":"TYPE:", - "melee":"Melee", - "ranged":"Ranged", - "range-reach:-u":"RANGE/REACH:", - "range-reach-place":"5 ft.", - "to-hit:-u":"TO HIT:", - "target:-u":"TARGET:", - "target:":"Target:", - "to-hit-place":"One target", - "on-hit:-u":"ON HIT:", - "on-hit-place":"slashing", - "on-hit2:-u":"ON HIT 2:", - "on-hit-2-place":"fire", - "hit:":"Hit: ", - "reactions":"Reactions", - "npc-repeating-name-place":"Parry.", - "npc-repeating-desc-place":"The creature adds 2 to its AC against...", - "spells":"Spells", - "prep-u":"PREP", - "school:-u":"SCHOOL:", - "abjuration":"Abjuration", - "conjuration":"Conjuration", - "divination":"Divination", - "enchantment":"Enchantment", - "evocation":"Evocation", - "illusion":"Illusion", - "necromancy":"Necromancy", - "transmutation":"Transmutation", - "ritual":"RITUAL", - "ritual-l":"ritual", - "range:-u":"RANGE:", - "range:":"Range:", - "components:-u":"COMPONENTS:", - "components:":"Components:", - "spell-component-verbal":"V", - "spell-component-somatic":"S", - "spell-component-material":"M", - "ruby-dust-place":"ruby dust worth 50gp", - "concentration-u":"CONCENTRATION", - "concentration":"Concentration", - "duration:-u":"DURATION:", - "duration:":"Duration:", - "difficulty-class-abv":"DC", - "output:-u":"OUTPUT:", - "spellcard-u":"SPELLCARD", - "spell-atk:-u":"SPELL ATTACK:", - "none":"None", - "dmg:-u":"DAMAGE:", - "dmg2:-u":"DAMAGE2:", - "healing:-u":"HEALING:", - "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "effect:-u":"EFFECT:", - "npc-atk-effect-place":"Half damage", - "desc:-u":"DESCRIPTION:", - "at-higher-lvl:-u":"AT HIGHER LEVELS:", - "at-higher-lvl":"At Higher Levels", - "higher-lvl-cast":"Higher Level Cast", - "leg-actions":"Legendary Actions", - "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", - "atk-range-place":"5 ft.", - "atk-target-place":"One target", - "atk-dmg-type-place":"slashing", - "atk-dmg-type2-place":"fire", - "adv-u":"ADVANTAGE", - "norm-u":"NORMAL", - "disadv-u":"DISADVANTAGE", - "core-u":"CORE", - "bio-u":"BIO", - "spells-u":"SPELLS", - "char-name-u":"CHARACTER NAME", - "barbarian":"Barbarian", - "bard":"Bard", - "cleric":"Cleric", - "druid":"Druid", - "fighter":"Fighter", - "monk":"Monk", - "paladin":"Paladin", - "ranger":"Ranger", - "rogue":"Rogue", - "sorcerer":"Sorcerer", - "warlock":"Warlock", - "wizard":"Wizard", - "class-level-u":"CLASS & LEVEL", - "background-u":"BACKGROUND", - "race-u":"RACE", - "alignment-u":"ALIGNMENT", - "exp-pts-u":"EXPERIENCE POINTS", - "inspiration-u":"INSPIRATION", - "prof-bonus-u":"PROFICIENCY BONUS", - "strength":"Strength", - "strength-save":"Strength Save", - "dexterity":"Dexterity", - "dexterity-save":"Dexterity Save", - "constitution":"Constitution", - "constitution-save":"Constitution Save", - "intelligence":"Intelligence", - "intelligence-save":"Intelligence Save", - "wisdom":"Wisdom", - "wisdom-save":"Wisdom Save", - "charisma":"Charisma", - "charisma-save":"Charisma Save", - "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)", - "animal-handling-core":"Animal Handling (Wis)", - "arcana-core":"Arcana (Int)", - "athletics-core":"Athletics (Str)", - "deception-core":"Deception (Cha)", - "history-core":"History (Int)", - "insight-core":"Insight (Wis)", - "intimidation-core":"Intimidation (Cha)", - "investigation-core":"Investigation (Int)", - "medicine-core":"Medicine (Wis)", - "nature-core":"Nature (Int)", - "perception-core":"Perception (Wis)", - "performance-core":"Performance (Cha)", - "persuasion-core":"Persuasion (Cha)", - "religion-core":"Religion (Int)", - "sleight-of-hand-core":"Sleight of Hand (Dex)", - "stealth-core":"Stealth (Dex)", - "survival-core":"Survival (Wis)", - "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", - "tool-u":"TOOL", - "pro-u":"PRO", - "attr-u":"ATTRIBUTE", - "prof-bonus:-u":"PROFICIENCY BONUS:", - "prof-u":"PROFICIENT", - "expertise-u":"EXPERTISE", - "jack-of-all-u":"JACK OF ALL TRADES", - "attr:-u":"ATTRIBUTE:", - "tool-prof-u":"TOOL PROFICIENCIES", - "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", - "init":"Initiative", - "init-u":"INITIATIVE", - "hp-max-u":"Hit Point Maximum", - "hp-current-u":"CURRENT HIT POINTS", - "hp-temp-u":"TEMPORARY HIT POINTS", - "total":"Total", - "hit-dice-u":"HIT DICE", - "successes-u":"SUCCESSES", - "failures-u":"FAILURES", - "death-save-u":"DEATH SAVE", - "death-saves-u":"DEATH SAVES", - "atk-u":"ATK", - "dmg-type-u":"DAMAGE/TYPE", - "attack:-u":"ATTACK:", - "proficient-u":"PROFICIENT", - "range-place":"Self (60-foot cone)", - "magic-bonus:-u":"MAGIC BONUS:", - "crit-range-u":"CRIT RANGE:", - "damage:-u":"DAMAGE:", - "dmg-type-place":"Slashing", - "crit:-u":"CRIT:", - "damage2:-u":"DAMAGE2:", - "saving-throw:-u":"SAVING THROW:", - "vs-dc:-u":"VS DC:", - "spell-u":"SPELL", - "flat-u":"FLAT", - "save":"Save", - "save-effect:-u":"SAVE EFFECT:", - "save-effect-place":"half damage", - "ammunition:-u":"AMMUNITION:", - "ammunition-place":"Arrows", - "description:-u":"DESCRIPTION:", - "description-place":"Up to 2 creatures within 5 feet", - "atk-spellcasting-u":"ATTACKS & SPELLCASTING", - "copper-piece-u":"CP", - "silver-piece-u":"SP", - "electrum-piece-u":"EP", - "gold-piece-u":"GP", - "platinum-piece-u":"PP", - "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", - "item-name-u":"ITEM NAME", - "equipped-u":"EQUIPPED", - "use-as-resource-u":"USE AS A RESOURCE", - "prop:-u":"PROP:", - "mods:-u":"MODS:", - "total-weight-u":"TOTAL WEIGHT", - "immobile-u":"IMMOBILE", - "heavily-encumbered-u":"HEAVILY ENCUMBERED", - "encumbered-u":"ENCUMBERED", - "over-carrying-cap-u":"OVER CARRYING CAPACITY", - "equipment-u":"EQUIPMENT", - "personality-traits-u":"PERSONALITY TRAITS", - "ideals-u":"IDEALS", - "bonds-u":"BONDS", - "flaws-u":"FLAWS", - "class-resource-u":"CLASS RESOURCE", - "other-resource-u":"OTHER RESOURCE", - "feats-traits-u":"FEATURES & TRAITS", - "age-u":"AGE", - "size-u":"SIZE", - "height-u":"HEIGHT", - "weight-u":"WEIGHT", - "eye-u":"EYES", - "skin-u":"SKIN", - "hair-u":"HAIR", - "char-appearance-u":"CHARACTER APPEARANCE", - "char-backstory-u":"CHARACTER BACKSTORY", - "allies-orgs-u":"ALLIES & ORGANIZATIONS", - "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", - "treasure-u":"TREASURE", - "spell-save-dc-u":"SPELL SAVE DC", - "cantrips-u":"CANTRIPS", - "ritual-u":"RITUAL", - "casting-time:-u":"CASTING TIME:", - "casting-time:":"Casting Time:", - "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "half-dmg-place":"Half damage", - "hit-die:-u":"HIT DIE:", - "initiative-mod:-u":"INITIATIVE MODIFIER:", - "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", - "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", - "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", - "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", - "death-save-mod:-u":"DEATH SAVE MODIFIER:", - "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", - "halfling-luck-u":"HALFLING LUCK", - "arcane-fighter-u":"ARCANE FIGHTER", - "arcane-rogue-u":"ARCANE ROGUE", - "class-options-u":"CLASS OPTIONS ()", - "2nd-class:-u":"2ND CLASS:", - "lvl:-u":"LEVEL:", - "3rd-class:-u":"3RD CLASS:", - "4th-class:-u":"4TH CLASS:", - "mutliclass-opts-u":"MULTICLASS OPTIONS", - "use-cust-class-u":"USE CUSTOM CLASS", - "class-name:-u":"CLASS NAME:", - "spellcasting-ability:-u":"SPELLCASTING ABILITY:", - "spell-slots:-u":"SPELL SLOTS:", - "spell-full-u":"FULL (Cleric, Druid, Wizard)", - "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter/Rogue)", - "cust-class-opts":"CUSTOM CLASS OPTIONS", - "normal":"Normal", - "expirtise":"Expertise", - "skill-opts-u":"SKILL OPTIONS", - "version":"v", - "always-roll-adv":"Always Roll Advantage", - "toggle-roll-adv":"Advantage Toggle", - "query-roll-adv":"Query Advantage", - "never-roll-adv":"Never Roll Advantage", - "never-whisper-roll":"Never Whisper Rolls", - "query-whisper-roll":"Query Whisper", - "always-whisper-roll":"Always Whisper Rolls", - "never-roll-dmg":"Don't Auto Roll Damage", - "always-roll-dmg":"Auto Roll Damage & Crit", - "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", - "on":"On", - "off":"Off", - "inventory:-u":"INVENTORY:", - "compendium-compatible":"Compendium Compatible", - "simple":"Simple", - "encumberance:-u":"ENCUMBERANCE:", - "ammo-tracking:-u":"AMMO TRACKING:", - "general-opts-u":"GENERAL OPTIONS", - "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", - "transition-text-highlight":"Please make a copy of your game before you use this tool.", - "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", - "community-sheet-u":"COMMUNITY SHEET", - "shaped-sheet-u":"SHAPED SHEET", - "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", - "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", - "api-required-u":"(API REQUIRED)", - "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:", - "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "roll-queries:-u":"ЗÐПРОС БРОСКÐ:", + "always-adv":"Ð’Ñегда Кидать ПреимущеÑтво", + "adv-toggle":"Переключение ПреимущеÑтво", + "query-adv":"Спрашивать ПреимущеÑтво", + "never-adv":"Ðикогда Ðе Кидать ПреимущеÑтво", + "whisp-rolls-gm:-u":"ШЕПТÐТЬ БРОСКИ ÐœÐСТЕРУ:", + "never-whisp":"Ðикогда Ðе Шептать БроÑки", + "query-whisp":"Спрашивать Шёпот", + "always-whisp":"Ð’Ñегда Шептать БроÑки", + "auto-dmg-roll:-u":"ÐВТО БРОСОК УРОÐÐ:", + "never-dmg":"Ðе Кидать Урон ÐвтоматичеÑки", + "always-dmg":"ÐвтоматичеÑки Кидать Урон и Криты", + "ac":"КлаÑÑ Ð”Ð¾Ñпехов", + "hp":"Хит Пойнты", + "speed":"СкороÑÑ‚ÑŒ", + "saving-throw":"СпаÑброÑки", + "str+":"Сил +", + "dex+":"Лов +", + "con+":"Тел +", + "int+":"Инт +", + "wis+":"Мдр +", + "cha+":"Хар +", + "skills":"Ðавыки", + "acrobatics+":"Ðкробатика +", + "animal-handling+":"Обр. Ñ Ð¶Ð¸Ð²Ð¾Ñ‚Ð½. +", + "arcana+":"ÐœÐ°Ð³Ð¸Ñ +", + "athletics+":"Ðтлетика +", + "deception+":"Обман +", + "history+":"ИÑÑ‚Ð¾Ñ€Ð¸Ñ +", + "insight+":"Проницательн. +", + "intimidation+":"УÑтрашение +", + "investigation+":"Ðнализ +", + "medicine+":"Медицина +", + "nature+":"Природа +", + "perception+":"ВоÑприÑтие +", + "performance+":"Ð’Ñ‹Ñтупление +", + "persuasion+":"Убеждение +", + "religion+":"Ð ÐµÐ»Ð¸Ð³Ð¸Ñ +", + "sleight-of-hand+":"ЛовкоÑÑ‚ÑŒ рук +", + "stealth+":"СкрытноÑÑ‚ÑŒ +", + "survival+":"Выживание +", + "acrobatics":"Ðкробатика", + "animal-handling":"Обр. Ñ Ð¶Ð¸Ð²Ð¾Ñ‚Ð½Ñ‹Ð¼Ð¸", + "arcana":"МагиÑ", + "athletics":"Ðтлетика", + "deception":"Обман", + "history":"ИÑториÑ", + "insight":"ПроницательноÑÑ‚ÑŒ", + "intimidation":"УÑтрашение", + "investigation":"Ðнализ", + "medicine":"Медицина", + "nature":"Природа", + "perception":"ВоÑприÑтие", + "performance":"Ð’Ñ‹Ñтупление", + "persuasion":"Убеждение", + "religion":"РелигиÑ", + "sleight-of-hand":"ЛовкоÑÑ‚ÑŒ рук", + "stealth":"СкрытноÑÑ‚ÑŒ", + "survival":"Выживание", + "dmg-vuln":"УÑзвимоÑÑ‚ÑŒ к урону", + "dmg-res":"Сопротивление урону", + "dmg-imm":"Иммунитет к урону", + "cond-imm":"Иммунитет к ÑоÑтоÑниÑм", + "senses":"ЧувÑтва", + "langs":"Языки", + "challenge":"ОпаÑноÑÑ‚ÑŒ", + "npc-trait-name-place":"Ð›Ð¾Ð¶Ð½Ð°Ñ Ð²Ð½ÐµÑˆÐ½Ð¾ÑÑ‚ÑŒ.", + "npc-trait-desc-place":"ЕÑли дракон проваливает...", + "actions":"ДейÑтвиÑ", + "adv":"ПреимущеÑтво", + "norm":"Обычное", + "disadv":"Помеха", + "name:-u":"ÐÐЗВÐÐИЕ:", + "attack-u":"ÐТÐКÐ", + "type:-u":"ТИП:", + "melee":"Ближний бой", + "ranged":"Дальний бой", + "range-reach:-u":"ДИСТÐÐЦИЯ/ДОСЯГÐЕМОСТЬ:", + "range-reach-place":"5 Ñ„Ñ‚.", + "to-hit:-u":"ÐРПОПÐДÐÐИЕ:", + "target:-u":"ЦЕЛЬ:", + "target:":"Цель:", + "to-hit-place":"Одна цель", + "on-hit:-u":"ПРИ ПОПÐДÐÐИИ:", + "on-hit-place":"рубÑщий", + "on-hit2:-u":"ПРИ ПОПÐДÐÐИИ 2:", + "on-hit-2-place":"огненный", + "hit:":"Попадание: ", + "reactions":"Реакции", + "npc-repeating-name-place":"Парирование.", + "npc-repeating-desc-place":"СущеÑтво добавлÑет 2 к Ñвоему КД против...", + "spells":"ЗаклинаниÑ", + "prep-u":"ПОДГОТОВКÐ", + "school:-u":"ШКОЛÐ:", + "abjuration":"Ограждение", + "conjuration":"Вызов", + "divination":"Прорицание", + "enchantment":"Очарование", + "evocation":"Воплощение", + "illusion":"ИллюзиÑ", + "necromancy":"ÐекромантиÑ", + "transmutation":"Преобразование", + "ritual":"РИТУÐЛ", + "ritual-l":"ритуал", + "range:-u":"ДиÑтанциÑ:", + "range:":"ДиÑтанциÑ:", + "components:-u":"КОМПОÐЕÐТЫ:", + "components:":"Компоненты:", + "spell-component-verbal":"Ð’", + "spell-component-somatic":"С", + "spell-component-material":"Ðœ", + "ruby-dust-place":"Ñ€ÑƒÐ±Ð¸Ð½Ð¾Ð²Ð°Ñ Ð¿Ñ‹Ð»ÑŒ ценой 50 зм", + "concentration-u":"КОÐЦЕÐТРÐЦИЯ", + "concentration":"КонцентрациÑ", + "duration:-u":"ДлительноÑÑ‚ÑŒ:", + "duration:":"ДлительноÑÑ‚ÑŒ:", + "difficulty-class-abv":"СЛ", + "output:-u":"ВЫВОД:", + "spellcard-u":"КÐРТРЗÐКЛИÐÐÐИЯ", + "spell-atk:-u":"ÐТÐКРЗÐКЛИÐÐÐИЕМ:", + "none":"Ðет", + "dmg:-u":"УРОÐ:", + "dmg2:-u":"УРОÐ2:", + "healing:-u":"ЛЕЧЕÐИЕ:", + "add-ability-mod-u":"ДОБÐВЬ МОДИФИКÐТОР УМЕÐИЯ К УРОÐУ ИЛИ ЛЕЧЕÐИЮ", + "effect:-u":"ЭФФЕКТ:", + "npc-atk-effect-place":"Половина урона", + "desc:-u":"ОПИСÐÐИЕ:", + "at-higher-lvl:-u":"ÐРБОЛЬШИХ УРОВÐЯХ:", + "at-higher-lvl":"Ðа больших уровнÑÑ…", + "higher-lvl-cast":"Заклинание на большем уровне", + "leg-actions":"Легендарные дейÑтвиÑ", + "leg-actions-desc":" может делать легендарных дейÑтвий, Ð²Ñ‹Ð±Ð¸Ñ€Ð°Ñ Ð¸Ð· вариантов ниже. Только одно легендарное дейÑтвие может быть иÑпользовано за раз и только в конце хода другого ÑущеÑтва. воÑÑтанавливает иÑпользованные легендарные дейÑÑ‚Ð²Ð¸Ñ Ð² начале Ñвоего хода.", + "atk-range-place":"5 Ñ„Ñ‚.", + "atk-target-place":"Одна цель", + "atk-dmg-type-place":"рубÑщий", + "atk-dmg-type2-place":"огненный", + "adv-u":"ПРЕИМУЩ.", + "norm-u":"ОБЫЧÐ.", + "disadv-u":"ПОМЕХÐ", + "core-u":"ГЛÐÐ’Ð.", + "bio-u":"БИО", + "spells-u":"ЗÐКЛИÐ.", + "char-name-u":"ИМЯ ПЕРСОÐÐЖÐ", + "barbarian":"Варвар", + "bard":"Бард", + "cleric":"Жрец", + "druid":"Друид", + "fighter":"Воин", + "monk":"Монах", + "paladin":"Паладин", + "ranger":"Следопыт", + "rogue":"Плут", + "sorcerer":"Чародей", + "warlock":"Колдун", + "wizard":"Волшебник", + "class-level-u":"КЛÐСС И УРОВЕÐЬ", + "background-u":"ПРЕДЫСТОРИЯ", + "race-u":"РÐСÐ", + "alignment-u":"МИРВОЗЗРЕÐИЕ", + "exp-pts-u":"ОЧКИ ОПЫТÐ", + "inspiration-u":"ВДОХÐОВЕÐИЕ", + "prof-bonus-u":"БОÐУС ÐœÐСТЕРСТВÐ", + "strength":"Сила", + "strength-save":"СпаÑброÑок Силы", + "dexterity":"ЛовкоÑÑ‚ÑŒ", + "dexterity-save":"СпаÑброÑок ЛовкоÑти", + "constitution":"ТелоÑложение", + "constitution-save":"СпаÑброÑок ТелоÑложениÑ", + "intelligence":"Интеллект", + "intelligence-save":"СпаÑброÑок Интеллекта", + "wisdom":"МудроÑÑ‚ÑŒ", + "wisdom-save":"СпаÑброÑок МудроÑти", + "charisma":"Харизма", + "charisma-save":"СпаÑброÑок Харизмы", + "saving-throws-u":"СПÐСБРОСКИ", + "acrobatics-core":"Ðкробатика (Лов)", + "animal-handling-core":"Обр. Ñ Ð¶Ð¸Ð²Ð¾Ñ‚Ð½Ñ‹Ð¼Ð¸ (Мдр)", + "arcana-core":"ÐœÐ°Ð³Ð¸Ñ (Инт)", + "athletics-core":"Ðтлетика (Сил)", + "deception-core":"Обман (Хар)", + "history-core":"ИÑÑ‚Ð¾Ñ€Ð¸Ñ (Инт)", + "insight-core":"ПроницательноÑÑ‚ÑŒ (Мдр)", + "intimidation-core":"УÑтрашение (Хар)", + "investigation-core":"Ðнализ (Инт)", + "medicine-core":"Медицина (Мдр)", + "nature-core":"Природа (Инт)", + "perception-core":"ВоÑприÑтие (Мдр)", + "performance-core":"Ð’Ñ‹Ñтупление (Хар)", + "persuasion-core":"Убеждение (Хар)", + "religion-core":"Ð ÐµÐ»Ð¸Ð³Ð¸Ñ (Инт)", + "sleight-of-hand-core":"ЛовкоÑÑ‚ÑŒ рук (Лов)", + "stealth-core":"СкрытноÑÑ‚ÑŒ (Лов)", + "survival-core":"Выживание (Мдр)", + "pass-wis-u":"ПÐССИВÐÐЯ МУДРОСТЬ (ВОСПРИЯТИЕ)", + "tool-u":"ИÐСТРУМЕÐТ", + "pro-u":"ÐœÐСТ", + "attr-u":"ÐТРИБУТ", + "prof-bonus:-u":"БОÐУС ÐœÐСТЕРСТВÐ:", + "prof-u":"ÐœÐСТЕРСТВО", + "expertise-u":"КОМПЕТЕÐТÐОСТЬ", + "jack-of-all-u":"ÐœÐСТЕР ÐРВСЕ РУКИ", + "attr:-u":"ÐТРИБУТ:", + "tool-prof-u":"ÐœÐСТЕРСТВО ИÐСТРУМЕÐТÐМИ", + "other-prof-langs-u":"ДРУГИЕ ВЛÐДЕÐИЯ И ЯЗЫКИ", + "init":"Инициатива", + "init-u":"ИÐИЦИÐТИВÐ", + "hp-max-u":"МакÑ. Хит Пойнтов", + "hp-current-u":"ТЕКУЩИЕ ХИТ ПОЙÐТЫ", + "hp-temp-u":"ВРЕМЕÐÐЫЕ ХИТ ПОЙÐТЫ", + "total":"Ð’Ñего", + "hit-dice-u":"КОСТИ ХИТОВ", + "successes-u":"УСПЕХИ", + "failures-u":"ПРОВÐЛЫ", + "death-save-u":"СПÐСБРОСОК СМЕРТИ", + "death-saves-u":"СПÐСБРОСКИ СМЕРТИ", + "atk-u":"ÐТК", + "dmg-type-u":"УРОÐ/ТИП", + "attack:-u":"ÐТÐКÐ:", + "proficient-u":"ÐœÐСТЕРСТВО", + "range-place":"Ðа ÑÐµÐ±Ñ (60-футовый конуÑ)", + "magic-bonus:-u":"ÐœÐГ. БОÐУС:", + "crit-range-u":"ОБЛÐСТЬ КРИТÐ:", + "damage:-u":"УРОÐ:", + "dmg-type-place":"РубÑщий", + "crit:-u":"КРИТ:", + "damage2:-u":"УРОÐ2:", + "saving-throw:-u":"СПÐСБРОСОК:", + "vs-dc:-u":"ПРОТИВ СЛ:", + "spell-u":"ЗÐКЛИÐÐÐИЕ", + "flat-u":"РОВÐО", + "save":"СпаÑброÑок", + "save-effect:-u":"ЭФФЕКТ СПÐСБРОСКÐ:", + "save-effect-place":"половина урона", + "ammunition:-u":"ÐММУÐИЦИЯ:", + "ammunition-place":"Стрелы", + "description:-u":"ОПИСÐÐИЕ:", + "description-place":"До 2 ÑущеÑтв в 5 футах", + "atk-spellcasting-u":"ÐТÐКИ И ЗÐКЛИÐÐÐИЯ", + "copper-piece-u":"ММ", + "silver-piece-u":"СМ", + "electrum-piece-u":"ЭМ", + "gold-piece-u":"ЗМ", + "platinum-piece-u":"ПМ", + "warning-armor-sets-u":"Ð’ÐИМÐÐИЕ - БЫЛО ДОБÐВЛЕÐО ÐЕСКОЛЬКО ÐÐБОРОВ ДОСПЕХОВ И ЩИТОВ И КД ÐЕПРÐВИЛЬÐО РÐССЧИТÐÐ. СÐИМИТЕ ДОСПЕХ Ð’ ДЕТÐЛЯХ ПРЕДМЕТÐ.", + "item-name-u":"ÐÐЗВÐÐИЕ ПРЕДМЕТÐ", + "equipped-u":"ÐÐДЕТО", + "use-as-resource-u":"ИСП. КÐК РЕСУРС", + "prop:-u":"ВЕЩ.:", + "mods:-u":"МОДЫ:", + "total-weight-u":"ОБЩИЙ ВЕС", + "immobile-u":"ÐЕДВИЖИМЫЙ", + "heavily-encumbered-u":"СИЛЬÐО ПЕРЕГРУЖЕÐ", + "encumbered-u":"ПЕРЕГРУЖЕÐ", + "over-carrying-cap-u":"ЗРПРЕДЕЛÐМИ ÐÐГРУЗКИ", + "equipment-u":"ИÐВЕÐТÐРЬ", + "personality-traits-u":"ЧЕРТЫ Ð¥ÐРÐКТЕРÐ", + "ideals-u":"ИДЕÐЛЫ", + "bonds-u":"ПРИВЯЗÐÐÐОСТИ", + "flaws-u":"СЛÐБОСТИ", + "class-resource-u":"КЛÐССОВЫЙ РЕСУРС", + "other-resource-u":"ДРУГОЙ РЕСУРС", + "feats-traits-u":"ОСОБЕÐÐОСТИ И ЧЕРТЫ", + "age-u":"ВОЗРÐСТ", + "size-u":"РÐЗМЕР", + "height-u":"ВЫСОТÐ", + "weight-u":"ВЕС", + "eye-u":"ГЛÐЗÐ", + "skin-u":"КОЖÐ", + "hair-u":"ВОЛОСЫ", + "char-appearance-u":"Ð’ÐЕШÐОСТЬ ПЕРСОÐÐЖÐ", + "char-backstory-u":"ПРЕДЫСТОРИЯ ПЕРСОÐÐЖÐ", + "allies-orgs-u":"СОЮЗÐИКИ И ОРГÐÐИЗÐЦИИ", + "add-feats-traits-u":"ДОПОЛÐИТЕЛЬÐЫЕ ОСОБЕÐÐОСТИ И ЧЕРТЫ", + "treasure-u":"СОКРОВИЩЕ", + "spell-save-dc-u":"СЛ ЗÐКЛИÐÐÐИЯ", + "cantrips-u":"ЗÐГОВОРЫ", + "ritual-u":"РИТУÐЛ", + "casting-time:-u":"ВРЕМЯ ÐÐКЛÐДЫВÐÐИЯ:", + "casting-time:":"Ð’Ñ€ÐµÐ¼Ñ Ð½Ð°ÐºÐ»Ð°Ð´Ñ‹Ð²Ð°Ð½Ð¸Ñ:", + "at-higher-lvl-dmg:-u":"УРОРБОЛЬШЕГО УРОВÐЯ:", + "half-dmg-place":"Половина урона", + "hit-die:-u":"КОСТЬ ХИТОВ:", + "initiative-mod:-u":"МОДИФИКÐТОР ИÐИЦИÐТИВЫ:", + "glob-saving-mod:-u":"ГЛОБÐЛЬÐЫЙ МОДИФИКÐТОР СПÐСБРОСКОВ:", + "glob-ac-mod:-u":"ГЛОБÐЛЬÐЫЙ МОДИФИКÐТОР КЛÐССРДОСПЕХОВ:", + "glob-atk-mod:-u":"ГЛОБÐЛЬÐЫЙ МОДИФИКÐТОР ÐœÐГИЧЕСКИХ ÐТÐК:", + "pass-perc-mod:-u":"МОДИФИКÐТОР ПÐССИВÐОГО ВОСПРИЯТИЯ:", + "death-save-mod:-u":"МОДИФИКÐТОР СПÐСБРОСКОВ СМЕРТИ:", + "magic-caster-lvl:-u":"УРОВЕÐЬ ÐœÐГИЧЕСКОГО ЗÐКЛИÐÐТЕЛЯ:", + "halfling-luck-u":"УДÐЧРПОЛУРОСЛИКÐ", + "arcane-fighter-u":"МИСТИЧЕСКИЙ ВОИÐ", + "arcane-rogue-u":"МИСТИЧЕСКИЙ ПЛУТ", + "class-options-u":"ОПЦИИ КЛÐССР()", + "2nd-class:-u":"2ОЙ КЛÐСС:", + "lvl:-u":"УРОВЕÐЬ:", + "3rd-class:-u":"3ИЙ КЛÐСС:", + "4th-class:-u":"4ЫЙ КЛÐСС:", + "mutliclass-opts-u":"ÐÐСТРОЙКИ МУЛЬТИКЛÐССÐ", + "use-cust-class-u":"ИСПОЛЬЗОВÐТЬ СОБСТВЕÐÐЫЙ КЛÐСС", + "class-name:-u":"ÐÐЗВÐÐИЕ КЛÐССÐ:", + "spellcasting-ability:-u":"ВОЗМОЖÐОСТЬ КОЛДОВСТВÐ:", + "spell-slots:-u":"СЛОТЫ ЗÐКЛИÐÐÐИЙ:", + "spell-full-u":"ПОЛÐЫЕ (Жрец, Друид, Волшебник)", + "spell-half-u":"ПОЛОВИÐÐ (Паладин, Следопыт)", + "spell-third-u":"ТРЕТЬ (МиÑтичеÑкий воин/плут)", + "cust-class-opts":"ÐÐСТРОЙКИ СОБСТВЕÐÐОГО КЛÐССÐ", + "normal":"Ðормальный", + "expirtise":"КомпетентноÑÑ‚ÑŒ", + "skill-opts-u":"ÐÐСТРОЙКИ ÐÐВЫКОВ", + "version":"верÑиÑ", + "always-roll-adv":"Ð’Ñегда Кидать ПреимущеÑтво", + "toggle-roll-adv":"Переключатель ПреимущеÑтва", + "query-roll-adv":"Спрашивать ПреимущеÑтво", + "never-roll-adv":"Ðикогда Ðе Кидать ПреимущеÑтво", + "never-whisper-roll":"Ðикогда Ðе Шептать БроÑки", + "query-whisper-roll":"Спрашивать Шёпот", + "always-whisper-roll":"Ð’Ñегда Шептать БроÑки", + "never-roll-dmg":"Ðе Кидать Урон ÐвтоматичеÑки", + "always-roll-dmg":"ÐвтоматичеÑки Кидать Урон и Криты", + "add-char-to-templates:-u":"ДОБÐВИТЬ ИМЯ ПЕРСОÐÐЖРК ШÐБЛОÐÐÐœ:", + "on":"Вкл", + "off":"Выкл", + "inventory:-u":"Инвентарь:", + "compendium-compatible":"СовмеÑтимый Ñ ÐšÐ¾Ð¼Ð¿ÐµÐ½Ð´Ð¸ÑƒÐ¼Ð¾Ð¼", + "simple":"ПроÑтой", + "encumberance:-u":"ПЕРЕГРУЗКÐ:", + "ammo-tracking:-u":"СЛЕЖКРЗРÐММУÐИЦИЕЙ:", + "general-opts-u":"ОБЩИЕ ÐÐСТРОЙКИ", + "transition-text":"При нажатии на одно из Ñтих изображении, данные переформатируютÑÑ Ð¸Ð· вашего наÑтоÑщего лиÑта в Ñтот лиÑÑ‚. Эти Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð¿ÐµÑ€Ð¼Ð°Ð½ÐµÐ½Ñ‚Ð½Ñ‹ и не могут быть возвращены.", + "transition-text-highlight":"ПожалуйÑта, Ñделайте копию вашей игры перед иÑпользованием Ñтого инÑтрумента.", + "choose-sheet-transfer":"ВЫБЕРИТЕ ЛИСТ ИЗ КОТОРОГО ВЫ ПЕРЕМЕЩÐЕТЕ", + "community-sheet-u":"ЛИСТ COMMUNITY", + "shaped-sheet-u":"ЛИСТ SHAPED", + "transition-opts-u":"ÐÐСТРОЙКИ ПЕРЕМЕЩЕÐИЯ", + "portions-sheet-utilize":"ЧаÑти Ñтого лиÑта иÑпользуют Ñодержимое System Reference Document 5.0 под лицензией OGL. Ð’Ñ‹ можете проÑмотреть лицензию OGL и уведомление об авторÑких правах по ÑÑылке. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Попробуйте Ñто ÑÐµÐ¹Ñ‡Ð°Ñ Ñ Ð¿Ñ€Ð¾Ñтой уÑтановкой API в один клик, доÑтупной Ñ Ð¿Ð¾Ð´Ð¿Ð¸Ñкой Профи.", + "api-required-u":"(ÐЕОБХОДИМО API)", + "spell_dc_mod:-u":"МОДИФИКÐТОР СЛ ÐœÐГИЧЕСКОГО СПÐСБРОСКÐ:", + "custom_ac:-u":"СВОЙ КД:", + "npc-info":"ÐžÐ¿Ñ†Ð¸Ñ NPC уÑтанавливает новых перÑонажей по умолчанию в лиÑÑ‚ Ð´Ð»Ñ NPC. Полезно, еÑли перÑонажи игроков уже Ñозданы и вÑе новые лиÑÑ‚Ñ‹ перÑонажей будут предÑтавлÑÑ‚ÑŒ NPC.", "npc-pc":"NPC/PC", - "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", - "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", - "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", - "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", - "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", - "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", - "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", - "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", - "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." + "roll-queries-info":"БроÑки D20 выводÑÑ‚ÑÑ Ð² ÑоответÑтвии Ñ Ñтой наÑтройкой. Ð’Ñегда БроÑать ПреимущеÑтво - Ñто наÑтройка по умолчанию, и Ñ Ð½ÐµÐ¹ вÑегда будут броÑатьÑÑ Ð´Ð²Ð° D20 в Ñлучае преимущеÑтва. ОжидаетÑÑ, что когда нет ни преимущеÑтва, ни помехи, то будет братьÑÑ Ð»ÐµÐ²Ñ‹Ð¹ результат. ÐаÑтройка Переключатель ПреимущеÑтва добавлÑет три новых кнопки наверху лиÑта, чтобы вы могли переключать преимущеÑтво в завиÑимоÑти от Ñитуации. Спрашивать ПреимущеÑтво будет давать вам окошко, Ñпрашивающее еÑÑ‚ÑŒ ли преимущеÑтво у броÑка. Ðикогда Ðе БроÑать ПреимущеÑтво вÑегда будет броÑать один D20 на любом броÑке, ожидаÑ, что игрок Ñам броÑит второй раз в Ñлучае преимущеÑтва или помехи.", + "whisp-rolls-gm-info":"Ð’Ñе броÑки Ñ Ð»Ð¸Ñта поÑыаютÑÑ Ð²Ñем игрокам в чате по умолчанию. ÐаÑтройка Спрашивать Шёпот даёт вам окошко Ñ ÐºÐ°Ð¶Ð´Ñ‹Ð¼ броÑком, Ñпрашвающее, нужно ли отправить броÑок лично вам и МаÑтеру. Ð’Ñегда Шептать БроÑки будет отправлÑÑ‚ÑŒ вÑе броÑки только вам и МаÑтеру.", + "auto-dmg-roll-info":"По умолчанию, урон атаки не броÑаетÑÑ, пока не будет подтверждено попадание. Урон броÑаетÑÑ Ð¸Ð· шаблона броÑка в чате при нажатии на название атаки, что затем показывает урон. Метод по умолчанию ÑовмеÑтим Ñ 3Д коÑÑ‚Ñми. Также, вы можете выбрать ÐвтоматичеÑки БроÑать Урон и Криты, что будет броÑать урон и критичеÑкий урон в то же времÑ, что и атаку, Ð¿Ð¾ÐºÐ°Ð·Ñ‹Ð²Ð°Ñ Ð²Ñе возможные иÑходы во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸.", + "add-char-to-templates-info":"Имена перÑонажей не добавлÑÑŽÑ‚ÑÑ Ðº шаблону броÑка по умолчанию, и только показаны как обычно во вкладке чата, как выбранный игрок/перÑонаж в наÑтройке 'Говорить как'. Включение Ñтой опции добавлÑет Ð¸Ð¼Ñ Ð¿ÐµÑ€Ñонажа, делающего броÑок, к шаблону, полезно Ð´Ð»Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ¾Ð², играющих неÑкольких перÑонажей.", + "inventory-info":"Инвентари перÑонажей ÑтоÑÑ‚ по умолчанию в Ñложном Ñтиле, который ÑовмеÑтим Ñ ÐšÐ¾Ð¼Ð¿ÐµÐ½Ð´Ð¸ÑƒÐ¼Ð¾Ð¼ 5 Ð˜Ð·Ð´Ð°Ð½Ð¸Ñ Roll20. Это включает гранулированное количеÑтво/Ð²ÐµÑ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð², Ñлежение за веÑом и перегрузкой, Ñортирование, вычиÑление КД, автоматичеÑкую генерацию атак, и другое. ПроÑтой вариант предоÑтавлÑет текÑтовое поле Ð´Ð»Ñ ÑпиÑков вещей Ð´Ð»Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ¾Ð², которые желают более ручного ÐºÐ¾Ð½Ñ‚Ñ€Ð¾Ð»Ñ Ð½Ð°Ð´ Ñвоим лиÑтом.", + "encumberance-info":"ЛиÑÑ‚ иÑпользует вариант правил перегрузки из Ñтраницы 176 в Книге Игрока. ÐžÐ¿Ñ†Ð¸Ñ Ð’Ñ‹ÐºÐ» отключает Ñти правила и лишь иÑпользует базовую проверку веÑа инвентарÑ.", + "ammo-tracking-info":"ПредоÑтавлÑет автоматичеÑкое Ñлежение за аммуницией Ñ API Ñкриптом-компаньоном Ð´Ð»Ñ OGL ПÑтого Ð¸Ð·Ð´Ð°Ð½Ð¸Ñ Ð¾Ñ‚ Roll20.", + "dungeons-and-dragons-styling":"СТИЛИЗÐЦИЯ ПОД DUNGEONS AND DRAGONS", + "dungeons-and-dragons-styling-info":"Включает Ñтилизацию под Dungeons and Dragons Ð´Ð»Ñ Ð»Ð¸Ñта перÑонажа и шаблонов броÑков. Эта наÑтройка автоматичеÑки применÑетÑÑ Ð´Ð»Ñ Ð²Ñех лиÑтов перÑонажей и не может быть включена по отдельноÑти." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/zh.json b/5th Edition OGL by Roll20/translations/zh.json index 774ee5cb7932..9302aaa2c5ad 100644 --- a/5th Edition OGL by Roll20/translations/zh.json +++ b/5th Edition OGL by Roll20/translations/zh.json @@ -1,427 +1,427 @@ { "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", - "npc-options-u":"NPC OPTIONS", - "name-u":"NAME", - "npc-type-u":"NPC TYPE", - "npc-type-place":"Medium fiend, any evil alignment", - "armor-class-u":"ARMOR CLASS", - "type-u":"TYPE", - "npc-armor-place":"scale mail", - "hit-points-u":"HIT POINTS", - "formula-u":"FORMULA", - "speed-u":"SPEED", - "npc-speed-place":"30 ft., fly 60ft.", - "attributes-u":"ATTRIBUTES", - "str-u":"STR", - "dex-u":"DEX", - "con-u":"CON", - "int-u":"INT", - "wis-u":"WIS", - "cha-u":"CHA", - "saves-u":"SAVES", - "skills-u":"SKILLS", - "acrobatics-u":"ACROBATICS", - "animal-handling-u":"ANIMAL HANDLING", - "arcana-u":"ARCANA", - "athletics-u":"ATHLETICS", - "deception-u":"DECEPTION", - "history-u":"HISTORY", - "insight-u":"INSIGHT", - "intimidation-u":"INTIMIDATION", - "investigation-u":"INVESTIGATION", - "medicine-u":"MEDICINE", - "nature-u":"NATURE", - "perception-u":"PERCEPTION", - "performance-u":"PERFORMANCE", - "persuasion-u":"PERSUASION", - "religion-u":"RELIGION", - "sleight-of-hand-u":"SLEIGHT OF HAND", - "stealth-u":"STEALTH", - "survival-u":"SURVIVAL", - "damage-vuln-u":"DAMAGE VULNERABILITIES", - "npc-dmg-vuln-place":"fire", - "damage-res-u":"DAMAGE RESISTANCES", - "npc-dmg-res-place":"cold", - "damage-imm-u":"DAMAGE IMMUNITIES", - "npc-dmg-imm-place":"lightning, thunder", - "cond-imm-u":"CONDITION IMMUNITIES", - "npc-cond-imm-place":"charmed", - "senses-u":"SENSES", - "npc-senses-place":"darkvision 120ft., passive Perception 16", - "langs-u":"LANGUAGES", - "npc-langs-place":"Abyssal, Common, Infernal", - "challenge-u":"CHALLENGE", + "npc-options-u":"NPC é¸é …", + "name-u":"å稱", + "npc-type-u":"NPC 種類", + "npc-type-place":"中體型魔æ—,任æ„邪惡陣營", + "armor-class-u":"防禦等級", + "type-u":"é¡žåž‹", + "npc-armor-place":"鱗甲", + "hit-points-u":"生命值", + "formula-u":"å…¬å¼", + "speed-u":"速度", + "npc-speed-place":"30 尺,飛行 60 尺。", + "attributes-u":"屬性", + "str-u":"力é‡", + "dex-u":"æ•æ·", + "con-u":"體質", + "int-u":"智力", + "wis-u":"ç¿æ™º", + "cha-u":"魅力", + "saves-u":"è±å…", + "skills-u":"技能", + "acrobatics-u":"特技", + "animal-handling-u":"馴ç¸", + "arcana-u":"奧秘", + "athletics-u":"é‹å‹•", + "deception-u":"欺瞞", + "history-u":"æ­·å²", + "insight-u":"洞察", + "intimidation-u":"å¨åš‡", + "investigation-u":"調查", + "medicine-u":"醫療", + "nature-u":"自然", + "perception-u":"觀察", + "performance-u":"表演", + "persuasion-u":"éŠèªª", + "religion-u":"å®—æ•™", + "sleight-of-hand-u":"巧手", + "stealth-u":"潛行", + "survival-u":"求生", + "damage-vuln-u":"傷害弱點", + "npc-dmg-vuln-place":"ç«ç„°", + "damage-res-u":"傷害抗性", + "npc-dmg-res-place":"寒冷", + "damage-imm-u":"傷害å…ç–«", + "npc-dmg-imm-place":"閃電,轟鳴", + "cond-imm-u":"狀態å…ç–«", + "npc-cond-imm-place":"魅惑", + "senses-u":"感官", + "npc-senses-place":"黑暗視覺 120 尺,被動感知 16", + "langs-u":"語言", + "npc-langs-place":"深淵語,通用語,煉ç„語", + "challenge-u":"挑戰等級", "xp-u":"XP", - "spellcast-npc-u":"SPELLCASTING NPC", - "spell-ability-u":"SPELLCASTING ABILITY", - "none-u":"NONE", - "strength-u":"STRENGTH", - "strength-save-u":"STRENGTH SAVE", - "dexterity-u":"DEXTERITY", - "dexterity-save-u":"DEXTERITY SAVE", - "constitution-u":"CONSTITUTION", - "constitution-save-u":"CONSTITUTION SAVE", - "intelligence-u":"INTELLIGENCE", - "intelligence-save-u":"INTELLIGENCE SAVE", - "wisdom-u":"WISDOM", - "wisdom-save-u":"WISDOM SAVE", - "charisma-u":"CHARISMA", - "charisma-save-u":"CHARISMA SAVE", - "spell-dc-u":"SPELL DC", - "spell-atk-bonus-u":"SPELL ATTACK BONUS", - "has-reaction-u":"HAS REACTIONS", - "leg-actions:-u":"LEGENDARY ACTIONS:", - "gen-opts-u":"GENERAL OPTIONS", + "spellcast-npc-u":"施法型NPC", + "spell-ability-u":"施法屬性", + "none-u":"ç„¡", + "strength-u":"力é‡", + "strength-save-u":"力é‡è±å…", + "dexterity-u":"æ•æ·", + "dexterity-save-u":"æ•æ·è±å…", + "constitution-u":"體質", + "constitution-save-u":"體質è±å…", + "intelligence-u":"智力", + "intelligence-save-u":"智力è±å…", + "wisdom-u":"ç¿æ™º", + "wisdom-save-u":"ç¿æ™ºè±å…", + "charisma-u":"魅力", + "charisma-save-u":"魅力è±å…", + "spell-dc-u":"法術DC", + "spell-atk-bonus-u":"法術攻擊加值", + "has-reaction-u":"具有å應", + "leg-actions:-u":"傳奇動作:", + "gen-opts-u":"一般é¸é …", "npc-u":"NPC", - "roll-queries:-u":"ROLL QUERIES:", - "always-adv":"Always Roll Advantage", - "adv-toggle":"Advantage Toggle", - "query-adv":"Query Advantage", - "never-adv":"Never Roll Advantage", - "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", - "never-whisp":"Never Whisper Rolls", - "query-whisp":"Query Whisper", - "always-whisp":"Always Whisper Rolls", - "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", - "never-dmg":"Don't Auto Roll Damage", - "always-dmg":"Auto Roll Damage & Crit", - "ac":"Armor Class", - "hp":"Hit Points", - "speed":"Speed", - "saving-throw":"Saving Throws", - "str+":"Str +", - "dex+":"Dex +", - "con+":"Con +", - "int+":"Int +", - "wis+":"Wis +", - "cha+":"Cha +", - "skills":"Skills", - "acrobatics+":"Acrobatics +", - "animal-handling+":"Animal Handling +", - "arcana+":"Arcana +", - "athletics+":"Athletics +", - "deception+":"Deception +", - "history+":"History +", - "insight+":"Insight +", - "intimidation+":"Intimidation +", - "investigation+":"Investigation +", - "medicine+":"Medicine +", - "nature+":"Nature +", - "perception+":"Perception +", - "performance+":"Performance +", - "persuasion+":"Persuasion +", - "religion+":"Religion +", - "sleight-of-hand+":"Sleight of Hand +", - "stealth+":"Stealth +", - "survival+":"Survival +", - "acrobatics":"Acrobatics", - "animal-handling":"Animal Handling", - "arcana":"Arcana", - "athletics":"Athletics", - "deception":"Deception", - "history":"History", - "insight":"Insight", - "intimidation":"Intimidation", - "investigation":"Investigation", - "medicine":"Medicine", - "nature":"Nature", - "perception":"Perception", - "performance":"Performance", - "persuasion":"Persuasion", - "religion":"Religion", - "sleight-of-hand":"Sleight of Hand", - "stealth":"Stealth", - "survival":"Survival", - "dmg-vuln":"Damage Vulnerabilities", - "dmg-res":"Damage Resistances", - "dmg-imm":"Damage Immunities", - "cond-imm":"Condition Immunities", - "senses":"Senses", - "langs":"Languages", - "challenge":"Challenge", - "npc-trait-name-place":"False Appearance.", - "npc-trait-desc-place":"If the dragon fails...", - "actions":"Actions", - "adv":"Advantage", - "norm":"Normal", - "disadv":"Disadvantage", - "name:-u":"NAME:", - "attack-u":"ATTACK", - "type:-u":"TYPE:", - "melee":"Melee", - "ranged":"Ranged", - "range-reach:-u":"RANGE/REACH:", - "range-reach-place":"5 ft.", - "to-hit:-u":"TO HIT:", - "target:-u":"TARGET:", - "target:":"Target:", - "to-hit-place":"One target", - "on-hit:-u":"ON HIT:", - "on-hit-place":"slashing", - "on-hit2:-u":"ON HIT 2:", - "on-hit-2-place":"fire", - "hit:":"Hit: ", - "reactions":"Reactions", - "npc-repeating-name-place":"Parry.", - "npc-repeating-desc-place":"The creature adds 2 to its AC against...", - "spells":"Spells", - "prep-u":"PREP", - "school:-u":"SCHOOL:", - "abjuration":"Abjuration", - "conjuration":"Conjuration", - "divination":"Divination", - "enchantment":"Enchantment", - "evocation":"Evocation", - "illusion":"Illusion", - "necromancy":"Necromancy", - "transmutation":"Transmutation", - "ritual":"RITUAL", - "ritual-l":"ritual", - "range:-u":"RANGE:", - "range:":"Range:", - "components:-u":"COMPONENTS:", - "components:":"Components:", - "spell-component-verbal":"V", - "spell-component-somatic":"S", - "spell-component-material":"M", - "ruby-dust-place":"ruby dust worth 50gp", - "concentration-u":"CONCENTRATION", - "concentration":"Concentration", - "duration:-u":"DURATION:", - "duration:":"Duration:", + "roll-queries:-u":"優勢擲骰方å¼:", + "always-adv":"總是骰優勢", + "adv-toggle":"優劣勢切æ›", + "query-adv":"擲骰時詢å•", + "never-adv":"ä¸éª°å„ªå‹¢", + "whisp-rolls-gm:-u":"å‘GM暗骰:", + "never-whisp":"æ°¸ä¸æš—骰", + "query-whisp":"擲骰時詢å•", + "always-whisp":"總是暗骰", + "auto-dmg-roll:-u":"自動丟傷害骰", + "never-dmg":"ä¸è¦è‡ªå‹•ä¸Ÿå‚·å®³", + "always-dmg":"自動丟傷害 & é‡æ“Š", + "ac":"防禦等級", + "hp":"生命值", + "speed":"速度", + "saving-throw":"è±å…檢定", + "str+":"力é‡+", + "dex+":"æ•æ·+", + "con+":"體質+", + "int+":"智力+", + "wis+":"ç¿æ™º+", + "cha+":"魅力+", + "skills":"技能", + "acrobatics+":"特技+", + "animal-handling+":"馴ç¸+", + "arcana+":"奧秘+", + "athletics+":"é‹å‹•+", + "deception+":"欺瞞+", + "history+":"æ­·å²+", + "insight+":"洞察+", + "intimidation+":"å¨åš‡+", + "investigation+":"調查+", + "medicine+":"醫藥+", + "nature+":"自然+", + "perception+":"感知+", + "performance+":"表演+", + "persuasion+":"說æœ+", + "religion+":"å®—æ•™+", + "sleight-of-hand+":"巧手+", + "stealth+":"潛行+", + "survival+":"求生+", + "acrobatics":"特技", + "animal-handling":"馴ç¸", + "arcana":"奧秘", + "athletics":"é‹å‹•", + "deception":"欺瞞", + "history":"æ­·å²", + "insight":"洞察", + "intimidation":"å¨åš‡", + "investigation":"調查", + "medicine":"醫藥", + "nature":"自然", + "perception":"觀察", + "performance":"表演", + "persuasion":"說æœ", + "religion":"å®—æ•™", + "sleight-of-hand":"巧手", + "stealth":"潛行", + "survival":"求生", + "dmg-vuln":"傷害弱點", + "dmg-res":"傷害抗性", + "dmg-imm":"傷害å…ç–«", + "cond-imm":"狀態å…ç–«", + "senses":"感官", + "langs":"語言", + "challenge":"挑戰等級", + "npc-trait-name-place":"å½è£", + "npc-trait-desc-place":"如果é¾å¤±æ•—了......", + "actions":"動作", + "adv":"優勢", + "norm":"正常", + "disadv":"劣勢", + "name:-u":"å稱:", + "attack-u":"攻擊", + "type:-u":"é¡žåž‹:", + "melee":"近戰", + "ranged":"é ç¨‹", + "range-reach:-u":"射程/觸åŠ:", + "range-reach-place":"5å‘Ž", + "to-hit:-u":"命中:", + "target:-u":"目標:", + "target:":"目標:", + "to-hit-place":"單一目標", + "on-hit:-u":"命中:", + "on-hit-place":"æ®ç ", + "on-hit2:-u":"命中2:", + "on-hit-2-place":"ç«ç„°", + "hit:":"命中: ", + "reactions":"å應", + "npc-repeating-name-place":"格檔", + "npc-repeating-desc-place":"此生物在å°æŠ—.. 時增加2點AC", + "spells":"法術", + "prep-u":"準備", + "school:-u":"學派:", + "abjuration":"防護", + "conjuration":"咒法", + "divination":"é è¨€", + "enchantment":"附魔", + "evocation":"塑能", + "illusion":"幻術", + "necromancy":"æ­»éˆ", + "transmutation":"變化", + "ritual":"å„€å¼", + "ritual-l":"å„€å¼", + "range:-u":"射程:", + "range:":"射程:", + "components:-u":"æˆåˆ†:", + "components:":"æˆåˆ†:", + "spell-component-verbal":"言語", + "spell-component-somatic":"姿勢", + "spell-component-material":"ææ–™", + "ruby-dust-place":"價值50gp的紅寶石塵", + "concentration-u":"專注", + "concentration":"專注", + "duration:-u":"æŒçºŒæ™‚é–“:", + "duration:":"æŒçºŒæ™‚é–“:", "difficulty-class-abv":"DC", - "output:-u":"OUTPUT:", - "spellcard-u":"SPELLCARD", - "spell-atk:-u":"SPELL ATTACK:", - "none":"None", - "dmg:-u":"DAMAGE:", - "dmg2:-u":"DAMAGE2:", - "healing:-u":"HEALING:", - "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "effect:-u":"EFFECT:", - "npc-atk-effect-place":"Half damage", - "desc:-u":"DESCRIPTION:", - "at-higher-lvl:-u":"AT HIGHER LEVELS:", - "at-higher-lvl":"At Higher Levels", - "higher-lvl-cast":"Higher Level Cast", - "leg-actions":"Legendary Actions", - "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", - "atk-range-place":"5 ft.", - "atk-target-place":"One target", - "atk-dmg-type-place":"slashing", - "atk-dmg-type2-place":"fire", - "adv-u":"ADVANTAGE", - "norm-u":"NORMAL", - "disadv-u":"DISADVANTAGE", - "core-u":"CORE", - "bio-u":"BIO", - "spells-u":"SPELLS", - "char-name-u":"CHARACTER NAME", - "barbarian":"Barbarian", - "bard":"Bard", - "cleric":"Cleric", - "druid":"Druid", - "fighter":"Fighter", - "monk":"Monk", - "paladin":"Paladin", - "ranger":"Ranger", - "rogue":"Rogue", - "sorcerer":"Sorcerer", - "warlock":"Warlock", - "wizard":"Wizard", - "class-level-u":"CLASS & LEVEL", - "background-u":"BACKGROUND", - "race-u":"RACE", - "alignment-u":"ALIGNMENT", - "exp-pts-u":"EXPERIENCE POINTS", - "inspiration-u":"INSPIRATION", - "prof-bonus-u":"PROFICIENCY BONUS", - "strength":"Strength", - "strength-save":"Strength Save", - "dexterity":"Dexterity", - "dexterity-save":"Dexterity Save", - "constitution":"Constitution", - "constitution-save":"Constitution Save", - "intelligence":"Intelligence", - "intelligence-save":"Intelligence Save", - "wisdom":"Wisdom", - "wisdom-save":"Wisdom Save", - "charisma":"Charisma", - "charisma-save":"Charisma Save", - "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)", - "animal-handling-core":"Animal Handling (Wis)", - "arcana-core":"Arcana (Int)", - "athletics-core":"Athletics (Str)", - "deception-core":"Deception (Cha)", - "history-core":"History (Int)", - "insight-core":"Insight (Wis)", - "intimidation-core":"Intimidation (Cha)", - "investigation-core":"Investigation (Int)", - "medicine-core":"Medicine (Wis)", - "nature-core":"Nature (Int)", - "perception-core":"Perception (Wis)", - "performance-core":"Performance (Cha)", - "persuasion-core":"Persuasion (Cha)", - "religion-core":"Religion (Int)", - "sleight-of-hand-core":"Sleight of Hand (Dex)", - "stealth-core":"Stealth (Dex)", - "survival-core":"Survival (Wis)", - "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", - "tool-u":"TOOL", - "pro-u":"PRO", - "attr-u":"ATTRIBUTE", - "prof-bonus:-u":"PROFICIENCY BONUS:", - "prof-u":"PROFICIENT", - "expertise-u":"EXPERTISE", - "jack-of-all-u":"JACK OF ALL TRADES", - "attr:-u":"ATTRIBUTE:", - "tool-prof-u":"TOOL PROFICIENCIES", - "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", - "init":"Initiative", - "init-u":"INITIATIVE", - "hp-max-u":"Hit Point Maximum", - "hp-current-u":"CURRENT HIT POINTS", - "hp-temp-u":"TEMPORARY HIT POINTS", - "total":"Total", - "hit-dice-u":"HIT DICE", - "successes-u":"SUCCESSES", - "failures-u":"FAILURES", - "death-save-u":"DEATH SAVE", - "death-saves-u":"DEATH SAVES", - "atk-u":"ATK", - "dmg-type-u":"DAMAGE/TYPE", - "attack:-u":"ATTACK:", - "proficient-u":"PROFICIENT", - "range-place":"Self (60-foot cone)", - "magic-bonus:-u":"MAGIC BONUS:", - "crit-range-u":"CRIT RANGE:", - "damage:-u":"DAMAGE:", - "dmg-type-place":"Slashing", - "crit:-u":"CRIT:", - "damage2:-u":"DAMAGE2:", - "saving-throw:-u":"SAVING THROW:", + "output:-u":"輸出:", + "spellcard-u":"法術å¡", + "spell-atk:-u":"法術攻擊:", + "none":"ç„¡", + "dmg:-u":"傷害:", + "dmg2:-u":"傷害2:", + "healing:-u":"治療:", + "add-ability-mod-u":"增加屬性調整到傷害或治療上", + "effect:-u":"效果:", + "npc-atk-effect-place":"一åŠå‚·å®³", + "desc:-u":"æè¿°:", + "at-higher-lvl:-u":"å‡ç’°:", + "at-higher-lvl":"å‡ç’°", + "higher-lvl-cast":"å‡ç’°æ–½æ³•", + "leg-actions":"傳奇動作", + "leg-actions-desc":"å¯ä»¥åŸ·è¡Œæ¬¡å‚³å¥‡å‹•ä½œï¼Œå¾žä»¥ä¸‹é¸é …中é¸æ“‡ã€‚傳奇動作åªå¯ä»¥é¸æ“‡ä¸€å€‹å‹•ä½œé …,並且必須在å¦ä¸€å€‹ç”Ÿç‰©å›žåˆçµæŸæ™‚執行。在其回åˆé–‹å§‹æ™‚æ¢å¾©æ‰€æ¶ˆè€—的傳奇動作使用權。", + "atk-range-place":"5å‘Ž", + "atk-target-place":"單一目標", + "atk-dmg-type-place":"劈ç ", + "atk-dmg-type2-place":"ç«ç„°", + "adv-u":"優勢", + "norm-u":"正常", + "disadv-u":"劣勢", + "core-u":"核心", + "bio-u":"自傳", + "spells-u":"法術", + "char-name-u":"角色姓å", + "barbarian":"野蠻人", + "bard":"åŸéŠè©©äºº", + "cleric":"牧師", + "druid":"德魯伊", + "fighter":"戰士", + "monk":"武僧", + "paladin":"è–武士", + "ranger":"éŠä¿ ", + "rogue":"盜賊", + "sorcerer":"術士", + "warlock":"邪術師", + "wizard":"法師", + "class-level-u":"è·æ¥­ & 等級", + "background-u":"背景", + "race-u":"種æ—", + "alignment-u":"陣營", + "exp-pts-u":"經驗值", + "inspiration-u":"激勵", + "prof-bonus-u":"熟練加值", + "strength":"力é‡", + "strength-save":"力é‡è±å…", + "dexterity":"æ•æ·", + "dexterity-save":"æ•æ·è±å…", + "constitution":"體質", + "constitution-save":"體質è±å…", + "intelligence":"智力", + "intelligence-save":"智力è±å…", + "wisdom":"ç¿æ™º", + "wisdom-save":"ç¿æ™ºè±å…", + "charisma":"魅力", + "charisma-save":"魅力è±å…", + "saving-throws-u":"è±å…檢定", + "acrobatics-core":"特技 (æ•æ·)", + "animal-handling-core":"馴ç¸(ç¿æ™º)", + "arcana-core":"奧秘 (智力)", + "athletics-core":"é‹å‹• (力é‡)", + "deception-core":"欺瞞 (魅力)", + "history-core":"æ­·å² (智力)", + "insight-core":"洞察 (ç¿æ™º)", + "intimidation-core":"å¨åš‡ (魅力)", + "investigation-core":"調查 (智力)", + "medicine-core":"醫藥 (ç¿æ™º)", + "nature-core":"自然 (智力)", + "perception-core":"感知(ç¿æ™º)", + "performance-core":"表演 (魅力)", + "persuasion-core":"說æœ(魅力)", + "religion-core":"å®—æ•™ (智力)", + "sleight-of-hand-core":"巧手(æ•æ·)", + "stealth-core":"潛行(æ•æ·)", + "survival-core":"求生 (ç¿æ™º)", + "pass-wis-u":"被動ç¿æ™º (感知)", + "tool-u":"工具", + "pro-u":"熟練", + "attr-u":"屬性", + "prof-bonus:-u":"熟練加值:", + "prof-u":"熟練", + "expertise-u":"專精", + "jack-of-all-u":"多æ‰å¤šè—", + "attr:-u":"屬性:", + "tool-prof-u":"工具熟練項", + "other-prof-langs-u":"其他熟練項 & 語言", + "init":"先攻", + "init-u":"先攻", + "hp-max-u":"最大生命值", + "hp-current-u":"當å‰ç”Ÿå‘½å€¼", + "hp-temp-u":"臨時生命值", + "total":"總共", + "hit-dice-u":"生命骰", + "successes-u":"æˆåŠŸ", + "failures-u":"失敗", + "death-save-u":"死亡è±å…", + "death-saves-u":"死亡è±å…", + "atk-u":"攻擊", + "dmg-type-u":"傷害/é¡žåž‹", + "attack:-u":"攻擊:", + "proficient-u":"熟練", + "range-place":"自身 (60å‘ŽéŒç‹€)", + "magic-bonus:-u":"魔法加值:", + "crit-range-u":"é‡æ“Šç¯„åœ:", + "damage:-u":"傷害:", + "dmg-type-place":"劈ç ", + "crit:-u":"é‡æ“Š:", + "damage2:-u":"傷害2:", + "saving-throw:-u":"è±å…檢定:", "vs-dc:-u":"VS DC:", - "spell-u":"SPELL", - "flat-u":"FLAT", - "save":"Save", - "save-effect:-u":"SAVE EFFECT:", - "save-effect-place":"half damage", - "ammunition:-u":"AMMUNITION:", - "ammunition-place":"Arrows", - "description:-u":"DESCRIPTION:", - "description-place":"Up to 2 creatures within 5 feet", - "atk-spellcasting-u":"ATTACKS & SPELLCASTING", - "copper-piece-u":"CP", - "silver-piece-u":"SP", - "electrum-piece-u":"EP", - "gold-piece-u":"GP", - "platinum-piece-u":"PP", + "spell-u":"法術", + "flat-u":"固定", + "save":"è±å…", + "save-effect:-u":"è±å…效果:", + "save-effect-place":"一åŠå‚·å®³", + "ammunition:-u":"彈藥:", + "ammunition-place":"箭矢", + "description:-u":"æè¿°:", + "description-place":"5呎內最多兩å生物", + "atk-spellcasting-u":"攻擊 & 施法", + "copper-piece-u":"銅幣", + "silver-piece-u":"銀幣", + "electrum-piece-u":"ç€é‡‘å¹£", + "gold-piece-u":"金幣", + "platinum-piece-u":"白金幣", "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", - "item-name-u":"ITEM NAME", - "equipped-u":"EQUIPPED", - "use-as-resource-u":"USE AS A RESOURCE", - "prop:-u":"PROP:", - "mods:-u":"MODS:", - "total-weight-u":"TOTAL WEIGHT", + "item-name-u":"物å“å稱", + "equipped-u":"è£å‚™è‘—", + "use-as-resource-u":"作為消耗å“使用", + "prop:-u":"屬性:", + "mods:-u":"調整值:", + "total-weight-u":"總é‡é‡", "immobile-u":"IMMOBILE", - "heavily-encumbered-u":"HEAVILY ENCUMBERED", - "encumbered-u":"ENCUMBERED", + "heavily-encumbered-u":"é‡è¼‰", + "encumbered-u":"中載", "over-carrying-cap-u":"OVER CARRYING CAPACITY", - "equipment-u":"EQUIPMENT", - "personality-traits-u":"PERSONALITY TRAITS", - "ideals-u":"IDEALS", - "bonds-u":"BONDS", - "flaws-u":"FLAWS", - "class-resource-u":"CLASS RESOURCE", - "other-resource-u":"OTHER RESOURCE", - "feats-traits-u":"FEATURES & TRAITS", - "age-u":"AGE", - "size-u":"SIZE", - "height-u":"HEIGHT", - "weight-u":"WEIGHT", - "eye-u":"EYES", - "skin-u":"SKIN", - "hair-u":"HAIR", - "char-appearance-u":"CHARACTER APPEARANCE", - "char-backstory-u":"CHARACTER BACKSTORY", - "allies-orgs-u":"ALLIES & ORGANIZATIONS", - "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", - "treasure-u":"TREASURE", - "spell-save-dc-u":"SPELL SAVE DC", - "cantrips-u":"CANTRIPS", - "ritual-u":"RITUAL", - "casting-time:-u":"CASTING TIME:", - "casting-time:":"Casting Time:", - "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "half-dmg-place":"Half damage", - "hit-die:-u":"HIT DIE:", - "initiative-mod:-u":"INITIATIVE MODIFIER:", - "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", - "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", - "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", - "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", - "death-save-mod:-u":"DEATH SAVE MODIFIER:", - "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", - "halfling-luck-u":"HALFLING LUCK", + "equipment-u":"è£å‚™", + "personality-traits-u":"人格特質", + "ideals-u":"ç†å¿µ", + "bonds-u":"羈絆", + "flaws-u":"缺陷", + "class-resource-u":"è·æ¥­è³‡æº", + "other-resource-u":"其他資æº", + "feats-traits-u":"特性 & 背景", + "age-u":"年齡", + "size-u":"體型", + "height-u":"身高", + "weight-u":"é«”é‡", + "eye-u":"瞳色", + "skin-u":"膚色", + "hair-u":"髮色", + "char-appearance-u":"角色外貌", + "char-backstory-u":"角色背景故事", + "allies-orgs-u":"ç›Ÿå‹ & 組織", + "add-feats-traits-u":"é¡å¤–特性& 背景", + "treasure-u":"財富", + "spell-save-dc-u":"法術è±å…DC", + "cantrips-u":"戲法", + "ritual-u":"å„€å¼", + "casting-time:-u":"施法時間:", + "casting-time:":"施法時間:", + "at-higher-lvl-dmg:-u":"å‡ç’°æ–½æ³•å‚·å®³", + "half-dmg-place":"一åŠå‚·å®³", + "hit-die:-u":"生命骰:", + "initiative-mod:-u":"先攻調整值", + "glob-saving-mod:-u":"通用è±å…檢定調整值:", + "glob-ac-mod:-u":"通用護甲等級調整值:", + "glob-atk-mod:-u":"通用魔法攻擊調整值:", + "pass-perc-mod:-u":"被動觀察調整值:", + "death-save-mod:-u":"死亡è±å…調整值:", + "magic-caster-lvl:-u":"魔法施法者等級", + "halfling-luck-u":"åŠèº«äººå¹¸é‹", "arcane-fighter-u":"ARCANE FIGHTER", "arcane-rogue-u":"ARCANE ROGUE", - "class-options-u":"CLASS OPTIONS ()", - "2nd-class:-u":"2ND CLASS:", - "lvl:-u":"LEVEL:", - "3rd-class:-u":"3RD CLASS:", - "4th-class:-u":"4TH CLASS:", - "mutliclass-opts-u":"MULTICLASS OPTIONS", - "use-cust-class-u":"USE CUSTOM CLASS", - "class-name:-u":"CLASS NAME:", - "spellcasting-ability:-u":"SPELLCASTING ABILITY:", - "spell-slots:-u":"SPELL SLOTS:", - "spell-full-u":"FULL (Cleric, Druid, Wizard)", - "spell-half-u":"HALF (Paladin, Ranger)", + "class-options-u":"è·æ¥­é¸é … ()", + "2nd-class:-u":"第二è·æ¥­:", + "lvl:-u":"等級:", + "3rd-class:-u":"第三è·æ¥­:", + "4th-class:-u":"第四è·æ¥­:", + "mutliclass-opts-u":"å…¼è·é¸é …", + "use-cust-class-u":"使用自訂è·æ¥­", + "class-name:-u":"è·æ¥­å稱:", + "spellcasting-ability:-u":"施法屬性:", + "spell-slots:-u":"法術ä½:", + "spell-full-u":"完整 (牧師ã€å¾·é­¯ä¼Šã€æ³•å¸«)", + "spell-half-u":"ä¸€åŠ (è–武士ã€éŠä¿ )", "spell-third-u":"THIRD (Arcane Fighter/Rogue)", - "cust-class-opts":"CUSTOM CLASS OPTIONS", - "normal":"Normal", - "expirtise":"Expertise", - "skill-opts-u":"SKILL OPTIONS", - "version":"v", - "always-roll-adv":"Always Roll Advantage", - "toggle-roll-adv":"Advantage Toggle", - "query-roll-adv":"Query Advantage", - "never-roll-adv":"Never Roll Advantage", - "never-whisper-roll":"Never Whisper Rolls", - "query-whisper-roll":"Query Whisper", - "always-whisper-roll":"Always Whisper Rolls", - "never-roll-dmg":"Don't Auto Roll Damage", - "always-roll-dmg":"Auto Roll Damage & Crit", - "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", - "on":"On", - "off":"Off", - "inventory:-u":"INVENTORY:", + "cust-class-opts":"自訂è·æ¥­é¸é …", + "normal":"正常", + "expirtise":"專精", + "skill-opts-u":"技能é¸é …", + "version":"版本", + "always-roll-adv":"總是骰優勢", + "toggle-roll-adv":"優劣勢切æ›", + "query-roll-adv":"擲骰時詢å•", + "never-roll-adv":"ä¸éª°å„ªå‹¢", + "never-whisper-roll":"æ°¸ä¸æš—骰", + "query-whisper-roll":"擲骰時詢å•", + "always-whisper-roll":"總是暗骰", + "never-roll-dmg":"ä¸è¦è‡ªå‹•ä¸Ÿå‚·å®³", + "always-roll-dmg":"自動丟傷害 & é‡æ“Š", + "add-char-to-templates:-u":"å‘模版填加角色姓å:", + "on":"é–‹å•Ÿ", + "off":"關閉", + "inventory:-u":"物å“:", "compendium-compatible":"Compendium Compatible", - "simple":"Simple", - "encumberance:-u":"ENCUMBERANCE:", - "ammo-tracking:-u":"AMMO TRACKING:", - "general-opts-u":"GENERAL OPTIONS", + "simple":"簡易", + "encumberance:-u":"è² é‡:", + "ammo-tracking:-u":"彈藥追蹤:", + "general-opts-u":"一般é¸é …", "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", - "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "transition-text-highlight":"請在使用此工具之å‰å‚™ä»½æ‚¨çš„éŠæˆ²ã€‚", "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", - "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", - "api-required-u":"(API REQUIRED)", - "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:", - "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "portions-sheet-utilize":"此角色å¡çš„部分了使用OGL許å¯è­‰ä¸‹çš„系統åƒè€ƒæ–‡æª”(SRD)5.0中的內容。查看OGL許å¯å’Œç‰ˆæ¬Šè²æ˜Žã€‚(ç¹ä¸­ç¿»è­¯:白貓)\n https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"ç¾åœ¨å˜—試使用您的Pro訂閱æ供的方便一éµAPI安è£ã€‚", + "api-required-u":"(需è¦API)", + "spell_dc_mod:-u":"法術è±å…DC調整值", + "custom_ac:-u":"自訂AC", + "npc-info":"NPCé¸é …會將新角色é è¨­ç‚ºNPC模å¼è§’色å¡ã€‚如果玩家角色都已經創好並且之後在éŠæˆ²ä¸­æ‰€æœ‰å‰µçš„角色都是NPC的話,這會很有用。", "npc-pc":"NPC/PC", - "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", - "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", - "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", - "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "roll-queries-info":"D20擲骰會被此é¸é …影響。 總是骰優勢是é è¨­è¨­ç½®ï¼Œå°‡æœƒåœ¨æ¯å€‹æ“²éª°ä¸­éƒ½ä¸Ÿå‡ºå…©å€‹D20來代表優勢。é è¨­ç‚ºå¦‚果沒有優勢或劣勢的話,你使用左邊的çµæžœã€‚優劣勢切æ›é¸é …會將三個新按鈕添加到角色å¡çš„頂部,以便您å¯ä»¥æ ¹æ“šå…·é«”情æ³åˆ‡æ›å„ªåŠ£å‹¢ã€‚擲骰時詢å•æœƒåœ¨æ¯æ¬¡æ“²éª°æ™‚è©¢å•æ˜¯å¦å…·æœ‰å„ªåŠ£å‹¢ã€‚ä¸éª°å„ªå‹¢å‰‡æ˜¯åœ¨ä»»ä½•æ™‚刻都åªä¸Ÿå‡ºä¸€é¡†D20,玩家需在優勢或劣勢的情æ³ä¸‹ä¸Ÿç¬¬äºŒæ¬¡ã€‚", + "whisp-rolls-gm-info":"é è¨­æƒ…形下,所有角色å¡çš„擲骰çµæžœéƒ½æœƒåœ¨èŠå¤©ä¸­ç™¼é€çµ¦æ‰€æœ‰çŽ©å®¶ã€‚ “擲骰時詢å•â€é¸é …將會在æ¯æ¬¡æ“²éª°è·³å‡ºè©¢å•è¦–窗,決定擲骰是å¦æš—骰為åªæœ‰ä½ å’ŒGM會知é“çµæžœã€‚總是暗骰會將所有的擲骰åªç™¼é€çµ¦è‡ªå·±å’ŒGM。", + "auto-dmg-roll-info":"é è¨­æƒ…形下,直到命中被確èªå¾Œï¼Œéƒ½ä¸æœƒæ“²å‡ºå‚·å®³éª°ã€‚ 通éŽé»žæ“ŠèŠå¤©å®¤ä¸­æ“²éª°æ¨¡ç‰ˆçš„攻擊å稱,å³å¯æ“²å‡ºå‚·å®³ã€‚é è¨­æ–¹æ³•èˆ‡3D骰å­å…¼å®¹ã€‚或者,您å¯ä»¥é¸æ“‡è‡ªå‹•ä¸Ÿå‚·å®³&é‡æ“Šé¸é …,這會在攻擊的åŒæ™‚擲出傷害和é‡æ“Šéª°å­ï¼Œå¾žè€Œåœ¨æ”»æ“Šæ™‚呈ç¾æ‰€æœ‰å¯èƒ½çš„çµæžœã€‚", + "add-char-to-templates-info":"é è¨­æƒ…形下,角色å稱ä¸æœƒæ·»åŠ åˆ°æ“²éª°æ¨¡æ¿ä¸­ï¼Œä¸¦ä¸”åªæœ‰ç•¶çŽ©å®¶/角色被é¸ç‚ºâ€œSpeaking Asâ€æ™‚,æ‰æœƒå¦‚常在èŠå¤©å®¤ä¸­é¡¯ç¤ºã€‚é–‹å•Ÿæ­¤é¸é …將使進行擲骰的角色的å稱添加到模æ¿ä¸­ï¼Œå°æ–¼ä¸€æ¬¡æ“作多å角色的玩家很有用。", "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", - "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", - "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "encumberance-info":"此角色å¡æœƒä½¿ç”¨åœ¨PHB第176é çš„變體負é‡è¦å‰‡ã€‚如果關閉的話,會ç¦ç”¨è®Šé«”è¦å‰‡ä¸¦ä½¿ç”¨åŸºæœ¬çš„è² é‡è¦å‰‡(ä¸è¶…éŽ15å€åŠ›é‡)。", + "ammo-tracking-info":"使用5th Edition OGL by Roll20 Companion API Script的自動彈藥追蹤。", "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/7th Sea/7th Sea.html b/7th Sea/7th Sea.html index 61cb9fca2ef4..a2067e3004ff 100644 --- a/7th Sea/7th Sea.html +++ b/7th Sea/7th Sea.html @@ -1,4 +1,4 @@ - + @@ -494,7 +494,7 @@

Swordsman Schools

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diff --git a/ACKS/ACKS.css b/ACKS/ACKS.css new file mode 100644 index 000000000000..0994de096f23 --- /dev/null +++ b/ACKS/ACKS.css @@ -0,0 +1,17 @@ +.character { + font-size: 12px; + font-weight: bolder; + font-family: "Times New Roman"; +} + +textarea { + display:block; + resize:vertical; + min-height: 2em; + max-height: 2.5em; + height: 2em; +} + +html,body{ + height:100%; +} \ No newline at end of file diff --git a/ACKS/ACKS.html b/ACKS/ACKS.html new file mode 100644 index 000000000000..8638a09ae013 --- /dev/null +++ b/ACKS/ACKS.html @@ -0,0 +1,1545 @@ + + +

Character Info

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Name:
Class: + +
Title:
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Initiative

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Attributes

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Spell Level123456
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\ No newline at end of file diff --git a/ACKS/ACKS.jpg b/ACKS/ACKS.jpg new file mode 100644 index 000000000000..f6e497a5c291 Binary files /dev/null and b/ACKS/ACKS.jpg differ diff --git a/ACKS/sheet.json b/ACKS/sheet.json new file mode 100644 index 000000000000..ffb9161857a1 --- /dev/null +++ b/ACKS/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "ACKS.html", + "css": "ACKS.css", + "authors": "DimensionalGames", + "roll20userid": "378484", + "preview": "ACKS.jpg", + "instructions": "Barebones Adventurer Conquerer Kings Sheet, work in progress but it is currently usable. Planning on adding more automation, though." +} \ No newline at end of file diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 1415c58ddca9..2f043a2d19a0 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1,6 +1,6 @@ \ No newline at end of file diff --git a/AD&D_2E/2EStyle.css b/AD&D_2E/2EStyle.css index f8fb94af239b..cf5ba89d63b3 100644 --- a/AD&D_2E/2EStyle.css +++ b/AD&D_2E/2EStyle.css @@ -206,6 +206,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack div.sheet-template-container, .sheet-rolltemplate-2Espell div.sheet-template-container, .sheet-rolltemplate-2Echeck div.sheet-template-container, +.sheet-rolltemplate-2Einversecheck div.sheet-template-container, .sheet-rolltemplate-2Esave div.sheet-template-container { border: none; text-align: left; @@ -215,6 +216,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack th.sheet-template-title1, .sheet-rolltemplate-2Espell th.sheet-template-title1, .sheet-rolltemplate-2Echeck th.sheet-template-title1, +.sheet-rolltemplate-2Einversecheck th.sheet-template-title1, .sheet-rolltemplate-2Esave th.sheet-template-title1 { font-size: 12pt; font-weight: bold; @@ -231,6 +233,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack th.sheet-template-title2, .sheet-rolltemplate-2Espell th.sheet-template-title2, .sheet-rolltemplate-2Echeck th.sheet-template-title2, +.sheet-rolltemplate-2Einversecheck th.sheet-template-title2, .sheet-rolltemplate-2Esave th.sheet-template-title2 { font-size: 12pt; font-weight: bold; @@ -247,6 +250,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack th.sheet-template-subtitle1, .sheet-rolltemplate-2Espell th.sheet-template-subtitle1, .sheet-rolltemplate-2Echeck th.sheet-template-subtitle1, +.sheet-rolltemplate-2Einversecheck th.sheet-template-subtitle1, .sheet-rolltemplate-2Esave th.sheet-template-subtitle1 { font-size: 8pt; font-weight: normal; @@ -264,6 +268,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack th.sheet-template-subtitle2, .sheet-rolltemplate-2Espell th.sheet-template-subtitle2, .sheet-rolltemplate-2Echeck th.sheet-template-subtitle2, +.sheet-rolltemplate-2Einversecheck th.sheet-template-subtitle2, .sheet-rolltemplate-2Esave th.sheet-template-subtitle2 { font-size: 8pt; font-style: italic; @@ -281,6 +286,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack table, .sheet-rolltemplate-2Espell table, .sheet-rolltemplate-2Echeck table, +.sheet-rolltemplate-2Einversecheck table, .sheet-rolltemplate-2Esave table { width: 100%; } @@ -288,12 +294,14 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(even), .sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(even), .sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(even), +.sheet-rolltemplate-2Einversecheck .sheet-template-body tr:nth-child(even), .sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(even) { background-color: #e0e0e0; } .sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(odd), .sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(odd), .sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(odd), +.sheet-rolltemplate-2Einversecheck .sheet-template-body tr:nth-child(odd), .sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(odd) { background-color: #f4f4f4; } @@ -302,6 +310,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack div.sheet-template-body, .sheet-rolltemplate-2Espell div.sheet-template-body, .sheet-rolltemplate-2Echeck div.sheet-template-body, +.sheet-rolltemplate-2Einversecheck div.sheet-template-body, .sheet-rolltemplate-2Esave div.sheet-template-body { border: 1px solid black; border-bottom-right-radius: 8px; @@ -315,6 +324,7 @@ input[type="checkbox"]:checked + span::before .sheet-rolltemplate-2Eattack div.sheet-attack-head, .sheet-rolltemplate-2Espell div.sheet-spell-head, .sheet-rolltemplate-2Echeck div.sheet-check-head, +.sheet-rolltemplate-2Einversecheck div.sheet-check-head, .sheet-rolltemplate-2Esave div.sheet-save-head { border: 1px solid #000000; border-top-right-radius: 8px; @@ -552,11 +562,13 @@ input[type="checkbox"]:checked + span::before margin: 0px; } -.sheet-rolltemplate-2Echeck div.sheet-check-head { +.sheet-rolltemplate-2Echeck div.sheet-check-head, +.sheet-rolltemplate-2Einversecheck div.sheet-check-head { background: #512E5F; } -.sheet-rolltemplate-2Echeck td.sheet-check-c1 { +.sheet-rolltemplate-2Echeck td.sheet-check-c1, +.sheet-rolltemplate-2Einversecheck td.sheet-check-c1 { font-size: 9pt; font-weight: bold; text-transform: capitalize; @@ -568,7 +580,8 @@ input[type="checkbox"]:checked + span::before margin: 0px; } -.sheet-rolltemplate-2Echeck td.sheet-check-c2 { +.sheet-rolltemplate-2Echeck td.sheet-check-c2, +.sheet-rolltemplate-2Einversecheck td.sheet-check-c2 { font-size: 10pt; font-weight: bold; text-transform: capitalize; @@ -579,7 +592,8 @@ input[type="checkbox"]:checked + span::before margin: 0px; } -.sheet-rolltemplate-2Echeck td.sheet-check-c3 { +.sheet-rolltemplate-2Echeck td.sheet-check-c3, +.sheet-rolltemplate-2Einversecheck td.sheet-check-c3 { background-color: #093a01; border: none; font-size: 12pt; @@ -592,7 +606,8 @@ input[type="checkbox"]:checked + span::before margin: 0px; } -.sheet-rolltemplate-2Echeck td.sheet-check-c4 { +.sheet-rolltemplate-2Echeck td.sheet-check-c4, +.sheet-rolltemplate-2Einversecheck td.sheet-check-c4 { background-color: #a01616; border: none; font-size: 12pt; diff --git a/AD&D_2E/sheet.json b/AD&D_2E/sheet.json index eb3f90d441bc..bc6c4c34671a 100644 --- a/AD&D_2E/sheet.json +++ b/AD&D_2E/sheet.json @@ -1,8 +1,8 @@ { "html": "2ESheet.html", "css": "2EStyle.css", - "authors": "Aqua Alex, Dylan G. based on work by Stephen S. Rolltemplates and continuing development by Elena S.", + "authors": "Aqua Alex, Elena S., Dylan G., Stephen S.", "preview": "2EPreview.png", "roll20userid": "35199, 1638432, 1048758", - "instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution, added section for reference to source materials.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game." + "instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Einversecheck - This template handles cases where you wish to check for rolls equal or less than the value. It is otherwise the same as 2Echeck template.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution, added section for reference to source materials.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game. \r Elena added the awesome new templates and Aqua Alex added the worker scripts" } diff --git a/AW/apocalypse-world.html b/AW/apocalypse-world.html index de9aa7de6e46..38cba40e9ae7 100644 --- a/AW/apocalypse-world.html +++ b/AW/apocalypse-world.html @@ -1,146 +1,181 @@ + + +
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    -

    Holding

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    + + - - + - + - {{#rollTotal() result 15}} - - - {{/rollTotal() result 15}} - {{#rollTotal() result 14}} - - - {{/rollTotal() result 14}} - {{#rollTotal() result 13}} + {{#rollGreater() result 9}} - - {{/rollTotal() result 13}} - {{#rollTotal() result 12}} - - - {{/rollTotal() result 12}} - {{#rollTotal() result 11}} - - - {{/rollTotal() result 11}} - {{#rollTotal() result 10}} - - - {{/rollTotal() result 10}} - {{#rollTotal() result 9}} + + {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} - - {{/rollTotal() result 9}} - {{#rollTotal() result 8}} - - - {{/rollTotal() result 8}} - {{#rollTotal() result 7}} - - - {{/rollTotal() result 7}} - {{#rollTotal() result 6}} - - - {{/rollTotal() result 6}} - {{#rollTotal() result 5}} - - - {{/rollTotal() result 5}} - {{#rollTotal() result 4}} - - - {{/rollTotal() result 4}} - {{#rollTotal() result 3}} - - - {{/rollTotal() result 3}} - {{#rollTotal() result 2}} - - - {{/rollTotal() result 2}} - {{#rollTotal() result 1}} - - - {{/rollTotal() result 1}} - {{#rollTotal() result 0}} - - - {{/rollTotal() result 0}} - {{#rollTotal() result -1}} + + {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} - - {{/rollTotal() result -1}} + + {{/rollLess() result 7}}
    {{name}} rolls{{#roll_name}} {{roll_name}}{{/roll_name}}{{#roll_mod}}({{roll_mod}}){{/roll_mod}}
    {{name}}
    rolls{{#roll_name}} {{roll_name}}{{/roll_name}}{{#roll_mod}}({{roll_mod}}){{/roll_mod}}
    {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds Succeeds{{result}}Succeeds partially{{result}}Succeeds partially{{result}}Succeeds partially{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}MissesSucceeds partially{{result}}MissesMisses
    diff --git a/AW/preview.jpg b/AW/preview.jpg index 5538547c2784..66fa3df09398 100644 Binary files a/AW/preview.jpg and b/AW/preview.jpg differ diff --git a/AW/preview_fr.jpg b/AW/preview_fr.jpg new file mode 100644 index 000000000000..f549ebed746a Binary files /dev/null and b/AW/preview_fr.jpg differ diff --git a/AW/sheet.json b/AW/sheet.json index ee8b19ab7b4d..e21398a7f44e 100644 --- a/AW/sheet.json +++ b/AW/sheet.json @@ -1,8 +1,8 @@ { "html": "apocalypse-world.html", "css": "style.css", - "authors": "Ryan Sigg (@ryansigg), Steve K.", - "roll20userid": "13601,5047", + "authors": "Ryan Sigg (@ryansigg), Steve K., Natha", + "roll20userid": "13601,5047,75857", "preview": "preview.jpg", - "instructions": "Select your class, then check 'Lock/Unlock Class'. Many boxes will be pre-selected based on your Class. Feature requests or suggestions, pls add them to the [issue tracker](https://github.com/ryansigg/roll20-character-sheets/issues)." + "instructions": "Select your class, then check 'Lock/Unlock Class'. Many boxes will be pre-selected based on your Class. Feature requests or suggestions, pls add them to the [issue tracker](https://github.com/ryansigg/roll20-character-sheets/issues)." } diff --git a/AW/style.css b/AW/style.css index 7897b094c673..2a8eca407a63 100644 --- a/AW/style.css +++ b/AW/style.css @@ -8,163 +8,174 @@ font-family: 'Special Elite'; font-style: normal; font-weight: 400; src: local('Special Elite'), local('SpecialElite-Regular'), url(http://fonts.gstatic.com/s/specialelite/v5/9-wW4zu3WNoD5Fjka35Jm4kzzdU71mzyRvKBGWbyScU.woff) format('woff'); -} +} li { list-style: none; } - +.charsheet .sheet-maindiv { + background: white; +} .charsheet .sheet-maindiv label { display: inline-block; width: auto; margin-left: 5px; - font-family: 'Special Elite', 'Helvetica', sans-serif; - font-weight: normal; + font-family: 'Special Elite', 'Helvetica', sans-serif; + font-weight: normal; } .charsheet .sheet-maindiv .sheet-col label { - display: inline-block; - width: auto; + display: inline-block; + width: auto; } .charsheet .sheet-maindiv .sheet-col label.sheet-harm { - padding-right: 0; + padding-right: 0; } .charsheet .sheet-maindiv label.sheet-name { - font-weight: 400; - font-size: 1.5em; + font-weight: 400; + font-size: 1.5em; } .charsheet .sheet-maindiv .sheet-col .sheet-section-title { - background: url('http://i.imgur.com/OjBPJL9.jpg') repeat-x left center transparent; - color: #FFFFFF; - line-height: 43px; - height: 36px; - width: 100%; - padding-left: 15px; - margin-left: 0; - margin-bottom: 0; - font-size: 1.5em; - box-sizing: border-box; - -moz-box-sizing: border-box; + background: url('http://i.imgur.com/OjBPJL9.jpg') repeat-x left center transparent; + color: #FFFFFF; + line-height: 43px; + height: 36px; + width: 100%; + padding-left: 15px; + margin-left: 0; + margin-bottom: 0; + font-size: 1.5em; + box-sizing: border-box; + -moz-box-sizing: border-box; } .charsheet .sheet-maindiv .sheet-col.sheet-even .sheet-section-title { - background: url('http://i.imgur.com/RNob7Yh.jpg') repeat-x left center transparent; + background: url('http://i.imgur.com/RNob7Yh.jpg') repeat-x left center transparent; } .charsheet .sheet-maindiv .sheet-col .sheet-harm.sheet-section-title, .charsheet .sheet-maindiv .sheet-col .sheet-other.sheet-section-title, .charsheet .sheet-maindiv .sheet-col .sheet-improvements.sheet-section-title { - margin-bottom: 10px; + margin-bottom: 10px; } .charsheet label.sheet-improvement { - font-size: 1em; + font-size: 1em; } .charsheet label.sheet-lock { - width: auto; - font-size: 12px; - font-weight: 400; + width: auto; + font-size: 12px; + font-weight: 400; } .charsheet .sheet-attr-box { - padding: 5px; + padding: 5px; +} + +.charsheet input[type=number]{ + text-align: right; + font-weight: bold; + font-size: large; + padding: 1px 2px 0px 2px; + max-width: 45px; } + .charsheet .sheet-attr-box input[type=text] { - width: 35px; - text-align: center; - font-size: 1.2em; - font-weight: bold; + width: 35px; + text-align: center; + font-size: 1.2em; + font-weight: bold; } .charsheet .sheet-attr-box input[type=checkbox] { - width: auto; + width: auto; } label.sheet-cool.sheet-attr { - width: auto; - display: inline-block; - float: left; - line-height: 32px; + width: auto; + display: inline-block; + float: left; + line-height: 32px; } input.sheet-attr { - display: inline-block; - width: 40px; - font-size: 18px; - font-weight: bold; - text-align: center; + display: inline-block; + width: 40px; + font-size: 18px; + font-weight: bold; + text-align: center; } .ui-dialog .charsheet button[type=roll] { - float: right; + float: right; } .sheet-move-box { - + } .charsheet div.sheet-roll-box { - padding: 8px 4px; - background: #EFEFEF; - margin-top: 0; - line-height: 16px; + padding: 8px 4px; + background: #EFEFEF; + margin-top: 0; + line-height: 16px; } .sheet-highlight { - font-size: 0.85em; + font-size: 0.85em; } .repcontainer div.repitem { - padding: 5px; - background: #EFEFEF; - margin-bottom: 9px; + padding: 5px; + background: #EFEFEF; + margin-bottom: 9px; } .repcontainer div.repitem { } div.repitem .sheet-movename, div.repitem .sheet-stat { - width: 20%; - box-sizing: border-box; + width: 20%; + box-sizing: border-box; } div.repitem input[type=text]{ - width: 75%; + width: 75%; } .repcontrol { - margin-bottom: 15px; + margin-bottom: 15px; } .repcontainer div.repitem select { - width: 75%; - margin: 0; + width: 75%; + margin: 0; } div.repitem .sheet-desc { - width: auto; + width: auto; } input[name="attr_movedesc"]{ - width: auto; + width: auto; } .repitem textarea, .sheet-box textarea { - height: 32px; - box-sizing: border-box; + height: 32px; + box-sizing: border-box; } .largedialog textarea { - height: 80px; + height: 80px; } .sheet-roll-box label.sheet-buttonLbl { - max-width: 80%; - margin: 0; - padding: 0; -} - - -.sheet-angel, -.sheet-holder, -.sheet-battlebabe, -.sheet-operator, -.sheet-chopper, -.sheet-driver, -.sheet-gunlugger, -.sheet-hocus, -.sheet-savvy, -.sheet-skinner, + max-width: 80%; + margin: 0; + padding: 0; +} + + +.sheet-angel, +.sheet-holder, +.sheet-battlebabe, +.sheet-operator, +.sheet-chopper, +.sheet-driver, +.sheet-gunlugger, +.sheet-hocus, +.sheet-savvy, +.sheet-skinner, .sheet-brainer .sheet-faceless, .sheet-hoarder, @@ -175,35 +186,35 @@ input[name="attr_movedesc"]{ .sheet-solace, .sheet-S-M-M, .sheet-touchstone { - display: none; + display: none; } .sheet-classSelected { - display: none; + display: none; } .sheet-lock:checked ~ .sheet-class, .sheet-lock:checked ~ .sheet-class + label { - display: none; + display: none; } .sheet-lock:checked ~ .sheet-class:checked, .sheet-lock:checked ~ .sheet-class:checked + label, .sheet-lock:checked ~ .sheet-classSelected { - display: inline-block; + display: inline-block; } .sheet-lock:not(:checked) ~ .sheet-class, .sheet-lock:not(:checked) ~ .sheet-class + label { - display: inline-block; + display: inline-block; } .sheet-lock:checked ~ .sheet-classcol { - display: none; + display: none; } .sheet-classcol > .sheet-class:checked, .sheet-classcol > .sheet-class:checked + label { - display: inline-block; + display: inline-block; } input.sheet-showhide:checked ~ .sheet-subbox {display: none;} @@ -274,6 +285,61 @@ input.sheet-showhide:checked ~ .sheet-subbox {display: none;} clear: both; } +.sheet-lne{ + white-space: nowrap; +} + +/* HARM CLOCK */ +.sheet-harm-section { + display: inline-block; + text-align: center; +} + +.sheet-clock { + width: 5em; + height: 5em; + display: inline-block; + border-radius: 50%; + background: black; + border: 2px solid black; +} + +.sheet-harm-checkbox{ + margin-left: 8px; +} + +.sheet-harm-checkbox.sheet-harm-0:checked ~ .sheet-clock { + background: white; +} + +.sheet-harm-checkbox.sheet-harm-3:checked ~ .sheet-clock { + background-image: linear-gradient(180deg, transparent 50%, white 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-6:checked ~ .sheet-clock { + background-image: linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-9:checked ~ .sheet-clock { + background-image: linear-gradient(180deg, transparent 50%, black 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-10:checked ~ .sheet-clock { + background-image: linear-gradient(210deg, transparent 50%, black 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-11:checked ~ .sheet-clock { + background-image: linear-gradient(240deg, transparent 50%, black 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-12:checked ~ .sheet-clock { + background-color: black; +} + /* ROLL TEMPLATE */ .sheet-rolltemplate-aw table { @@ -287,28 +353,28 @@ input.sheet-showhide:checked ~ .sheet-subbox {display: none;} font-weight: bold; border-spacing: 0; } - + .sheet-rolltemplate-aw th { color: rgb(0, 0, 0); padding: 15px 2px 2px 20px; - line-height: 1.2em; - font-size: 1.2em; + line-height: 1.2em; + font-size: 1.2em; text-align: left; } - - + + .sheet-rolltemplate-aw td { padding-left: 20px; font-size: 1.0em; vertical-align: top; } - + .sheet-rolltemplate-aw .sheet-result { font-size: 2em; text-align: center; padding-bottom: 20px; } - + .sheet-rolltemplate-aw .inlinerollresult, .sheet-rolltemplate-aw .inlinerollresult.fullcrit, .sheet-rolltemplate-aw .inlinerollresult.fullfail, diff --git a/AW/translation.json b/AW/translation.json new file mode 100644 index 000000000000..595c3a4f7bf0 --- /dev/null +++ b/AW/translation.json @@ -0,0 +1,129 @@ +{ + "add-society-someone": "Add someone to your secret society.", + "advance-3basicmoves": "Choose 3 basic moves and advance them.", + "advance-4basicmoves": "Advance the other 4 basic moves.", + "angel": "Angel", + "armor": "Armor", + "barter": "Barter", + "battlebabe": "Battlebabe", + "brainer": "Brainer", + "broken": "Broken", + "change-char-type": "Change your character to a new type.", + "chopper": "Chopper", + "class-archetype": "Class", + "class-moves": "Class Moves", + "cool": "Cool", + "crew-contacts": "Crew Contacts", + "crippled": "Crippled", + "custom-weapons": "Custom Weapons", + "description": "Description", + "disfigured": "Disfigured", + "do-something-under-fire": "Do something under fire", + "driver": "Driver", + "erase-holding-option": "Erase an option from your holding.", + "establishment-security": "Add a security to your establishment.", + "experience": "Experience", + "faceless": "Faceless", + "followers": "Followers", + "followers-newoption": "Choose a new option for your followers.", + "fortune": "Fortune", + "frame": "Frame", + "gang": "Gang", + "gang-new-option": "Choose a new option for your gang.", + "gear-barter": "Gear & Barter", + "get-2-gigs-moonlighting": "Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2": "Get 2 pieces of Brainer gear.", + "get-car": "Get a car. (detail)", + "get-car-noshit-driver": "Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune": "Get followers (detail) and fortunes.", + "get-gang-alpha": "Get a gang (detail) and Pack Alpha.", + "get-gang-leadership": "Get a gang (detail) and Leadership.", + "get-gang-security-leadership": "Get a gang (detail) for security, and leadership.", + "get-garage-crew": "Get a garage (workspace, detail) and crew.", + "get-gig-change-crew": "Get a gig and you may change your crew.", + "get-holding-newoption": "Choose a new option for your holding.", + "get-holding-wealth": "Get a holding (detail) and Wealth.", + "get-move-class": "Get a new move from your class.", + "get-move-other": "Get a move from another Playbook.", + "get-plus-cool-max2": "Get +1 Cool (max Cool +2)", + "get-plus-cool-max3": "Get +1 Cool (max Cool +3)", + "get-plus-hard-max2": "Get +1 Hard (max Hard +2)", + "get-plus-hard-max3": "Get +1 Hard (max Hard +3)", + "get-plus-hot-max2": "Get +1 Hot (max Hot +2)", + "get-plus-hot-max3": "Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2": "Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3": "Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3": "Get +1 to any stat (max stat +3)", + "get-plus-weird-max2": "Get +1 Weird (max Weird +2)", + "get-plus-weird-max3": "Get +1 Weird (max Weird +3)", + "gig-abandon-resolve": "Abandon or resolve an obligation gig for good.", + "gigs": "Gigs", + "give-solace": "Give a Solace move to another character.", + "go-aggro": "Go aggro/seize by force", + "growing-arms-legs": "You are growing arms and legs.", + "gunlugger": "GunLugger", + "hard": "Hard", + "hardholder": "Hardholder", + "harm": "Harm", + "highlighted": "Highlighted", + "hoard-option": "Add an option to your hoard.", + "hoarder": "Hoarder", + "hocus": "Hocus", + "hold": "Hold", + "holding": "Holding", + "holding-size": "Size", + "hot": "Hot", + "hx": "Hx", + "improvements": "Improvements", + "lock-unlock-class": "Lock/Unlock Class", + "looks": "Looks", + "macaluso": "Macaluso", + "maestro": "Maestro D", + "maestro-d": "Maestro D", + "marmot": "Marmot", + "misses": "Misses", + "move": "Move", + "name": "Name", + "nolonger-vulnerable-hunger": "You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm": "You are no longer vulnerable to Ψ-harm.", + "open-your-brain": "Open your brain", + "operator": "Operator", + "other": "Other", + "other-moves": "Other Moves", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "power": "Power", + "puppet-strings": "Puppet Strings", + "quarantine": "Quarantine", + "read-a-sitch": "Read a sitch; read a person", + "resolve-interest-establishment": "Resolve the interest of somebody in your establishment.", + "retire-char-safety": "Retire your character. (to safety)", + "rolls": "rolls", + "s-m-m": "S.M.M.", + "savvyhead": "SavvyHead", + "second-char": "Create a second character to play.", + "seduce-or-manipulate": "Seduce or manipulate", + "sharp": "Sharp", + "shattered": "Shattered", + "show-hide-improvements": "Show/Hide Improvements", + "size": "Size", + "skinner": "Skinner", + "solace": "Solace", + "stat": "Stat", + "stats": "Stats", + "stock": "Stock", + "strength": "Strength", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "surplus": "Surplus", + "tags": "Tags", + "talk-directly-humans": "You can talk directly with humans.", + "touchstone": "Touchstone", + "unlock-stasis-facility": "Unlocks a stasis facility.", + "wakeup-human": "You wake up human.", + "want": "Want", + "weaknesses": "Weaknesses", + "weird": "Weird", + "workspace-lifesupport": "Add life support to your workspace, and now you can work on people there too.", + "your-bike": "Your Bike", + "your-cars": "Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/af.json b/AW/translations/af.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/af.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/cs.json b/AW/translations/cs.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/cs.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/da.json b/AW/translations/da.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/da.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/de.json b/AW/translations/de.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/de.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/el.json b/AW/translations/el.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/el.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/en.json b/AW/translations/en.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/en.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/es.json b/AW/translations/es.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/es.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/fr.json b/AW/translations/fr.json new file mode 100644 index 000000000000..845195fddbcc --- /dev/null +++ b/AW/translations/fr.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Ajoute qq'un à ta société secrète", + "advance-3basicmoves":"Avancer 3 Actions de base", + "advance-4basicmoves":"Avancer les 4 autres Actions de base", + "angel":"Ange Gardien", + "armor":"Armure", + "barter":"Troc", + "battlebabe":"Beauté Fatale", + "brainer":"Céphale", + "broken":"Brisé", + "change-char-type":"Changer le type de son perso", + "chopper":"Biker", + "class-archetype":"Archétype", + "class-moves":"Actions d'archétype", + "cool":"Cool", + "crew-contacts":"Équipe/Contacts", + "crippled":"Estropié", + "custom-weapons":"Armes sur mesure", + "description":"Description", + "disfigured":"Défiguré", + "do-something-under-fire":"Agir face au danger", + "driver":"Passeur", + "erase-holding-option":"Efface une option de domaine", + "establishment-security":"Ajoute une sécurité pour ton établissement", + "experience":"Expérience", + "faceless":"Sans-Visage", + "followers":"Disciples", + "followers-newoption":"Une nouvelle option pour tes disciples", + "fortune":"Fortune", + "frame":"Châssis", + "gang":"Gang", + "gang-new-option":"Une nouvelle option pour ton gang", + "gear-barter":"Matos & Troc", + "get-2-gigs-moonlighting":"Deux jobs (précise) et Travail au noir", + "get-brainer-gear2":"Deux matos de Céphale", + "get-car":"Une bagnole (précise)", + "get-car-noshit-driver":"Une bagnole (précise) et un \"pilote de guerre\"", + "get-followers-fortune":"Des disciples (précise) et Offrande", + "get-gang-alpha":"Un gang (précise) et Mâle Alpha", + "get-gang-leadership":"Un gang (précise) et Commandement", + "get-gang-security-leadership":"Un gang (précise) pour assurer la sécurité et Commandement", + "get-garage-crew":"Un garage (atelier, précise) et une équipe", + "get-gig-change-crew":"Un job et tu peux changer ton équipe", + "get-holding-newoption":"Une nouvelle option pour ton domaine", + "get-holding-wealth":"Un domaine (précise) et Richesse", + "get-move-class":"Une nouvelle Action de ton livret", + "get-move-other":"Une Action d'un autre livret", + "get-plus-cool-max2":"+1 Cool (max Cool +2)", + "get-plus-cool-max3":"+1 Cool (max Cool +3)", + "get-plus-hard-max2":"+1 Dur (max Dur +2)", + "get-plus-hard-max3":"+1 Dur (max Dur +3)", + "get-plus-hot-max2":"+1 Sexy (max Sexy +2)", + "get-plus-hot-max3":"+1 Sexy (max Sexy +3)", + "get-plus-sharp-max2":"+1 Rusé (max Rusé +2)", + "get-plus-sharp-max3":"+1 Rusé (max Rusé +3)", + "get-plus-stat-max3":"+1 à une Carac (max Carac +3)", + "get-plus-weird-max2":"+1 Zarb (max Zarb +2)", + "get-plus-weird-max3":"+1 Zarb (max Zarb +3)", + "gig-abandon-resolve":"Laisse tomber ou résout une obligation", + "gigs":"Jobs", + "give-solace":"Donne une Action de Solace à un autre personnage", + "go-aggro":"Agresser/Prendre de force", + "growing-arms-legs":"Tu développes bras et jambes", + "gunlugger":"Chien de guerre", + "hard":"Dur", + "hardholder":"Taulier", + "harm":"Dégâts", + "highlighted":"Coché", + "hoard-option":"Ajouter une option à ton hoard", + "hoarder":"Hoarder", + "hocus":"Prophète", + "hold":"Je retiens..", + "holding":"Domaine", + "holding-size":"Population", + "hot":"Sexy", + "hx":"Hx", + "improvements":"Progressions", + "lock-unlock-class":"Bloquer/Débloquer l'archétype", + "looks":"Apparence", + "macaluso":"Macaluso", + "maestro":"Maître Chef", + "maestro-d":"Maître Chef", + "marmot":"Marmot", + "misses":"Échec", + "move":"Action", + "name":"Nom", + "nolonger-vulnerable-hunger":"Tu peux consommer de la nourriture humaine et n'est plus sujet à la faim", + "nolonger-vulnerable-xharm":"Tu n'es plus vulnérable aux dégâts Ψ", + "open-your-brain":"Ouvrir son cerveau", + "operator":"Arrangeur", + "other":"Autre", + "other-moves":"Autres Actions", + "phase1-add-improvements":"Ajoute ces progressions manuellement aux Caracs, elles ne seront pas calculées automatiquement.", + "power":"Puissance", + "puppet-strings":"Marionnettes", + "quarantine":"Réserviste", + "read-a-sitch":"Faire le point ; cerner qq'un", + "resolve-interest-establishment":"Résoud un intérêt de ton établissement", + "retire-char-safety":"Mettre son perso à la retraite", + "rolls":"lance", + "s-m-m":"S.M.M", + "savvyhead":"Machiniste", + "second-char":"Créer un 2ème perso à jouer", + "seduce-or-manipulate":"Séduire ou manipuler", + "sharp":"Rusé", + "shattered":"Détruit", + "show-hide-improvements":"Masquer les Progressions", + "size":"Taille", + "skinner":"Envoûteur", + "solace":"Solace", + "stat":"Carac", + "stats":"Caracs", + "stock":"Réserves", + "strength":"Points forts", + "succeeds":"Succès", + "succeeds-partially":"Succès partiel", + "surplus":"Surplus", + "tags":"Mots-Clés", + "talk-directly-humans":"Tu peux parler directement aux humains", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Une nouvelle option de stase", + "wakeup-human":"Tu te réveilles humain", + "want":"Besoins", + "weaknesses":"Points faibles", + "weird":"Zarb", + "workspace-lifesupport":"Ajoute une unité de soins intensifs à ton atelier pour bosser sur des gens", + "your-bike":"Ta Bécane", + "your-cars":"Bagnole(s)" +} \ No newline at end of file diff --git a/AW/translations/he.json b/AW/translations/he.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/he.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/it.json b/AW/translations/it.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/it.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/ja.json b/AW/translations/ja.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/ja.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/ko.json b/AW/translations/ko.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/ko.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/nl.json b/AW/translations/nl.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/nl.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/pt.json b/AW/translations/pt.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/pt.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/ru.json b/AW/translations/ru.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/ru.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/sv.json b/AW/translations/sv.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/sv.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/tr.json b/AW/translations/tr.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/tr.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/zh.json b/AW/translations/zh.json new file mode 100644 index 000000000000..d893909732d6 --- /dev/null +++ b/AW/translations/zh.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"Add someone to your secret society.", + "advance-3basicmoves":"Choose 3 basic moves and advance them.", + "advance-4basicmoves":"Advance the other 4 basic moves.", + "angel":"Angel", + "armor":"Armor", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "broken":"Broken", + "change-char-type":"Change your character to a new type.", + "chopper":"Chopper", + "class-archetype":"Class", + "class-moves":"Class Moves", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "crippled":"Crippled", + "custom-weapons":"Custom Weapons", + "description":"Description", + "disfigured":"Disfigured", + "do-something-under-fire":"Do something under fire", + "driver":"Driver", + "erase-holding-option":"Erase an option from your holding.", + "establishment-security":"Add a security to your establishment.", + "experience":"Experience", + "faceless":"Faceless", + "followers":"Followers", + "followers-newoption":"Choose a new option for your followers.", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"Choose a new option for your gang.", + "gear-barter":"Gear & Barter", + "get-2-gigs-moonlighting":"Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2":"Get 2 pieces of Brainer gear.", + "get-car":"Get a car. (detail)", + "get-car-noshit-driver":"Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune":"Get followers (detail) and fortunes.", + "get-gang-alpha":"Get a gang (detail) and Pack Alpha.", + "get-gang-leadership":"Get a gang (detail) and Leadership.", + "get-gang-security-leadership":"Get a gang (detail) for security, and leadership.", + "get-garage-crew":"Get a garage (workspace, detail) and crew.", + "get-gig-change-crew":"Get a gig and you may change your crew.", + "get-holding-newoption":"Choose a new option for your holding.", + "get-holding-wealth":"Get a holding (detail) and Wealth.", + "get-move-class":"Get a new move from your class.", + "get-move-other":"Get a move from another Playbook.", + "get-plus-cool-max2":"Get +1 Cool (max Cool +2)", + "get-plus-cool-max3":"Get +1 Cool (max Cool +3)", + "get-plus-hard-max2":"Get +1 Hard (max Hard +2)", + "get-plus-hard-max3":"Get +1 Hard (max Hard +3)", + "get-plus-hot-max2":"Get +1 Hot (max Hot +2)", + "get-plus-hot-max3":"Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2":"Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3":"Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3":"Get +1 to any stat (max stat +3)", + "get-plus-weird-max2":"Get +1 Weird (max Weird +2)", + "get-plus-weird-max3":"Get +1 Weird (max Weird +3)", + "gig-abandon-resolve":"Abandon or resolve an obligation gig for good.", + "gigs":"Gigs", + "give-solace":"Give a Solace move to another character.", + "go-aggro":"Go aggro/seize by force", + "growing-arms-legs":"You are growing arms and legs.", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hoard-option":"Add an option to your hoard.", + "hoarder":"Hoarder", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "lock-unlock-class":"Lock/Unlock Class", + "looks":"Looks", + "macaluso":"Macaluso", + "maestro":"Maestro D", + "maestro-d":"Maestro D", + "marmot":"Marmot", + "misses":"Misses", + "move":"Move", + "name":"Name", + "nolonger-vulnerable-hunger":"You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm":"You are no longer vulnerable to Ψ-harm.", + "open-your-brain":"Open your brain", + "operator":"Operator", + "other":"Other", + "other-moves":"Other Moves", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"Quarantine", + "read-a-sitch":"Read a sitch; read a person", + "resolve-interest-establishment":"Resolve the interest of somebody in your establishment.", + "retire-char-safety":"Retire your character. (to safety)", + "rolls":"rolls", + "s-m-m":"S.M.M.", + "savvyhead":"SavvyHead", + "second-char":"Create a second character to play.", + "seduce-or-manipulate":"Seduce or manipulate", + "sharp":"Sharp", + "shattered":"Shattered", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "solace":"Solace", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "talk-directly-humans":"You can talk directly with humans.", + "touchstone":"Touchstone", + "unlock-stasis-facility":"Unlocks a stasis facility.", + "wakeup-human":"You wake up human.", + "want":"Want", + "weaknesses":"Weaknesses", + "weird":"Weird", + "workspace-lifesupport":"Add life support to your workspace, and now you can work on people there too.", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/zu.json b/AW/translations/zu.json new file mode 100644 index 000000000000..a681480a784a --- /dev/null +++ b/AW/translations/zu.json @@ -0,0 +1,129 @@ +{ + "add-society-someone":"crwdns56547:0crwdne56547:0", + "advance-3basicmoves":"crwdns56548:0crwdne56548:0", + "advance-4basicmoves":"crwdns56549:0crwdne56549:0", + "angel":"crwdns56550:0crwdne56550:0", + "armor":"crwdns56551:0crwdne56551:0", + "barter":"crwdns56552:0crwdne56552:0", + "battlebabe":"crwdns56553:0crwdne56553:0", + "brainer":"crwdns56554:0crwdne56554:0", + "broken":"crwdns56555:0crwdne56555:0", + "change-char-type":"crwdns56556:0crwdne56556:0", + "chopper":"crwdns56557:0crwdne56557:0", + "class-archetype":"crwdns56558:0crwdne56558:0", + "class-moves":"crwdns56559:0crwdne56559:0", + "cool":"crwdns56560:0crwdne56560:0", + "crew-contacts":"crwdns56561:0crwdne56561:0", + "crippled":"crwdns56562:0crwdne56562:0", + "custom-weapons":"crwdns56563:0crwdne56563:0", + "description":"crwdns56564:0crwdne56564:0", + "disfigured":"crwdns56565:0crwdne56565:0", + "do-something-under-fire":"crwdns56566:0crwdne56566:0", + "driver":"crwdns56567:0crwdne56567:0", + "erase-holding-option":"crwdns56568:0crwdne56568:0", + "establishment-security":"crwdns56569:0crwdne56569:0", + "experience":"crwdns56570:0crwdne56570:0", + "faceless":"crwdns56571:0crwdne56571:0", + "followers":"crwdns56572:0crwdne56572:0", + "followers-newoption":"crwdns56573:0crwdne56573:0", + "fortune":"crwdns56574:0crwdne56574:0", + "frame":"crwdns56575:0crwdne56575:0", + "gang":"crwdns56576:0crwdne56576:0", + "gang-new-option":"crwdns56577:0crwdne56577:0", + "gear-barter":"crwdns56578:0crwdne56578:0", + "get-2-gigs-moonlighting":"crwdns56579:0crwdne56579:0", + "get-brainer-gear2":"crwdns56580:0crwdne56580:0", + "get-car":"crwdns56581:0crwdne56581:0", + "get-car-noshit-driver":"crwdns56582:0crwdne56582:0", + "get-followers-fortune":"crwdns56583:0crwdne56583:0", + "get-gang-alpha":"crwdns56584:0crwdne56584:0", + "get-gang-leadership":"crwdns56585:0crwdne56585:0", + "get-gang-security-leadership":"crwdns56586:0crwdne56586:0", + "get-garage-crew":"crwdns56587:0crwdne56587:0", + "get-gig-change-crew":"crwdns56588:0crwdne56588:0", + "get-holding-newoption":"crwdns56589:0crwdne56589:0", + "get-holding-wealth":"crwdns56590:0crwdne56590:0", + "get-move-class":"crwdns56591:0crwdne56591:0", + "get-move-other":"crwdns56592:0crwdne56592:0", + "get-plus-cool-max2":"crwdns56593:0crwdne56593:0", + "get-plus-cool-max3":"crwdns56594:0crwdne56594:0", + "get-plus-hard-max2":"crwdns56595:0crwdne56595:0", + "get-plus-hard-max3":"crwdns56596:0crwdne56596:0", + "get-plus-hot-max2":"crwdns56597:0crwdne56597:0", + "get-plus-hot-max3":"crwdns56598:0crwdne56598:0", + "get-plus-sharp-max2":"crwdns56599:0crwdne56599:0", + "get-plus-sharp-max3":"crwdns56600:0crwdne56600:0", + "get-plus-stat-max3":"crwdns56601:0crwdne56601:0", + "get-plus-weird-max2":"crwdns56602:0crwdne56602:0", + "get-plus-weird-max3":"crwdns56603:0crwdne56603:0", + "gig-abandon-resolve":"crwdns56604:0crwdne56604:0", + "gigs":"crwdns56605:0crwdne56605:0", + "give-solace":"crwdns56606:0crwdne56606:0", + "go-aggro":"crwdns56607:0crwdne56607:0", + "growing-arms-legs":"crwdns56608:0crwdne56608:0", + "gunlugger":"crwdns56609:0crwdne56609:0", + "hard":"crwdns56610:0crwdne56610:0", + "hardholder":"crwdns56611:0crwdne56611:0", + "harm":"crwdns56612:0crwdne56612:0", + "highlighted":"crwdns56613:0crwdne56613:0", + "hoard-option":"crwdns56614:0crwdne56614:0", + "hoarder":"crwdns56615:0crwdne56615:0", + "hocus":"crwdns56616:0crwdne56616:0", + "hold":"crwdns56617:0crwdne56617:0", + "holding":"crwdns56618:0crwdne56618:0", + "holding-size":"crwdns56619:0crwdne56619:0", + "hot":"crwdns56620:0crwdne56620:0", + "hx":"crwdns56621:0crwdne56621:0", + "improvements":"crwdns56622:0crwdne56622:0", + "lock-unlock-class":"crwdns56623:0crwdne56623:0", + "looks":"crwdns56624:0crwdne56624:0", + "macaluso":"crwdns56625:0crwdne56625:0", + "maestro":"crwdns56626:0crwdne56626:0", + "maestro-d":"crwdns56627:0crwdne56627:0", + "marmot":"crwdns56628:0crwdne56628:0", + "misses":"crwdns56629:0crwdne56629:0", + "move":"crwdns56630:0crwdne56630:0", + "name":"crwdns56631:0crwdne56631:0", + "nolonger-vulnerable-hunger":"crwdns56632:0crwdne56632:0", + "nolonger-vulnerable-xharm":"crwdns56633:0crwdne56633:0", + "open-your-brain":"crwdns56634:0crwdne56634:0", + "operator":"crwdns56635:0crwdne56635:0", + "other":"crwdns56636:0crwdne56636:0", + "other-moves":"crwdns56637:0crwdne56637:0", + "phase1-add-improvements":"crwdns56638:0crwdne56638:0", + "power":"crwdns56639:0crwdne56639:0", + "puppet-strings":"crwdns56640:0crwdne56640:0", + "quarantine":"crwdns56641:0crwdne56641:0", + "read-a-sitch":"crwdns56642:0crwdne56642:0", + "resolve-interest-establishment":"crwdns56643:0crwdne56643:0", + "retire-char-safety":"crwdns56644:0crwdne56644:0", + "rolls":"crwdns56645:0crwdne56645:0", + "s-m-m":"crwdns56646:0crwdne56646:0", + "savvyhead":"crwdns56647:0crwdne56647:0", + "second-char":"crwdns56648:0crwdne56648:0", + "seduce-or-manipulate":"crwdns56649:0crwdne56649:0", + "sharp":"crwdns56650:0crwdne56650:0", + "shattered":"crwdns56651:0crwdne56651:0", + "show-hide-improvements":"crwdns56652:0crwdne56652:0", + "size":"crwdns56653:0crwdne56653:0", + "skinner":"crwdns56654:0crwdne56654:0", + "solace":"crwdns56655:0crwdne56655:0", + "stat":"crwdns56656:0crwdne56656:0", + "stats":"crwdns56657:0crwdne56657:0", + "stock":"crwdns56658:0crwdne56658:0", + "strength":"crwdns56659:0crwdne56659:0", + "succeeds":"crwdns56660:0crwdne56660:0", + "succeeds-partially":"crwdns56661:0crwdne56661:0", + "surplus":"crwdns56662:0crwdne56662:0", + "tags":"crwdns56663:0crwdne56663:0", + "talk-directly-humans":"crwdns56664:0crwdne56664:0", + "touchstone":"crwdns56665:0crwdne56665:0", + "unlock-stasis-facility":"crwdns56666:0crwdne56666:0", + "wakeup-human":"crwdns56667:0crwdne56667:0", + "want":"crwdns56668:0crwdne56668:0", + "weaknesses":"crwdns56669:0crwdne56669:0", + "weird":"crwdns56670:0crwdne56670:0", + "workspace-lifesupport":"crwdns56671:0crwdne56671:0", + "your-bike":"crwdns56672:0crwdne56672:0", + "your-cars":"crwdns56673:0crwdne56673:0" +} \ No newline at end of file diff --git a/AW2E/apocalypse-world.html b/AW2E/apocalypse-world.html index 6abb7c6fce62..36bb78f33ac6 100644 --- a/AW2E/apocalypse-world.html +++ b/AW2E/apocalypse-world.html @@ -1,826 +1,760 @@ + + +
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    -
    - -
    - + - {{#rollTotal() result 15}} - - - {{/rollTotal() result 15}} - {{#rollTotal() result 14}} - - - {{/rollTotal() result 14}} - {{#rollTotal() result 13}} - - - {{/rollTotal() result 13}} - {{#rollTotal() result 12}} - - - {{/rollTotal() result 12}} - {{#rollTotal() result 11}} - - - {{/rollTotal() result 11}} - {{#rollTotal() result 10}} - - - {{/rollTotal() result 10}} - {{#rollTotal() result 9}} - - - {{/rollTotal() result 9}} - {{#rollTotal() result 8}} - - - {{/rollTotal() result 8}} - {{#rollTotal() result 7}} - - - {{/rollTotal() result 7}} - {{#rollTotal() result 6}} - - - {{/rollTotal() result 6}} - {{#rollTotal() result 5}} - - - {{/rollTotal() result 5}} - {{#rollTotal() result 4}} - - - {{/rollTotal() result 4}} - {{#rollTotal() result 3}} - - - {{/rollTotal() result 3}} - {{#rollTotal() result 2}} - - - {{/rollTotal() result 2}} - {{#rollTotal() result 1}} - - - {{/rollTotal() result 1}} - {{#rollTotal() result 0}} - - - {{/rollTotal() result 0}} - {{#rollTotal() result -1}} - - - {{/rollTotal() result -1}} + {{#rollGreater() result 9}} + + + {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} + + + {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} + + + {{/rollLess() result 7}}
    {{name}} rolls{{#roll_name}} {{roll_name}}{{/roll_name}}{{#roll_mod}}({{roll_mod}}){{/roll_mod}}
    {{name}}
    rolls{{#roll_name}} {{roll_name}}{{/roll_name}}{{#roll_mod}}({{roll_mod}}){{/roll_mod}}
    {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds {{result}} Succeeds {{result}}Succeeds partially{{result}}Succeeds partially{{result}}Succeeds partially{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Misses{{result}}Succeeds{{result}}Succeeds partially{{result}}Misses
    diff --git a/AW2E/preview.jpg b/AW2E/preview.jpg index 5538547c2784..224292497ee9 100644 Binary files a/AW2E/preview.jpg and b/AW2E/preview.jpg differ diff --git a/AW2E/preview_fr.jpg b/AW2E/preview_fr.jpg new file mode 100644 index 000000000000..8ded7c077732 Binary files /dev/null and b/AW2E/preview_fr.jpg differ diff --git a/AW2E/sheet.json b/AW2E/sheet.json index 92d7f09f0781..9b62de6e8416 100644 --- a/AW2E/sheet.json +++ b/AW2E/sheet.json @@ -1,8 +1,8 @@ { "html": "apocalypse-world.html", "css": "style.css", - "authors": "Ryan Sigg (@ryansigg), Steve K., Kevin B. (@brocktopus)", - "roll20userid": "13601,5047,250192", + "authors": "Ryan Sigg (@ryansigg), Steve K., Kevin B. (@brocktopus), Natha", + "roll20userid": "13601,5047,250192,75857", "preview": "preview.jpg", - "instructions": "Select your class, then check 'Lock/Unlock Class'. Many boxes will be pre-selected based on your Class. Feature requests or suggestions, pls add them to the [issue tracker](https://github.com/brocktopus/roll20-character-sheets/issues)." + "instructions": "Select your class, then check 'Lock/Unlock Class'. Many boxes will be pre-selected based on your Class. Feature requests or suggestions, pls add them to the [issue tracker](https://github.com/brocktopus/roll20-character-sheets/issues)." } diff --git a/AW2E/style.css b/AW2E/style.css index e77554314697..147e5c3c603e 100644 --- a/AW2E/style.css +++ b/AW2E/style.css @@ -8,13 +8,15 @@ font-family: 'Special Elite'; font-style: normal; font-weight: 400; src: local('Special Elite'), local('SpecialElite-Regular'), url(http://fonts.gstatic.com/s/specialelite/v5/9-wW4zu3WNoD5Fjka35Jm4kzzdU71mzyRvKBGWbyScU.woff) format('woff'); -} +} li { -list-style: none; + list-style: none; +} +.charsheet .sheet-maindiv { + background: white; } - .charsheet .sheet-maindiv label { display: inline-block; width: auto; @@ -70,6 +72,15 @@ list-style: none; .charsheet .sheet-attr-box { padding: 5px; } + +.charsheet input[type=number]{ + text-align: right; + font-weight: bold; + font-size: large; + padding: 1px 2px 0px 2px; + max-width: 45px; +} + .charsheet .sheet-attr-box input[type=text] { width: 35px; text-align: center; @@ -99,7 +110,7 @@ input.sheet-attr { } .sheet-move-box { - + } .charsheet div.sheet-roll-box { padding: 8px 4px; @@ -155,21 +166,21 @@ input[name="attr_movedesc"]{ } -.sheet-angel, -.sheet-holder, -.sheet-battlebabe, +.sheet-angel, +.sheet-holder, +.sheet-battlebabe, .sheet-brainer, -.sheet-child-thing, -.sheet-chopper, -.sheet-driver, +.sheet-child-thing, +.sheet-chopper, +.sheet-driver, .sheet-faceless, -.sheet-gunlugger, -.sheet-hocus, +.sheet-gunlugger, +.sheet-hocus, .sheet-maestro, .sheet-news, .sheet-quarantine, -.sheet-savvy, -.sheet-skinner, +.sheet-savvy, +.sheet-skinner, .sheet-waterbearer { display: none; } @@ -243,6 +254,57 @@ input.sheet-showhide:checked ~ .sheet-subbox {display: none;} clear: both; } +/* HARM CLOCK */ +.sheet-harm-section { + display: inline-block; + text-align: center; +} + +.sheet-clock { + width: 5em; + height: 5em; + display: inline-block; + border-radius: 50%; + background: black; + border: 2px solid black; +} + +.sheet-harm-checkbox{ + margin-left: 8px; +} + +.sheet-harm-checkbox.sheet-harm-0:checked ~ .sheet-clock { + background: white; +} + +.sheet-harm-checkbox.sheet-harm-3:checked ~ .sheet-clock { + background-image: linear-gradient(180deg, transparent 50%, white 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-6:checked ~ .sheet-clock { + background-image: linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-9:checked ~ .sheet-clock { + background-image: linear-gradient(180deg, transparent 50%, black 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-10:checked ~ .sheet-clock { + background-image: linear-gradient(210deg, transparent 50%, black 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-11:checked ~ .sheet-clock { + background-image: linear-gradient(240deg, transparent 50%, black 50%), + linear-gradient(90deg, white 50%, transparent 50%); +} + +.sheet-harm-checkbox.sheet-harm-12:checked ~ .sheet-clock { + background-color: black; +} + /* ROLL TEMPLATE */ .sheet-rolltemplate-aw table { @@ -256,7 +318,7 @@ input.sheet-showhide:checked ~ .sheet-subbox {display: none;} font-weight: bold; border-spacing: 0; } - + .sheet-rolltemplate-aw th { color: rgb(0, 0, 0); padding: 15px 2px 2px 20px; @@ -264,20 +326,20 @@ input.sheet-showhide:checked ~ .sheet-subbox {display: none;} font-size: 1.2em; text-align: left; } - - + + .sheet-rolltemplate-aw td { padding-left: 20px; font-size: 1.0em; vertical-align: top; } - + .sheet-rolltemplate-aw .sheet-result { font-size: 2em; text-align: center; padding-bottom: 20px; } - + .sheet-rolltemplate-aw .inlinerollresult, .sheet-rolltemplate-aw .inlinerollresult.fullcrit, .sheet-rolltemplate-aw .inlinerollresult.fullfail, diff --git a/AW2E/translation.json b/AW2E/translation.json new file mode 100644 index 000000000000..6567b6c98537 --- /dev/null +++ b/AW2E/translation.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options": "add 2 options to your workspace", + "advance-3basicmoves": "choose 3 basic moves and advance them.", + "advance-3other-moves": "advance the other 3 basic moves.", + "amenities": "Amenities", + "angel": "Angel", + "armor": "Armor", + "atmosphere": "Atmosphere", + "attractions": "Attractions", + "back-minus-harm": "Come back with -1hard", + "back-minus-weird": "Come back with +1weird", + "barter": "Barter", + "battlebabe": "Battlebabe", + "brainer": "Brainer", + "but": "But", + "change-char-type": "change your character to a new type", + "change-playbook": "Change to a new Playbook", + "child-thing": "Child-Thing", + "chopper": "Chopper", + "chosen-friends": "Chosen Friends", + "class-archetype": "Class", + "class-moves": "Class Moves", + "complications": "Complications", + "cool": "Cool", + "crew-contacts": "Crew Contacts", + "custom-weapons": "Custom Weapons", + "description": "Description", + "die": "Die", + "do-something-under-fire": "do something under fire", + "driver": "Driver", + "emerged-stasis": "You emerged from stasis", + "erase-holding-option": "erase an option from your holding", + "establishment": "Establishment", + "establishment-security": "add a security to your establishment", + "experience": "Experience", + "faceless": "Faceless", + "features": "Features", + "followers": "Followers", + "followers-newoption": "choose a new option for your followers", + "fortune": "Fortune", + "frame": "Frame", + "gang": "Gang", + "gang-new-option": "choose a new option for your gang", + "gear-barter": "Gear & Barter", + "get-2brainer-gear": "get 2 new or relacement brainer gear (you choose)", + "get-ally": "get an ally (cf, detail with the MC)", + "get-establishment": "get an establishment (detail)", + "get-followers-fortune": "get followers (you detail) and Fortunes", + "get-gang-alpha": "get a gang (detail) and Pack Alpha", + "get-gang-leadership": "get a gang (detail) and Leadership", + "get-gang-security-leadership": "get a gang (detail) for security, and Leadership", + "get-garage-crew": "get a garage (workspace, detail) and crew", + "get-holding-newoption": "choose a new option for your holding", + "get-holding-wealth": "get a holding (detail) and Wealth", + "get-move-angel": "get a new angel move", + "get-move-battlebabe": "get a new battlebabe move", + "get-move-brainer": "get a new brainer move", + "get-move-child": "get a new child-thing move", + "get-move-driver": "get a new driver move", + "get-move-faceless": "get a new faceless move", + "get-move-gunlugger": "get a new gunlugger move", + "get-move-hocus": "get a new hocus move", + "get-move-maestro": "get a new maestro d' move", + "get-move-news": "get a new news move", + "get-move-other": "get a move from another playbook", + "get-move-savvyhead": "get a new savvyhead move", + "get-move-skinner": "get a new skinner move", + "get-move-waterbearer": "get a new waterbearer move", + "get-plus-cool-max2": "get +1cool (max cool+2)", + "get-plus-cool-max3": "get +1cool (max cool+3)", + "get-plus-hard-max2": "get +1hard (max hard+2)", + "get-plus-hard-max3": "get +1hard (max hard+3)", + "get-plus-hot-max2": "get +1hot (max hot+2)", + "get-plus-hot-max3": "get +1hot (max hot+3)", + "get-plus-sharp-max2": "get +1sharp (max sharp+2)", + "get-plus-sharp-max3": "get +1sharp (max sharp+3)", + "get-plus-stat-max3": "get +1 to any stat (max stat+3)", + "get-plus-weird-max2": "get +1weird (max weird+2)", + "get-plus-weird-max3": "get +1weird (max weird+3)", + "get-supplier": "get a supplier (cf, detail with the MC)", + "get-vehicle": "get a new vehicle (you detail)", + "get-vehicle-combat-driver": "get a vehicle (you detail) and Combat Driver", + "get-vehicle-new": "get a vehicle (you detail)", + "get-workspace-2options": "get a workspace (you detail) or add 2 options to your workspace", + "gigs": "Gigs", + "go-aggro": "go aggro/seize by force", + "gunlugger": "GunLugger", + "hard": "Hard", + "hardholder": "Hardholder", + "harm": "Harm", + "highlighted": "Highlighted", + "hocus": "Hocus", + "hold": "Hold", + "holding": "Holding", + "holding-size": "Size", + "hot": "Hot", + "hx": "Hx", + "improvements": "Improvements", + "interested-parties": "Interested Parties", + "laws": "Laws", + "life-untenable": "When Life is Untenable", + "lock-unlock-class": "Lock/Unlock Class", + "look": "Look", + "looks": "Looks", + "maestro-d": "Maestro D", + "misses": "Misses", + "move": "Move", + "name": "Name", + "news": "News", + "open-your-brain": "open your brain", + "other": "Other", + "other-moves": "Other Moves", + "penalties": "Penalties", + "people-connections": "People with Connections", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "power": "Power", + "puppet-strings": "Puppet Strings", + "quarantine": "The Quarantine", + "read-a-sitch": "read a sitch; read a person", + "regulars": "Regulars", + "remaining-stasis": "Remaining in Stasis", + "resolve-interest-establishment": "resolve somebody's interest in your establishment", + "retire-char-safety": "retire your character (to safety)", + "rolls": "rolls", + "savvyhead": "SavvyHead", + "second-char": "create a second character to play", + "security": "Security", + "seduce-or-manipulate": "seduce or manipulate", + "sharp": "Sharp", + "show-hide-improvements": "Show/Hide Improvements", + "size": "Size", + "skinner": "Skinner", + "source": "Source", + "source-2features": "add 2 features to the source", + "source-laws": "change the laws and penalties of the source", + "specialist-jackson": "Status of Specialist Jackson, Tammy M.", + "stasis": "Stasis", + "stasis-facilities": "Stasis Facilities", + "stat": "Stat", + "stats": "Stats", + "stock": "Stock", + "strength": "Strength", + "studio": "Studio", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "surplus": "Surplus", + "tags": "Tags", + "under-disguises": "Under Their Disguises", + "unlock-stasis-facility": "unlock a stasis facility", + "unlocked-facilities": "Unlocked Facilities", + "unmasked": "Unmasked, You Are", + "untouched-why": "It's Untouched. Why?", + "want": "Want", + "waterbearer": "Waterbearer", + "weaknesses": "Weaknesses", + "weird": "Weird", + "wolves-maelstrom": "Wolves of the Maelstrom", + "workspace-lifesupport": "add life support to your workspace, and now you can work on people there too", + "your-bike": "Your Bike", + "your-cars": "Your Car(s)", + "your-den": "Your Den", + "your-mask": "Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/af.json b/AW2E/translations/af.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/af.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/cs.json b/AW2E/translations/cs.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/cs.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/da.json b/AW2E/translations/da.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/da.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/de.json b/AW2E/translations/de.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/de.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/el.json b/AW2E/translations/el.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/el.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/en.json b/AW2E/translations/en.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/en.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/es.json b/AW2E/translations/es.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/es.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/fr.json b/AW2E/translations/fr.json new file mode 100644 index 000000000000..7f23f1697973 --- /dev/null +++ b/AW2E/translations/fr.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"Ajoute 2 options à ton atelier", + "advance-3basicmoves":"Avancer 3 Actions de base", + "advance-3other-moves":"Avancer les 3 autres Actions de base", + "amenities":"Amenities", + "angel":"Ange Gardien", + "armor":"Armure", + "atmosphere":"Atmosphère", + "attractions":"Attractions", + "back-minus-harm":"Reviens avec -1dur", + "back-minus-weird":"Reviens avec +1zarb", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Troc", + "but":"Mais", + "change-char-type":"Changer le type de son perso", + "change-playbook":"Change de livret", + "child-thing":"Child-Thing", + "chopper":"Biker", + "chosen-friends":"Chosen Friends", + "class-archetype":"Archétype", + "class-moves":"Actions d'archétype", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Équipe/Contacts", + "custom-weapons":"Armes sur mesure", + "description":"Description", + "die":"Meurs", + "do-something-under-fire":"Agir face au danger", + "driver":"Passeur", + "emerged-stasis":"Tu émerges de Stase", + "erase-holding-option":"Efface une option de domaine", + "establishment":"Établissement", + "establishment-security":"Ajoute une sécurité pour ton établissement", + "experience":"Expérience", + "faceless":"Sans-Visage", + "features":"Traits", + "followers":"Disciples", + "followers-newoption":"Une nouvelle option pour tes disciples", + "fortune":"Fortune", + "frame":"Châssis", + "gang":"Gang", + "gang-new-option":"Une nouvelle option pour ton gang", + "gear-barter":"Matos & Troc", + "get-2brainer-gear":"Deux matos de Céphale, nouveau ou remplacement (tu choisis)", + "get-ally":"Un allié (voir le MC pour les détails)", + "get-establishment":"Un établissement (précise)", + "get-followers-fortune":"Des disciples (précise) et Offrande", + "get-gang-alpha":"Un gang (précise) et Mâle Alpha", + "get-gang-leadership":"Un gang (précise) et Commandement", + "get-gang-security-leadership":"Un gang (précise) pour assurer la sécurité et Commandement", + "get-garage-crew":"Un garage (atelier, précise) et une équipe", + "get-holding-newoption":"Une nouvelle option pour ton domaine", + "get-holding-wealth":"Un domaine (précise) et Richesse", + "get-move-angel":"Une nouvelle Action d'Ange-Gardien", + "get-move-battlebabe":"Une nouvelle Action de Beauté Fatale", + "get-move-brainer":"Une nouvelle Action de Céphale", + "get-move-child":"Une nouvelle Action de child-thing", + "get-move-driver":"Une nouvelle Action de Passeur", + "get-move-faceless":"Une nouvelle Action de Sans-Visage", + "get-move-gunlugger":"Une nouvelle Action de Chien de guerre", + "get-move-hocus":"Une nouvelle Action de Prophète", + "get-move-maestro":"Une nouvelle Action de Maître Chef", + "get-move-news":"Une nouvelle Action de News", + "get-move-other":"Une nouvelle Action d'un autre livret", + "get-move-savvyhead":"Une nouvelle Action de Machiniste", + "get-move-skinner":"Une nouvelle Action de Envoûteur", + "get-move-waterbearer":"Une nouvelle Action de waterbearer move", + "get-plus-cool-max2":"+1 Cool (max Cool +2)", + "get-plus-cool-max3":"+1 Cool (max Cool +3)", + "get-plus-hard-max2":"+1 Dur (max Dur +2)", + "get-plus-hard-max3":"+1 Dur (max Dur +3)", + "get-plus-hot-max2":"+1 Sexy (max Sexy +2)", + "get-plus-hot-max3":"+1 Sexy (max Sexy +3)", + "get-plus-sharp-max2":"+1 Rusé (max Rusé +2)", + "get-plus-sharp-max3":"+1 Rusé (max Rusé +3)", + "get-plus-stat-max3":"+1 à une Carac (max Carac +3)", + "get-plus-weird-max2":"+1 Zarb (max Zarb +2)", + "get-plus-weird-max3":"+1 Zarb (max Zarb +3)", + "get-supplier":"Trouve-toi un fournisseur (cf les détails avec le MC)", + "get-vehicle":"Un nouveau véhicule (précise)", + "get-vehicle-combat-driver":"Un véhicule (précise) et pilote de guerre", + "get-vehicle-new":"Un nouveau véhicule (précise)", + "get-workspace-2options":"Un atelier (détail) ou ajoute 2 options à ton atelier", + "gigs":"Jobs", + "go-aggro":"Agresser/Prendre de force", + "gunlugger":"Chien de guerre", + "hard":"Dur", + "hardholder":"Taulier", + "harm":"Dégâts", + "highlighted":"Coché", + "hocus":"Prophète", + "hold":"Je retiens..", + "holding":"Domaine", + "holding-size":"Population", + "hot":"Sexy", + "hx":"Hx", + "improvements":"Progressions", + "interested-parties":"Interested Parties", + "laws":"Lois", + "life-untenable":"Quand la vie devient invivable", + "lock-unlock-class":"Bloquer/Débloquer l'archétype", + "look":"Apparence", + "looks":"Apparence", + "maestro-d":"Maître Chef", + "misses":"Échec", + "move":"Action", + "name":"Nom", + "news":"News", + "open-your-brain":"Ouvrir son cerveau", + "other":"Autre", + "other-moves":"Autres Actions", + "penalties":"Pénalités", + "people-connections":"People with Connections", + "phase1-add-improvements":"Ajoute ces progressions manuellement aux Caracs, elles ne seront pas calculées automatiquement.", + "power":"Puissance", + "puppet-strings":"Marionnettes", + "quarantine":"Réserviste", + "read-a-sitch":"Faire le point ; cerner qq'un", + "regulars":"Habitués", + "remaining-stasis":"Reste en Stase", + "resolve-interest-establishment":"Résoud un intérêt de ton établissement", + "retire-char-safety":"Mettre son perso à la retraite", + "rolls":"lance", + "savvyhead":"Machiniste", + "second-char":"Créer un 2ème perso à jouer", + "security":"Sécurité", + "seduce-or-manipulate":"Séduire ou manipuler", + "sharp":"Rusé", + "show-hide-improvements":"Masquer les Progressions", + "size":"Taille", + "skinner":"Envoûteur", + "source":"Source", + "source-2features":"Ajoute 2 Traits à ta source", + "source-laws":"Change les Lois et Pénalités de la source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stase", + "stasis-facilities":"Installations de Stase", + "stat":"Carac", + "stats":"Caracs", + "stock":"Réserves", + "strength":"Points forts", + "studio":"Studio", + "succeeds":"Succès", + "succeeds-partially":"Succès partiel", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"Une nouvelle option de stase", + "unlocked-facilities":"Installations ouvertes", + "unmasked":"Démasqué, tu es", + "untouched-why":"C'est intact. Pourquoi ?", + "want":"Besoins", + "waterbearer":"Waterbearer", + "weaknesses":"Points faibles", + "weird":"Zarb", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"Ajoute une unité de soins intensifs à ton atelier pour bosser sur des gens", + "your-bike":"Ta Bécane", + "your-cars":"Bagnole(s)", + "your-den":"Ta Antre", + "your-mask":"Ton Masque" +} \ No newline at end of file diff --git a/AW2E/translations/he.json b/AW2E/translations/he.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/he.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/it.json b/AW2E/translations/it.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/it.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/ja.json b/AW2E/translations/ja.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/ja.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/ko.json b/AW2E/translations/ko.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/ko.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/nl.json b/AW2E/translations/nl.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/nl.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/pt.json b/AW2E/translations/pt.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/pt.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/ru.json b/AW2E/translations/ru.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/ru.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/sv.json b/AW2E/translations/sv.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/sv.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/tr.json b/AW2E/translations/tr.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/tr.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/zh.json b/AW2E/translations/zh.json new file mode 100644 index 000000000000..c9972ee850e9 --- /dev/null +++ b/AW2E/translations/zh.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"add 2 options to your workspace", + "advance-3basicmoves":"choose 3 basic moves and advance them.", + "advance-3other-moves":"advance the other 3 basic moves.", + "amenities":"Amenities", + "angel":"Angel", + "armor":"Armor", + "atmosphere":"Atmosphere", + "attractions":"Attractions", + "back-minus-harm":"Come back with -1hard", + "back-minus-weird":"Come back with +1weird", + "barter":"Barter", + "battlebabe":"Battlebabe", + "brainer":"Brainer", + "but":"But", + "change-char-type":"change your character to a new type", + "change-playbook":"Change to a new Playbook", + "child-thing":"Child-Thing", + "chopper":"Chopper", + "chosen-friends":"Chosen Friends", + "class-archetype":"Class", + "class-moves":"Class Moves", + "complications":"Complications", + "cool":"Cool", + "crew-contacts":"Crew Contacts", + "custom-weapons":"Custom Weapons", + "description":"Description", + "die":"Die", + "do-something-under-fire":"do something under fire", + "driver":"Driver", + "emerged-stasis":"You emerged from stasis", + "erase-holding-option":"erase an option from your holding", + "establishment":"Establishment", + "establishment-security":"add a security to your establishment", + "experience":"Experience", + "faceless":"Faceless", + "features":"Features", + "followers":"Followers", + "followers-newoption":"choose a new option for your followers", + "fortune":"Fortune", + "frame":"Frame", + "gang":"Gang", + "gang-new-option":"choose a new option for your gang", + "gear-barter":"Gear & Barter", + "get-2brainer-gear":"get 2 new or relacement brainer gear (you choose)", + "get-ally":"get an ally (cf, detail with the MC)", + "get-establishment":"get an establishment (detail)", + "get-followers-fortune":"get followers (you detail) and Fortunes", + "get-gang-alpha":"get a gang (detail) and Pack Alpha", + "get-gang-leadership":"get a gang (detail) and Leadership", + "get-gang-security-leadership":"get a gang (detail) for security, and Leadership", + "get-garage-crew":"get a garage (workspace, detail) and crew", + "get-holding-newoption":"choose a new option for your holding", + "get-holding-wealth":"get a holding (detail) and Wealth", + "get-move-angel":"get a new angel move", + "get-move-battlebabe":"get a new battlebabe move", + "get-move-brainer":"get a new brainer move", + "get-move-child":"get a new child-thing move", + "get-move-driver":"get a new driver move", + "get-move-faceless":"get a new faceless move", + "get-move-gunlugger":"get a new gunlugger move", + "get-move-hocus":"get a new hocus move", + "get-move-maestro":"get a new maestro d' move", + "get-move-news":"get a new news move", + "get-move-other":"get a move from another playbook", + "get-move-savvyhead":"get a new savvyhead move", + "get-move-skinner":"get a new skinner move", + "get-move-waterbearer":"get a new waterbearer move", + "get-plus-cool-max2":"get +1cool (max cool+2)", + "get-plus-cool-max3":"get +1cool (max cool+3)", + "get-plus-hard-max2":"get +1hard (max hard+2)", + "get-plus-hard-max3":"get +1hard (max hard+3)", + "get-plus-hot-max2":"get +1hot (max hot+2)", + "get-plus-hot-max3":"get +1hot (max hot+3)", + "get-plus-sharp-max2":"get +1sharp (max sharp+2)", + "get-plus-sharp-max3":"get +1sharp (max sharp+3)", + "get-plus-stat-max3":"get +1 to any stat (max stat+3)", + "get-plus-weird-max2":"get +1weird (max weird+2)", + "get-plus-weird-max3":"get +1weird (max weird+3)", + "get-supplier":"get a supplier (cf, detail with the MC)", + "get-vehicle":"get a new vehicle (you detail)", + "get-vehicle-combat-driver":"get a vehicle (you detail) and Combat Driver", + "get-vehicle-new":"get a vehicle (you detail)", + "get-workspace-2options":"get a workspace (you detail) or add 2 options to your workspace", + "gigs":"Gigs", + "go-aggro":"go aggro/seize by force", + "gunlugger":"GunLugger", + "hard":"Hard", + "hardholder":"Hardholder", + "harm":"Harm", + "highlighted":"Highlighted", + "hocus":"Hocus", + "hold":"Hold", + "holding":"Holding", + "holding-size":"Size", + "hot":"Hot", + "hx":"Hx", + "improvements":"Improvements", + "interested-parties":"Interested Parties", + "laws":"Laws", + "life-untenable":"When Life is Untenable", + "lock-unlock-class":"Lock/Unlock Class", + "look":"Look", + "looks":"Looks", + "maestro-d":"Maestro D", + "misses":"Misses", + "move":"Move", + "name":"Name", + "news":"News", + "open-your-brain":"open your brain", + "other":"Other", + "other-moves":"Other Moves", + "penalties":"Penalties", + "people-connections":"People with Connections", + "phase1-add-improvements":"Add all these improvements manually into your stats, they will not be auto-calculated", + "power":"Power", + "puppet-strings":"Puppet Strings", + "quarantine":"The Quarantine", + "read-a-sitch":"read a sitch; read a person", + "regulars":"Regulars", + "remaining-stasis":"Remaining in Stasis", + "resolve-interest-establishment":"resolve somebody's interest in your establishment", + "retire-char-safety":"retire your character (to safety)", + "rolls":"rolls", + "savvyhead":"SavvyHead", + "second-char":"create a second character to play", + "security":"Security", + "seduce-or-manipulate":"seduce or manipulate", + "sharp":"Sharp", + "show-hide-improvements":"Show/Hide Improvements", + "size":"Size", + "skinner":"Skinner", + "source":"Source", + "source-2features":"add 2 features to the source", + "source-laws":"change the laws and penalties of the source", + "specialist-jackson":"Status of Specialist Jackson, Tammy M.", + "stasis":"Stasis", + "stasis-facilities":"Stasis Facilities", + "stat":"Stat", + "stats":"Stats", + "stock":"Stock", + "strength":"Strength", + "studio":"Studio", + "succeeds":"Succeeds", + "succeeds-partially":"Succeeds partially", + "surplus":"Surplus", + "tags":"Tags", + "under-disguises":"Under Their Disguises", + "unlock-stasis-facility":"unlock a stasis facility", + "unlocked-facilities":"Unlocked Facilities", + "unmasked":"Unmasked, You Are", + "untouched-why":"It's Untouched. Why?", + "want":"Want", + "waterbearer":"Waterbearer", + "weaknesses":"Weaknesses", + "weird":"Weird", + "wolves-maelstrom":"Wolves of the Maelstrom", + "workspace-lifesupport":"add life support to your workspace, and now you can work on people there too", + "your-bike":"Your Bike", + "your-cars":"Your Car(s)", + "your-den":"Your Den", + "your-mask":"Your Mask" +} \ No newline at end of file diff --git a/AW2E/translations/zu.json b/AW2E/translations/zu.json new file mode 100644 index 000000000000..540b6b055633 --- /dev/null +++ b/AW2E/translations/zu.json @@ -0,0 +1,163 @@ +{ + "add-workspace-2options":"crwdns56997:0crwdne56997:0", + "advance-3basicmoves":"crwdns56998:0crwdne56998:0", + "advance-3other-moves":"crwdns56999:0crwdne56999:0", + "amenities":"crwdns57000:0crwdne57000:0", + "angel":"crwdns57001:0crwdne57001:0", + "armor":"crwdns57002:0crwdne57002:0", + "atmosphere":"crwdns57003:0crwdne57003:0", + "attractions":"crwdns57004:0crwdne57004:0", + "back-minus-harm":"crwdns57005:0crwdne57005:0", + "back-minus-weird":"crwdns57006:0crwdne57006:0", + "barter":"crwdns57007:0crwdne57007:0", + "battlebabe":"crwdns57008:0crwdne57008:0", + "brainer":"crwdns57009:0crwdne57009:0", + "but":"crwdns57010:0crwdne57010:0", + "change-char-type":"crwdns57011:0crwdne57011:0", + "change-playbook":"crwdns57012:0crwdne57012:0", + "child-thing":"crwdns57013:0crwdne57013:0", + "chopper":"crwdns57014:0crwdne57014:0", + "chosen-friends":"crwdns57015:0crwdne57015:0", + "class-archetype":"crwdns57016:0crwdne57016:0", + "class-moves":"crwdns57017:0crwdne57017:0", + "complications":"crwdns57018:0crwdne57018:0", + "cool":"crwdns57019:0crwdne57019:0", + "crew-contacts":"crwdns57020:0crwdne57020:0", + "custom-weapons":"crwdns57021:0crwdne57021:0", + "description":"crwdns57022:0crwdne57022:0", + "die":"crwdns57023:0crwdne57023:0", + "do-something-under-fire":"crwdns57024:0crwdne57024:0", + "driver":"crwdns57025:0crwdne57025:0", + "emerged-stasis":"crwdns57026:0crwdne57026:0", + "erase-holding-option":"crwdns57027:0crwdne57027:0", + "establishment":"crwdns57028:0crwdne57028:0", + "establishment-security":"crwdns57029:0crwdne57029:0", + "experience":"crwdns57030:0crwdne57030:0", + "faceless":"crwdns57031:0crwdne57031:0", + "features":"crwdns57032:0crwdne57032:0", + "followers":"crwdns57033:0crwdne57033:0", + "followers-newoption":"crwdns57034:0crwdne57034:0", + "fortune":"crwdns57035:0crwdne57035:0", + "frame":"crwdns57036:0crwdne57036:0", + "gang":"crwdns57037:0crwdne57037:0", + "gang-new-option":"crwdns57038:0crwdne57038:0", + "gear-barter":"crwdns57039:0crwdne57039:0", + "get-2brainer-gear":"crwdns57040:0crwdne57040:0", + "get-ally":"crwdns57041:0crwdne57041:0", + "get-establishment":"crwdns57042:0crwdne57042:0", + "get-followers-fortune":"crwdns57043:0crwdne57043:0", + "get-gang-alpha":"crwdns57044:0crwdne57044:0", + "get-gang-leadership":"crwdns57045:0crwdne57045:0", + "get-gang-security-leadership":"crwdns57046:0crwdne57046:0", + "get-garage-crew":"crwdns57047:0crwdne57047:0", + "get-holding-newoption":"crwdns57048:0crwdne57048:0", + "get-holding-wealth":"crwdns57049:0crwdne57049:0", + "get-move-angel":"crwdns57050:0crwdne57050:0", + "get-move-battlebabe":"crwdns57051:0crwdne57051:0", + "get-move-brainer":"crwdns57052:0crwdne57052:0", + "get-move-child":"crwdns57053:0crwdne57053:0", + "get-move-driver":"crwdns57054:0crwdne57054:0", + "get-move-faceless":"crwdns57055:0crwdne57055:0", + "get-move-gunlugger":"crwdns57056:0crwdne57056:0", + "get-move-hocus":"crwdns57057:0crwdne57057:0", + "get-move-maestro":"crwdns57058:0crwdne57058:0", + "get-move-news":"crwdns57059:0crwdne57059:0", + "get-move-other":"crwdns57060:0crwdne57060:0", + "get-move-savvyhead":"crwdns57061:0crwdne57061:0", + "get-move-skinner":"crwdns57062:0crwdne57062:0", + "get-move-waterbearer":"crwdns57063:0crwdne57063:0", + "get-plus-cool-max2":"crwdns57064:0crwdne57064:0", + "get-plus-cool-max3":"crwdns57065:0crwdne57065:0", + "get-plus-hard-max2":"crwdns57066:0crwdne57066:0", + "get-plus-hard-max3":"crwdns57067:0crwdne57067:0", + "get-plus-hot-max2":"crwdns57068:0crwdne57068:0", + "get-plus-hot-max3":"crwdns57069:0crwdne57069:0", + "get-plus-sharp-max2":"crwdns57070:0crwdne57070:0", + "get-plus-sharp-max3":"crwdns57071:0crwdne57071:0", + "get-plus-stat-max3":"crwdns57072:0crwdne57072:0", + "get-plus-weird-max2":"crwdns57073:0crwdne57073:0", + "get-plus-weird-max3":"crwdns57074:0crwdne57074:0", + "get-supplier":"crwdns57075:0crwdne57075:0", + "get-vehicle":"crwdns57076:0crwdne57076:0", + "get-vehicle-combat-driver":"crwdns57077:0crwdne57077:0", + "get-vehicle-new":"crwdns57078:0crwdne57078:0", + "get-workspace-2options":"crwdns57079:0crwdne57079:0", + "gigs":"crwdns57080:0crwdne57080:0", + "go-aggro":"crwdns57081:0crwdne57081:0", + "gunlugger":"crwdns57082:0crwdne57082:0", + "hard":"crwdns57083:0crwdne57083:0", + "hardholder":"crwdns57084:0crwdne57084:0", + "harm":"crwdns57085:0crwdne57085:0", + "highlighted":"crwdns57086:0crwdne57086:0", + "hocus":"crwdns57087:0crwdne57087:0", + "hold":"crwdns57088:0crwdne57088:0", + "holding":"crwdns57089:0crwdne57089:0", + "holding-size":"crwdns57090:0crwdne57090:0", + "hot":"crwdns57091:0crwdne57091:0", + "hx":"crwdns57092:0crwdne57092:0", + "improvements":"crwdns57093:0crwdne57093:0", + "interested-parties":"crwdns57094:0crwdne57094:0", + "laws":"crwdns57095:0crwdne57095:0", + "life-untenable":"crwdns57096:0crwdne57096:0", + "lock-unlock-class":"crwdns57097:0crwdne57097:0", + "look":"crwdns57098:0crwdne57098:0", + "looks":"crwdns57099:0crwdne57099:0", + "maestro-d":"crwdns57100:0crwdne57100:0", + "misses":"crwdns57101:0crwdne57101:0", + "move":"crwdns57102:0crwdne57102:0", + "name":"crwdns57103:0crwdne57103:0", + "news":"crwdns57104:0crwdne57104:0", + "open-your-brain":"crwdns57105:0crwdne57105:0", + "other":"crwdns57106:0crwdne57106:0", + "other-moves":"crwdns57107:0crwdne57107:0", + "penalties":"crwdns57108:0crwdne57108:0", + "people-connections":"crwdns57109:0crwdne57109:0", + "phase1-add-improvements":"crwdns57110:0crwdne57110:0", + "power":"crwdns57111:0crwdne57111:0", + "puppet-strings":"crwdns57112:0crwdne57112:0", + "quarantine":"crwdns57113:0crwdne57113:0", + "read-a-sitch":"crwdns57114:0crwdne57114:0", + "regulars":"crwdns57115:0crwdne57115:0", + "remaining-stasis":"crwdns57116:0crwdne57116:0", + "resolve-interest-establishment":"crwdns57117:0crwdne57117:0", + "retire-char-safety":"crwdns57118:0crwdne57118:0", + "rolls":"crwdns57119:0crwdne57119:0", + "savvyhead":"crwdns57120:0crwdne57120:0", + "second-char":"crwdns57121:0crwdne57121:0", + "security":"crwdns57122:0crwdne57122:0", + "seduce-or-manipulate":"crwdns57123:0crwdne57123:0", + "sharp":"crwdns57124:0crwdne57124:0", + "show-hide-improvements":"crwdns57125:0crwdne57125:0", + "size":"crwdns57126:0crwdne57126:0", + "skinner":"crwdns57127:0crwdne57127:0", + "source":"crwdns57128:0crwdne57128:0", + "source-2features":"crwdns57129:0crwdne57129:0", + "source-laws":"crwdns57130:0crwdne57130:0", + "specialist-jackson":"crwdns57131:0crwdne57131:0", + "stasis":"crwdns57132:0crwdne57132:0", + "stasis-facilities":"crwdns57133:0crwdne57133:0", + "stat":"crwdns57134:0crwdne57134:0", + "stats":"crwdns57135:0crwdne57135:0", + "stock":"crwdns57136:0crwdne57136:0", + "strength":"crwdns57137:0crwdne57137:0", + "studio":"crwdns57138:0crwdne57138:0", + "succeeds":"crwdns57139:0crwdne57139:0", + "succeeds-partially":"crwdns57140:0crwdne57140:0", + "surplus":"crwdns57141:0crwdne57141:0", + "tags":"crwdns57142:0crwdne57142:0", + "under-disguises":"crwdns57143:0crwdne57143:0", + "unlock-stasis-facility":"crwdns57144:0crwdne57144:0", + "unlocked-facilities":"crwdns57145:0crwdne57145:0", + "unmasked":"crwdns57146:0crwdne57146:0", + "untouched-why":"crwdns57147:0crwdne57147:0", + "want":"crwdns57148:0crwdne57148:0", + "waterbearer":"crwdns57149:0crwdne57149:0", + "weaknesses":"crwdns57150:0crwdne57150:0", + "weird":"crwdns57151:0crwdne57151:0", + "wolves-maelstrom":"crwdns57152:0crwdne57152:0", + "workspace-lifesupport":"crwdns57153:0crwdne57153:0", + "your-bike":"crwdns57154:0crwdne57154:0", + "your-cars":"crwdns57155:0crwdne57155:0", + "your-den":"crwdns57156:0crwdne57156:0", + "your-mask":"crwdns57157:0crwdne57157:0" +} \ No newline at end of file diff --git a/Aborea/aborea.html b/Aborea/aborea.html index d98c97668198..53aa6ebe077e 100644 --- a/Aborea/aborea.html +++ b/Aborea/aborea.html @@ -95,6 +95,11 @@

    Kampf- und Magiesystem

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    Göttliche Punkte: |
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    The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.
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    + {{/dmg2flag}} + {{/dmg1flag}} +
    + {{^attack}} + {{#range}} +
    + {{range}} +
    + {{/range}} +
    + {{rname}} +
    + {{#charname}} +
    + {{charname}} +
    + {{/charname}} + {{/attack}} +
    + {{/damage}} + + + +
    + {{desc}} +
    +
    + + +
    +
    + {{name}} +
    +
    + {{level}}{{#ritual}} (){{/ritual}} +
    +
    + {{#castingtime}} +
    + Casting Time: {{castingtime}} +
    + {{/castingtime}} + {{#range}} +
    + Range: {{range}} +
    + {{/range}} + {{#target}} +
    + Target: {{target}} +
    + {{/target}} +
    + Components: + + {{#v}}V{{#s}}, {{/s}}{{^s}}{{#m}}, {{/m}}{{/s}}{{/v}} + {{#s}}S{{#m}}, {{/m}}{{/s}} + {{#m}}M {{#material}}({{material}}){{/material}}{{/m}} + +
    + {{#duration}} +
    + Duration: {{#concentration}}Concentration {{/concentration}}{{duration}} +
    + {{/duration}} +
    + {{#description}} +
    + {{description}} +
    + {{/description}} + {{#athigherlevels}} +
    + At Higher Levels. {{athigherlevels}} +
    + {{/athigherlevels}} +
    +
    + + +
    + {{rname}} +
    +
    + {{name}} +
    +
    +
    + {{#normal}} + {{rname}}: {{r1}} + {{/normal}} + {{#always}} + {{rname}}: {{r1}} | {{r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollLess() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/disadvantage}} +
    +
    + + +
    + {{#normal}} + {{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}} + {{#^rollWasCrit() r1}}{{rname}}{{/^rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}{{rnamec}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{rname}}{{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}{{rnamec}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{rname}}{{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollTotal() r1 r2}}{{#^rollWasCrit() r1}}{{rname}}{{/^rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollLess() r1 r2}}{{rname}}{{/rollLess() r1 r2}} + {{#rollGreater() r1 r2}}{{rnamec}}{{/rollGreater() r1 r2}} + {{/disadvantage}} +
    +
    + {{name}} +
    +
    +
    + {{#normal}} + {{#rollWasCrit() r1}}{{rnamec}}: {{/rollWasCrit() r1}} + {{#^rollWasCrit() r1}}{{rname}}: {{/^rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}{{rnamec}}: {{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}: {{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}: {{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{rname}}: {{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}{{rnamec}}: {{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}: {{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}: {{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{rname}}: {{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}: {{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollTotal() r1 r2}}{{#^rollWasCrit() r1}}{{rname}}: {{/^rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollLess() r1 r2}}{{rname}}: {{/rollLess() r1 r2}} + {{#rollGreater() r1 r2}}{{rnamec}}: {{/rollGreater() r1 r2}} + {{/disadvantage}} + {{#normal}} + {{r1}} + {{/normal}} + {{#always}} + {{r1}} | {{r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}} + {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollLess() r1 r2}} + {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/disadvantage}} +
    + {{#description}} +
    + {{description}} +
    + {{/description}} +
    + + +
    + Damage: + + {{#dmg1flag}} + {{dmg1}}{{#crit}} + {{crit1}}{{/crit}}{{dmg1type}} + {{/dmg1flag}} + {{#dmg1flag}}{{#dmg2flag}}+{{/dmg2flag}}{{/dmg1flag}} + {{#dmg2flag}} + {{dmg2}}{{#crit}} + {{crit2}}{{/crit}}{{dmg2type}} + {{/dmg2flag}} + +
    +
    + + +
    +
    + {{rname}} +
    +
    + {{name}} +
    +
    + {{#attack}} +
    + {{#normal}} + Attack: {{r1}} + {{/normal}} + {{#always}} + {{rname}}: {{r1}} | {{r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollLess() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{rname}}: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/disadvantage}} +
    + {{/attack}} + {{#description}} + {{description}} + {{/description}} +
    + {{#damage}} +
    + Damage: + + {{#dmg1flag}} + {{dmg1}} + {{#normal}} + {{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{dmg1type}} + {{/dmg1flag}} + {{#dmg1flag}}{{#dmg2flag}}+{{/dmg2flag}}{{/dmg1flag}} + {{#dmg2flag}} + {{dmg2}} + {{#normal}} + {{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{dmg2type}} + {{/dmg2flag}} + +
    + {{/damage}} +
    + +
    + + + \ No newline at end of file diff --git a/Adventures in Middle Earth/example.png b/Adventures in Middle Earth/example.png new file mode 100644 index 000000000000..f6913cc57cd6 Binary files /dev/null and b/Adventures in Middle Earth/example.png differ diff --git a/Adventures in Middle Earth/inspiration2.png b/Adventures in Middle Earth/inspiration2.png new file mode 100644 index 000000000000..5006f5843056 Binary files /dev/null and b/Adventures in Middle Earth/inspiration2.png differ diff --git a/Adventures in Middle Earth/miserable_icon.png b/Adventures in Middle Earth/miserable_icon.png new file mode 100644 index 000000000000..43158b168e0b Binary files /dev/null and b/Adventures in Middle Earth/miserable_icon.png differ diff --git a/Adventures in Middle Earth/sheet.json b/Adventures in Middle Earth/sheet.json new file mode 100644 index 000000000000..750bd156c949 --- /dev/null +++ b/Adventures in Middle Earth/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "Adventures in Middle Earth.html", + "css": "Adventures in Middle Earth.css", + "authors": "Steve K., Phil B., and Randall B.", + "roll20userid": "5047,141325,99343", + "preview": "example.png", + "compendium": "dnd5e", + "instructions": "This is a modified 5th Edition OGL sheet with some minor additions/modifications appropriate to Adventures in Middle Earth. The player's Misery/Maddness target number is automatically tracked with the accumulation of Shadow (temporary and permanent)." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translation.json b/Adventures in Middle Earth/translation.json new file mode 100644 index 000000000000..83dc88d1615f --- /dev/null +++ b/Adventures in Middle Earth/translation.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys": "----------------------------------------------------------------------------------------", + "scholar": "Scholar", + "slayer": "Slayer", + "treasure-hunter": "Treasure Hunter", + "wanderer": "Wanderer", + "warden": "Warden", + "warrior": "Warrior", + "culture-u": "CULTURE", + "shadow-weakness-u": "SHADOW WEAKNESS", + "distinctive-quality-u": "DISTINCTIVE QUALITY", + "specialty-u": "SPECIALTY", + "hope-u": "HOPE", + "dispair-u": "DISPAIR", + "perm": "PERM", + "shadow-u": "SHADOW", + "exhaustion-u": "EXHAUSTION", + "gold-u": "G", + "silver-u": "S", + "copper-u": "C", + "virtues-feats-traits-u": "VIRTUES, FEATURES, & TRAITS", + "lore-core": "Lore (Int)", + "riddle-core": "Riddle (Int)", + "shadow-lore-core": "Shadow Lore (Int)", + "traditions-core": "Traditions (Int)", + "lore-u": "LORE", + "riddle-u": "RIDDLE", + "shadow-lore-u": "SHADOW LORE", + "traditions-u": "TRADITIONS", + "standard-of-living-u": "STANDARD OF LIVING", + "poor": "Poor", + "frugal": "Frugal", + "martial": "Martial", + "prosperous": "Prosperous", + "rich": "Rich", + "patrons-sanctuaries-u": "PATRONS & SANCTUARIES", + "add-feats-traits-virts-u": "ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u": "TALE OF YEARS", + "miserable-u": "MISERABLE", + "madness-threshold-u": "MADNESS THRESHOLD", + "lore+": "Lore +", + "riddle+": "Riddle +", + "shadow-lore+": "Shadow Lore +", + "traditions+": "Traditions +", + "lore": "Lore", + "riddle": "Riddle", + "shadow-lore": "Shadow Lore", + "traditions": "Traditions", + "item-type-u": "TYPE:", + "item-ac:-u": "AC:", + "item-damage:-u": "DAM:", + "item-damage-type:-u": "DTYP:", + "item-range:-u": "RNG:", + "end-aime-keys": "------------------------------------------------------------------------------------------", + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "type-u": "TYPE", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal-handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight-of-hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "saving-throw": "Saving Throws", + "str+": "Str +", + "dex+": "Dex +", + "con+": "Con +", + "int+": "Int +", + "wis+": "Wis +", + "cha+": "Cha +", + "skills": "Skills", + "acrobatics+": "Acrobatics +", + "animal-handling+": "Animal Handling +", + "arcana+": "Arcana +", + "athletics+": "Athletics +", + "deception+": "Deception +", + "history+": "History +", + "insight+": "Insight +", + "intimidation+": "Intimidation +", + "investigation+": "Investigation +", + "medicine+": "Medicine +", + "nature+": "Nature +", + "perception+": "Perception +", + "performance+": "Performance +", + "persuasion+": "Persuasion +", + "religion+": "Religion +", + "sleight-of-hand+": "Sleight of Hand +", + "stealth+": "Stealth +", + "survival+": "Survival +", + "acrobatics": "Acrobatics", + "animal-handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight-of-hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "char-name-u": "CHARACTER NAME", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal-handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight-of-hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumberance:-u": "ENCUMBERANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/af.json b/Adventures in Middle Earth/translations/af.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/af.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/cs.json b/Adventures in Middle Earth/translations/cs.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/cs.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/da.json b/Adventures in Middle Earth/translations/da.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/da.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/de.json b/Adventures in Middle Earth/translations/de.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/de.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/el.json b/Adventures in Middle Earth/translations/el.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/el.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/en.json b/Adventures in Middle Earth/translations/en.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/en.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/es.json b/Adventures in Middle Earth/translations/es.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/es.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/fr.json b/Adventures in Middle Earth/translations/fr.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/fr.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/he.json b/Adventures in Middle Earth/translations/he.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/he.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/it.json b/Adventures in Middle Earth/translations/it.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/it.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/ja.json b/Adventures in Middle Earth/translations/ja.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/ja.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/ko.json b/Adventures in Middle Earth/translations/ko.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/ko.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/nl.json b/Adventures in Middle Earth/translations/nl.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/nl.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/pt.json b/Adventures in Middle Earth/translations/pt.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/pt.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/ru.json b/Adventures in Middle Earth/translations/ru.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/ru.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/sv.json b/Adventures in Middle Earth/translations/sv.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/sv.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/tr.json b/Adventures in Middle Earth/translations/tr.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/tr.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/zh.json b/Adventures in Middle Earth/translations/zh.json new file mode 100644 index 000000000000..72c0f3b43aeb --- /dev/null +++ b/Adventures in Middle Earth/translations/zh.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"----------------------------------------------------------------------------------------", + "scholar":"Scholar", + "slayer":"Slayer", + "treasure-hunter":"Treasure Hunter", + "wanderer":"Wanderer", + "warden":"Warden", + "warrior":"Warrior", + "culture-u":"CULTURE", + "shadow-weakness-u":"SHADOW WEAKNESS", + "distinctive-quality-u":"DISTINCTIVE QUALITY", + "specialty-u":"SPECIALTY", + "hope-u":"HOPE", + "dispair-u":"DISPAIR", + "perm":"PERM", + "shadow-u":"SHADOW", + "exhaustion-u":"EXHAUSTION", + "gold-u":"G", + "silver-u":"S", + "copper-u":"C", + "virtues-feats-traits-u":"VIRTUES, FEATURES, & TRAITS", + "lore-core":"Lore (Int)", + "riddle-core":"Riddle (Int)", + "shadow-lore-core":"Shadow Lore (Int)", + "traditions-core":"Traditions (Int)", + "lore-u":"LORE", + "riddle-u":"RIDDLE", + "shadow-lore-u":"SHADOW LORE", + "traditions-u":"TRADITIONS", + "standard-of-living-u":"STANDARD OF LIVING", + "poor":"Poor", + "frugal":"Frugal", + "martial":"Martial", + "prosperous":"Prosperous", + "rich":"Rich", + "patrons-sanctuaries-u":"PATRONS & SANCTUARIES", + "add-feats-traits-virts-u":"ADDITIONAL VIRTUES, FEATURES, & TRAITS", + "tale-of-years-u":"TALE OF YEARS", + "miserable-u":"MISERABLE", + "madness-threshold-u":"MADNESS THRESHOLD", + "lore+":"Lore +", + "riddle+":"Riddle +", + "shadow-lore+":"Shadow Lore +", + "traditions+":"Traditions +", + "lore":"Lore", + "riddle":"Riddle", + "shadow-lore":"Shadow Lore", + "traditions":"Traditions", + "item-type-u":"TYPE:", + "item-ac:-u":"AC:", + "item-damage:-u":"DAM:", + "item-damage-type:-u":"DTYP:", + "item-range:-u":"RNG:", + "end-aime-keys":"------------------------------------------------------------------------------------------", + "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions", + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lightning, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"Ritual", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/zu.json b/Adventures in Middle Earth/translations/zu.json new file mode 100644 index 000000000000..9fc99c6c1e39 --- /dev/null +++ b/Adventures in Middle Earth/translations/zu.json @@ -0,0 +1,480 @@ +{ + "begin-aime-keys":"crwdns56074:0crwdne56074:0", + "scholar":"crwdns56075:0crwdne56075:0", + "slayer":"crwdns56076:0crwdne56076:0", + "treasure-hunter":"crwdns56077:0crwdne56077:0", + "wanderer":"crwdns56078:0crwdne56078:0", + "warden":"crwdns56079:0crwdne56079:0", + "warrior":"crwdns56080:0crwdne56080:0", + "culture-u":"crwdns56081:0crwdne56081:0", + "shadow-weakness-u":"crwdns56082:0crwdne56082:0", + "distinctive-quality-u":"crwdns56083:0crwdne56083:0", + "specialty-u":"crwdns56084:0crwdne56084:0", + "hope-u":"crwdns56085:0crwdne56085:0", + "dispair-u":"crwdns56086:0crwdne56086:0", + "perm":"crwdns56087:0crwdne56087:0", + "shadow-u":"crwdns56088:0crwdne56088:0", + "exhaustion-u":"crwdns56089:0crwdne56089:0", + "gold-u":"crwdns56090:0crwdne56090:0", + "silver-u":"crwdns56091:0crwdne56091:0", + "copper-u":"crwdns56092:0crwdne56092:0", + "virtues-feats-traits-u":"crwdns56093:0crwdne56093:0", + "lore-core":"crwdns56094:0crwdne56094:0", + "riddle-core":"crwdns56095:0crwdne56095:0", + "shadow-lore-core":"crwdns56096:0crwdne56096:0", + "traditions-core":"crwdns56097:0crwdne56097:0", + "lore-u":"crwdns56098:0crwdne56098:0", + "riddle-u":"crwdns56099:0crwdne56099:0", + "shadow-lore-u":"crwdns56100:0crwdne56100:0", + "traditions-u":"crwdns56101:0crwdne56101:0", + "standard-of-living-u":"crwdns56102:0crwdne56102:0", + "poor":"crwdns56103:0crwdne56103:0", + "frugal":"crwdns56104:0crwdne56104:0", + "martial":"crwdns56105:0crwdne56105:0", + "prosperous":"crwdns56106:0crwdne56106:0", + "rich":"crwdns56107:0crwdne56107:0", + "patrons-sanctuaries-u":"crwdns56108:0crwdne56108:0", + "add-feats-traits-virts-u":"crwdns56109:0crwdne56109:0", + "tale-of-years-u":"crwdns56110:0crwdne56110:0", + "miserable-u":"crwdns56111:0crwdne56111:0", + "madness-threshold-u":"crwdns56112:0crwdne56112:0", + "lore+":"crwdns56113:0crwdne56113:0", + "riddle+":"crwdns56114:0crwdne56114:0", + "shadow-lore+":"crwdns56115:0crwdne56115:0", + "traditions+":"crwdns56116:0crwdne56116:0", + "lore":"crwdns56117:0crwdne56117:0", + "riddle":"crwdns56118:0crwdne56118:0", + "shadow-lore":"crwdns56119:0crwdne56119:0", + "traditions":"crwdns56120:0crwdne56120:0", + "item-type-u":"crwdns58316:0crwdne58316:0", + "item-ac:-u":"crwdns58317:0crwdne58317:0", + "item-damage:-u":"crwdns58318:0crwdne58318:0", + "item-damage-type:-u":"crwdns58319:0crwdne58319:0", + "item-range:-u":"crwdns58320:0crwdne58320:0", + "end-aime-keys":"crwdns56121:0crwdne56121:0", + "skills-list":"crwdns56122:0crwdne56122:0", + "npc-options-u":"crwdns56123:0crwdne56123:0", + "name-u":"crwdns56124:0crwdne56124:0", + "npc-type-u":"crwdns56125:0crwdne56125:0", + "npc-type-place":"crwdns56126:0crwdne56126:0", + "armor-class-u":"crwdns56127:0crwdne56127:0", + "type-u":"crwdns56128:0crwdne56128:0", + "npc-armor-place":"crwdns56129:0crwdne56129:0", + "hit-points-u":"crwdns56130:0crwdne56130:0", + "formula-u":"crwdns56131:0crwdne56131:0", + "speed-u":"crwdns56132:0crwdne56132:0", + "npc-speed-place":"crwdns56133:0crwdne56133:0", + "attributes-u":"crwdns56134:0crwdne56134:0", + "str-u":"crwdns56135:0crwdne56135:0", + "dex-u":"crwdns56136:0crwdne56136:0", + "con-u":"crwdns56137:0crwdne56137:0", + "int-u":"crwdns56138:0crwdne56138:0", + "wis-u":"crwdns56139:0crwdne56139:0", + "cha-u":"crwdns56140:0crwdne56140:0", + "saves-u":"crwdns56141:0crwdne56141:0", + "skills-u":"crwdns56142:0crwdne56142:0", + "acrobatics-u":"crwdns56143:0crwdne56143:0", + "animal-handling-u":"crwdns56144:0crwdne56144:0", + "arcana-u":"crwdns56145:0crwdne56145:0", + "athletics-u":"crwdns56146:0crwdne56146:0", + "deception-u":"crwdns56147:0crwdne56147:0", + "history-u":"crwdns56148:0crwdne56148:0", + "insight-u":"crwdns56149:0crwdne56149:0", + "intimidation-u":"crwdns56150:0crwdne56150:0", + "investigation-u":"crwdns56151:0crwdne56151:0", + "medicine-u":"crwdns56152:0crwdne56152:0", + "nature-u":"crwdns56153:0crwdne56153:0", + "perception-u":"crwdns56154:0crwdne56154:0", + "performance-u":"crwdns56155:0crwdne56155:0", + "persuasion-u":"crwdns56156:0crwdne56156:0", + "religion-u":"crwdns56157:0crwdne56157:0", + "sleight-of-hand-u":"crwdns56158:0crwdne56158:0", + "stealth-u":"crwdns56159:0crwdne56159:0", + "survival-u":"crwdns56160:0crwdne56160:0", + "damage-vuln-u":"crwdns56161:0crwdne56161:0", + "npc-dmg-vuln-place":"crwdns56162:0crwdne56162:0", + "damage-res-u":"crwdns56163:0crwdne56163:0", + "npc-dmg-res-place":"crwdns56164:0crwdne56164:0", + "damage-imm-u":"crwdns56165:0crwdne56165:0", + "npc-dmg-imm-place":"crwdns56166:0crwdne56166:0", + "cond-imm-u":"crwdns56167:0crwdne56167:0", + "npc-cond-imm-place":"crwdns56168:0crwdne56168:0", + "senses-u":"crwdns56169:0crwdne56169:0", + "npc-senses-place":"crwdns56170:0crwdne56170:0", + "langs-u":"crwdns56171:0crwdne56171:0", + "npc-langs-place":"crwdns56172:0crwdne56172:0", + "challenge-u":"crwdns56173:0crwdne56173:0", + "xp-u":"crwdns56174:0crwdne56174:0", + "spellcast-npc-u":"crwdns56175:0crwdne56175:0", + "spell-ability-u":"crwdns56176:0crwdne56176:0", + "none-u":"crwdns56177:0crwdne56177:0", + "strength-u":"crwdns56178:0crwdne56178:0", + "strength-save-u":"crwdns56179:0crwdne56179:0", + "dexterity-u":"crwdns56180:0crwdne56180:0", + "dexterity-save-u":"crwdns56181:0crwdne56181:0", + "constitution-u":"crwdns56182:0crwdne56182:0", + "constitution-save-u":"crwdns56183:0crwdne56183:0", + "intelligence-u":"crwdns56184:0crwdne56184:0", + "intelligence-save-u":"crwdns56185:0crwdne56185:0", + "wisdom-u":"crwdns56186:0crwdne56186:0", + "wisdom-save-u":"crwdns56187:0crwdne56187:0", + "charisma-u":"crwdns56188:0crwdne56188:0", + "charisma-save-u":"crwdns56189:0crwdne56189:0", + "spell-dc-u":"crwdns56190:0crwdne56190:0", + "spell-atk-bonus-u":"crwdns56191:0crwdne56191:0", + "has-reaction-u":"crwdns56192:0crwdne56192:0", + "leg-actions:-u":"crwdns56193:0crwdne56193:0", + "gen-opts-u":"crwdns56194:0crwdne56194:0", + "npc-u":"crwdns56195:0crwdne56195:0", + "roll-queries:-u":"crwdns56196:0crwdne56196:0", + "always-adv":"crwdns56197:0crwdne56197:0", + "adv-toggle":"crwdns56198:0crwdne56198:0", + "query-adv":"crwdns56199:0crwdne56199:0", + "never-adv":"crwdns56200:0crwdne56200:0", + "whisp-rolls-gm:-u":"crwdns56201:0crwdne56201:0", + "never-whisp":"crwdns56202:0crwdne56202:0", + "query-whisp":"crwdns56203:0crwdne56203:0", + "always-whisp":"crwdns56204:0crwdne56204:0", + "auto-dmg-roll:-u":"crwdns56205:0crwdne56205:0", + "never-dmg":"crwdns56206:0crwdne56206:0", + "always-dmg":"crwdns56207:0crwdne56207:0", + "ac":"crwdns56208:0crwdne56208:0", + "hp":"crwdns56209:0crwdne56209:0", + "speed":"crwdns56210:0crwdne56210:0", + "saving-throw":"crwdns56211:0crwdne56211:0", + "str+":"crwdns56212:0crwdne56212:0", + "dex+":"crwdns56213:0crwdne56213:0", + "con+":"crwdns56214:0crwdne56214:0", + "int+":"crwdns56215:0crwdne56215:0", + "wis+":"crwdns56216:0crwdne56216:0", + "cha+":"crwdns56217:0crwdne56217:0", + "skills":"crwdns56218:0crwdne56218:0", + "acrobatics+":"crwdns56219:0crwdne56219:0", + "animal-handling+":"crwdns56220:0crwdne56220:0", + "arcana+":"crwdns56221:0crwdne56221:0", + "athletics+":"crwdns56222:0crwdne56222:0", + "deception+":"crwdns56223:0crwdne56223:0", + "history+":"crwdns56224:0crwdne56224:0", + "insight+":"crwdns56225:0crwdne56225:0", + "intimidation+":"crwdns56226:0crwdne56226:0", + "investigation+":"crwdns56227:0crwdne56227:0", + "medicine+":"crwdns56228:0crwdne56228:0", + "nature+":"crwdns56229:0crwdne56229:0", + "perception+":"crwdns56230:0crwdne56230:0", + "performance+":"crwdns56231:0crwdne56231:0", + "persuasion+":"crwdns56232:0crwdne56232:0", + "religion+":"crwdns56233:0crwdne56233:0", + "sleight-of-hand+":"crwdns56234:0crwdne56234:0", + "stealth+":"crwdns56235:0crwdne56235:0", + "survival+":"crwdns56236:0crwdne56236:0", + "acrobatics":"crwdns56237:0crwdne56237:0", + "animal-handling":"crwdns56238:0crwdne56238:0", + "arcana":"crwdns56239:0crwdne56239:0", + "athletics":"crwdns56240:0crwdne56240:0", + "deception":"crwdns56241:0crwdne56241:0", + "history":"crwdns56242:0crwdne56242:0", + "insight":"crwdns56243:0crwdne56243:0", + "intimidation":"crwdns56244:0crwdne56244:0", + "investigation":"crwdns56245:0crwdne56245:0", + "medicine":"crwdns56246:0crwdne56246:0", + "nature":"crwdns56247:0crwdne56247:0", + "perception":"crwdns56248:0crwdne56248:0", + "performance":"crwdns56249:0crwdne56249:0", + "persuasion":"crwdns56250:0crwdne56250:0", + "religion":"crwdns56251:0crwdne56251:0", + "sleight-of-hand":"crwdns56252:0crwdne56252:0", + "stealth":"crwdns56253:0crwdne56253:0", + "survival":"crwdns56254:0crwdne56254:0", + 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"dungeons-and-dragons-styling-info":"crwdns56546:0crwdne56546:0" +} \ No newline at end of file diff --git a/Against the Dark Yogi/darkyogi.css b/Against the Dark Yogi/darkyogi.css index 085c6cf9aa65..98383fda32c2 100644 --- a/Against the Dark Yogi/darkyogi.css +++ b/Against the Dark Yogi/darkyogi.css @@ -1,5 +1,5 @@ .charsheet { - background-image: url("https://raw.githubusercontent.com/tmtabor/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-background.jpg"); + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-background.jpg"); background-size: contain; background-repeat: repeat-y; background-color: black; diff --git a/Against the Dark Yogi/darkyogi.html b/Against the Dark Yogi/darkyogi.html index c969cb657ce2..fa58a1dbd74e 100644 --- a/Against the Dark Yogi/darkyogi.html +++ b/Against the Dark Yogi/darkyogi.html @@ -1,4 +1,4 @@ - +

    diff --git a/Agone-(french)/agone-sheet.html b/Agone-(french)/agone-sheet.html index 34d94e74640c..e6396f25abb1 100644 --- a/Agone-(french)/agone-sheet.html +++ b/Agone-(french)/agone-sheet.html @@ -221,7 +221,7 @@

    Aide à l'utilisation de la fiche de personnage

    - + diff --git a/Anima-Beyond-Fantasy/A-BF.css b/Anima-Beyond-Fantasy/A-BF.css index 6d894d02d33c..b10903eb4e5f 100644 --- a/Anima-Beyond-Fantasy/A-BF.css +++ b/Anima-Beyond-Fantasy/A-BF.css @@ -1,12 +1,12 @@ fieldset{ - margin:0px; - padding:0px; - border:none; + margin:0px; + padding:0px; + border:none; } .sheet-3colrow{ - display: block; - clear: both; + display: block; + clear: both; } .sheet-3colrow .sheet-col2{ width: calc(33% - 21px); @@ -15,8 +15,8 @@ fieldset{ } .sheet-2colrow{ - display: block; - clear: both; + display: block; + clear: both; } .sheet-2colrow .sheet-col2{ width: calc(50% - 21px); @@ -24,6 +24,13 @@ fieldset{ display: inline-block; } +.sheet-logo, +.sheet-logo img +{ + width:150px; + height:82px; +} + div.sheet-tab-content { display: none; @@ -34,7 +41,8 @@ input.sheet-tab1:checked ~ div.sheet-tab1, input.sheet-tab2:checked ~ div.sheet-tab2, input.sheet-tab3:checked ~ div.sheet-tab3, input.sheet-tab4:checked ~ div.sheet-tab4, -input.sheet-tab5:checked ~ div.sheet-tab5 +input.sheet-tab5:checked ~ div.sheet-tab5, +input.sheet-tab6:checked ~ div.sheet-tab6 { display: block; } @@ -50,33 +58,36 @@ input.sheet-secondary_tab8:checked ~ div.sheet-secondary_tab8 display:block; } input.sheet-tab{ - width:150px; - height: 22px; - top: 5px; - left: 6px; - margin-right: -150px; + width: 152px; + height: 24px; + margin: 0px -152px 5px 5px; cursor: pointer; z-index: 1; opacity: 0; - } + +input.sheet-tab+ span { + height: 22px; + display: inline-block; + font-family: Calibri, Candara, Segoe, "Segoe UI", Optima, Arial, sans-serif; + width: 148px; +} + input.sheet-tab+ span::before { content: attr(title); - - border-radius:.5em; - border:2px solid black; + border-radius: .5em; + border: 2px solid black; text-align: center; display: inline-block; - margin-top:-28px; background: black; - color:white; + color: white; text-shadow: 2px 2px 2px #555555; - width: 148px; + width: 100%; height: 20px; font-size: 18px; - line-height:20px; - font-family: Calibri, Candara, Segoe, "Segoe UI", Optima, Arial, sans-serif; + line-height: 20px; + font-family: inherit; } input.sheet-tab:checked+ span::before{ background:#CC0000; @@ -118,12 +129,13 @@ input.sheet-small_tab:checked+ span::before{ input.sheet-option { - width:23px; - height: 23px; + width:21px; + height: 21px; cursor: pointer; z-index: 1; opacity: 0; float:right; + margin:0px; } .repcontrol_del{ @@ -131,13 +143,19 @@ input.sheet-option position: relative; } +input.sheet-option.sheet-title, +input.sheet-option.sheet-title+ span +{ + margin-top:5px; +} + input.sheet-option+ span{ - float:right; - margin-right:-23px; + float:right; + margin-right:-21px; text-align: center; display: inline-block; - width: 23px; - height:23px; + width: 21px; + height:21px; } input.sheet-option+ span::before @@ -170,8 +188,8 @@ span.sheet-option.sheet-white div.sheet-expanded { - display: none; - border-top-color: #000; + display: none; + border-top-color: #DADADA; margin: 2px 0 0 0; } input.sheet-option:checked ~ div.sheet-expanded, @@ -196,64 +214,105 @@ button[type=roll].sheet-d100-roll-button::before{ width:30px; } button[type=roll].sheet-widebutton{ - width:90px; + width:90px; } button[type=roll].sheet-label::before { content: ""; + display: inline-block; } + button[type=roll].sheet-label, button[type=roll].sheet-label input{ - border:none; padding:0!important; font: inherit; cursor: pointer; } + +button[type=roll].sheet-label{ + height:21px; + border:1px solid transparent; +} + .sheet-dark_row .button[type=roll].sheet-label{ - color:white; + color:black; } button[type=roll].sheet-label input{ - background-color:rgba(0, 0, 0, 0.1)!important; + background-color:transparent; + border: none 0px transparent; } + +label{ + display: inline-block; + width: auto; +} + input[type=number].sheet-longnum, .sheet-longnum{ - width:60px; + width:60px; } -input[type=text]{text-align:left;} +input[type=text]{ + text-align:left; +} input[disabled=true]{ - background-color:#c6c6c6; - border:1px solid black; + background-color:#DADADA; } input[type=number] { - width:45px; + width:45px; +} + +input{ + border-top:none; + border-left:none; + border-right:none; + border:1px outset #DADADA; +} + +input:hover:enabled, +button:active:enabled, +button[type=roll].sheet-label:hover{ + border:1px outset cyan!important; } .sheet-wrapper{ margin:3px; - border:2px solid black; + border:none; vertical-align:top; display:inline-block; } div.sheet-page_wrapper{ + width:820px; + display:block; + margin:3px; + border-top: 2px solid black; + border-bottom: 2px solid black; + border-left: none; + border-right: none; + font-family: Calibri, Candara, Segoe, "Segoe UI", Optima, Arial, sans-serif; +} +div.sheet-page_header{ width:810px; display:block; + margin:3px; + border:none; font-family: Calibri, Candara, Segoe, "Segoe UI", Optima, Arial, sans-serif; } + .sheet-sidebubbled{ font-size: 11pt; width:51px; font-weight:bold; - border:2px solid black; - color:white; + border:2px solid #DADADA; + color:black; display:inline-block; - background-color:black; + background-color:#DADADA; text-align: center; padding-top:1px; padding-left:3px; @@ -267,24 +326,30 @@ div.sheet-page_wrapper{ } .sheet-title{ text-align: center; - background-color: black; - color: white; + background-color: white; + color: black; + border-bottom: 5px solid transparent; + border-image: url(https://i.imgur.com/wEoeCr7.png) 10 stretch; text-shadow: 2px 2px 2px #555555; - padding-bottom:8px; - padding-top:8px; + padding-bottom:2px; + padding-top:2px; width: 100%; - font-size: 20pt; + font-size: 18pt; font-family: "Station",Calibri, Candara, Segoe, "Segoe UI", Optima, Arial, sans-serif; } .sheet-dark_row{ - color:white; - background-color:grey; + color:black; + background-color:#DADADA; + border-radius: 1em; } .sheet-style_row{ display:block; - margin: 3px; + margin-left: 3px; + margin-right: 3px; } +.sheet-style_row.sheet-noborder {border:none!important;} + .sheet-clear{ clear: both; } @@ -346,7 +411,7 @@ div[data-groupname="repeating_rangedweapons"] .repitem, div[data-groupname="repeating_kitechniques"] .repitem { padding:0px; - border:2px solid black; + border:2px solid #DADADA; background:white; margin:4px; display: inline-block; @@ -355,30 +420,42 @@ div[data-groupname="repeating_kitechniques"] .repitem width: 30px; padding-left:2px; } -div .repitem{ - padding:4px; -} .sheet-longbubble{ width:70px; } -.sheet-secondary_bubble{ +button.sheet-secondary_bubble{ + width:138px; +} +div.sheet-secondary_bubble{ width:80px; - float:none; } .sheet-red{ color:red; font-weight:bold; } -.sheet-secondary_bubble.sheet-red{ - color:white; +.sheet-secondary_bubble.sheet-red, +button.sheet-label[type="roll"].sheet-secondary_bubble.sheet-red{ + color:black; + font-weight:bold; text-shadow: 1px 1px 2px #FF0000; - border:2px solid red; + border:1px solid red; +} + +button.sheet-label[type="roll"].sheet-secondary_bubble{ + border:1px solid transparent; } + .sheet-smalltitle{ font-size:13pt; - padding-bottom: 4px; - padding-top: 4px; + padding-bottom: 2px; + padding-top: 2px; +} + +.sheet-ki_title{ + margin-right:10px; + font-weight:bold; + width:auto; } .sheet-point_tracker{ border-radius:1em; @@ -391,13 +468,6 @@ div .repitem{ .sheet-ki_cost{ float:right; margin-right:3px; -} -.sheet-ki_title{ - margin-right:10px; - font-weight:bold; - width:auto; -} -.sheet-ki_cost{ width:30px; } @@ -419,16 +489,16 @@ div .repitem{ .sheet-ki_seal_checkbox{ margin-top:2px; margin-left:2px; - margin-right:1px; + margin-right:1px; } .sheet-fullbubble{ - border:3px solid black; + border:3px solid #DADADA; border-radius:.5em; width:40px; margin:1px; text-align:center; - background-color:black; - color:white; + background-color:#DADADA; + color:black; font-weight:bold; } /* Start CSS for ki ability box here*/ @@ -542,12 +612,14 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi table, .sheet-rolltemplate-ABFki table, .sheet-rolltemplate-ABFweapon table { - width: 100%; - border: 1px solid; - color: black; - background-color: #ffffff; - font-size: 1em; - font-family: Calibri, Candara, Segoe, "Segoe UI", Optima, Arial, sans-serif; + width: 100%; + border: 1px solid #DADADA; + color: black; + background-color: #ffffff; + font-size: 1em; + font-family: Calibri, Candara, Segoe, "Segoe UI", Optima, Arial, sans-serif; + border-collapse: separate; + border-radius: 1em; } .sheet-rolltemplate-ABFini th, @@ -557,14 +629,22 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi th, .sheet-rolltemplate-ABFki th, .sheet-rolltemplate-ABFweapon th { - background-color: #BA1313; - color: #ffffff; - text-shadow: 2px 2px 2px #555555; - padding: 2px; - border-bottom: 1px solid black; - line-height: 1.6em; - font-size: 1.2em; + text-shadow: 0px 0px 1px #555555; + padding: 2px; + border-bottom: 5px solid transparent; + border-image: url(http://i.imgur.com/wEoeCr7.png) 10 stretch; + line-height: 1.6em; + font-size: 1.2em; + font-weight: bold; +} + +.sheet-rolltemplate-ABFdefault th.sheet-smalltitle{ + font-size:0.95em; + line-height: 1.1em; + padding: 1px; + font-weight: normal; } + .sheet-rolltemplate-ABFini .userscript-tcat, .sheet-rolltemplate-ABFspell .userscript-tcat, .sheet-rolltemplate-ABFspellOld .userscript-tcat, @@ -572,7 +652,7 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi .userscript-tcat, .sheet-rolltemplate-ABFki .userscript-tcat, .sheet-rolltemplate-ABFweapon .userscript-tcat { - font-weight: bold; + font-weight: bold; } .sheet-rolltemplate-ABFini .sheet-sidebubbled, @@ -582,20 +662,20 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi .sheet-sidebubbled, .sheet-rolltemplate-ABFki .sheet-sidebubbled, .sheet-rolltemplate-ABFweapon .sheet-sidebubbled { - font-size: 11pt; - width:100%; - height:100%; - font-weight:bold; - border:2px solid black; - color:white; - display:inline-block; - background-color:black; - text-align: center; - padding-top:1px; - padding-left:3px; - padding-bottom:4px; - border-top-left-radius: 1em; - border-bottom-left-radius: 1em; + font-size: 11pt; + width:100%; + height:100%; + font-weight:bold; + border:2px solid #DADADA; + color:black; + display:inline-block; + background-color:#DADADA; + text-align: center; + padding-top:1px; + padding-left:3px; + padding-bottom:4px; + border-top-left-radius: 1em; + border-bottom-left-radius: 1em; } .sheet-rolltemplate-ABFini td, @@ -605,7 +685,7 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi td, .sheet-rolltemplate-ABFki td, .sheet-rolltemplate-ABFweapon td { - padding: 5px; + padding: 5px; } .sheet-rolltemplate-ABFini .inlinerollresult, @@ -615,12 +695,14 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi .inlinerollresult, .sheet-rolltemplate-ABFki .inlinerollresult, .sheet-rolltemplate-ABFweapon .inlinerollresult { - display: inline-block; - min-width: 1.5em; - text-align: center; - background-color: #ffffff; - color: #000000; - border: none; + display: inline-block; + min-width: 1.5em; + text-align: center; + background-color: #ffffff; + color: #000000; + font-weight:bold; + border: none; + font-size: 1.5em; } .sheet-rolltemplate-ABFini .inlinerollresult.fullcrit, @@ -630,7 +712,8 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi .inlinerollresult.fullcrit, .sheet-rolltemplate-ABFki .inlinerollresult.fullcrit, .sheet-rolltemplate-ABFweapon .inlinerollresult.fullcrit { - border: none; + border: none; + color: #3FB315; } .sheet-rolltemplate-ABFini .inlinerollresult.fullfail, @@ -640,7 +723,8 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi .inlinerollresult.fullfail, .sheet-rolltemplate-ABFki .inlinerollresult.fullfail, .sheet-rolltemplate-ABFweapon .inlinerollresult.fullfail { - border: none; + border: none; + color: red; } .sheet-rolltemplate-ABFini .inlinerollresult.importantroll, @@ -650,7 +734,8 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi .inlinerollresult.importantroll, .sheet-rolltemplate-ABFki .inlinerollresult.importantroll, .sheet-rolltemplate-ABFweapon .inlinerollresult.importantroll { - border: 2px solid #4A57ED; + border: none; + color: #4A57ED; } .sheet-rolltemplate-ABFini a[href^="!"], .sheet-rolltemplate-ABFini a[href^="~"], @@ -660,10 +745,25 @@ input.sheet-nem_inhumanity:not(:checked) ~ .sheet-req_nem_inhumanity{ .sheet-rolltemplate-ABFpsi a[href^="!"], .sheet-rolltemplate-ABFpsi a[href^="~"], .sheet-rolltemplate-ABFki a[href^="!"], .sheet-rolltemplate-ABFki a[href^="~"], .sheet-rolltemplate-ABFweapon a[href^="!"], .sheet-rolltemplate-ABFweapon a[href^="~"] { - background-color: transparent; - padding:0px; - border:none; - width:100%; - text-decoration:underline; + background-color: transparent; + color:blue; + padding:0px; + border:none; + width:100%; + text-decoration:underline; +} + +.sheet-rolltemplate-ABFki .sheet-ki { + text-align: center; +} + +.sheet-rolltemplate-ABFki .sheet-ki .sheet-ki-cost { + font-size: 1.2em; + font-weight:bold; +} + +.sheet-rolltemplate-ABFki .sheet-ki .sheet-ki-maint { + font-size: 0.8em; + } /* end CSS for Templates */ diff --git a/Anima-Beyond-Fantasy/A-BF.html b/Anima-Beyond-Fantasy/A-BF.html index b535c7e93802..6bbb006c8b63 100644 --- a/Anima-Beyond-Fantasy/A-BF.html +++ b/Anima-Beyond-Fantasy/A-BF.html @@ -1,1396 +1,1154 @@ +
    + +
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    AGI
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    # Nat.
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    # Nat.
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    -
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    Secondary Abilities
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    Secondary Abilities bordered in red are affected by armor penalties
    - - - - -
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    # Nat.
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    N.A.
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    Athleticism
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    AGI
    - - - +
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    Climb
    - - + + +
    AGI
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    # Nat.
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    N.A.
    + + +
    -
    - -
    STR
    - - - +
    + +
    + + -
    Jump
    - - + + +
    STR
    +
    +
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    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    AGI
    - - - +
    + +
    + + -
    Ride
    - - + + +
    AGI
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    AGI
    - - - +
    + +
    + + -
    Swim
    - - + + +
    AGI
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    -
    - -
    INT
    - - - +
    +
    +
    Social
    +
    Final
    +
    Temp.
    +
    Special
    +
    Class
    +
    Base
    +
    Atr.
    +
    +
    + +
    + + -
    Etiquitte
    - - + + +
    INT
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    WP
    - - - +
    + +
    + + -
    Intimidate
    - - + + +
    WP
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    POW
    - - - +
    + +
    + + -
    Leadership
    - - + + +
    POW
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    INT
    - - - +
    + +
    + + -
    Persuasion
    - - -
    -
    - + +
    INT
    - - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    +
    +
    + +
    + + -
    Streetwise
    - - + + +
    INT
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    POW
    - - - +
    + +
    + + -
    Style
    - - + + +
    POW
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    INT
    - - - +
    + +
    + + -
    Trading
    - - + + +
    INT
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    -
    - -
    PER
    - - - +
    +
    +
    Perceptive
    +
    Final
    +
    Temp.
    +
    Special
    +
    Class
    +
    Base
    +
    Atr.
    +
    +
    + +
    + + -
    Notice
    - - -
    -
    - + +
    PER
    - - - - -
    Search
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    PER
    - - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    +
    +
    + +
    + + -
    Track
    - - + + +
    PER
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    -
    - -
    INT
    - - - +
    +
    +
    Intellectual
    +
    Final
    +
    Temp.
    +
    Special
    +
    Class
    +
    Base
    +
    Atr.
    +
    +
    + +
    + + -
    Animals
    - - -
    -
    - + +
    INT
    - - - - -
    Appraisal
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - - -
    Herbal Lore
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - - -
    History
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    +
    +
    + +
    + + -
    Law
    - - + + +
    INT
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    POW
    - - - +
    + +
    + + -
    Magic Appr.
    - - -
    -
    - -
    INT
    - - - - -
    Medicine
    - - + + +
    POW
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - - -
    Memorize
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - - -
    Navigation
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - - -
    Occult
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - - -
    Sciences
    - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - +
    + +
    + + + + +
    INT
    - - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    +
    +
    + +
    + + -
    Tactics
    - - + + +
    INT
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    -
    - -
    WP
    - - - +
    +
    +
    Vigor
    +
    Final
    +
    Temp.
    +
    Special
    +
    Class
    +
    Base
    +
    Atr.
    +
    +
    + +
    + + -
    Composure
    - - + + +
    WP
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    STR
    - - - +
    + +
    + + -
    Feats of Str.
    - - + + +
    STR
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    WP
    - - - +
    + +
    + + -
    Withst. Pain
    - - + + +
    WP
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    -
    - -
    DEX
    - - - +
    +
    +
    Subterfuge
    +
    Final
    +
    Temp.
    +
    Special
    +
    Class
    +
    Base
    +
    Atr.
    +
    +
    + +
    + + -
    Disguise
    - - + + +
    DEX
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    PER
    - - - +
    + +
    + + -
    Hide
    - - + + +
    PER
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    DEX
    - - - +
    + +
    + + -
    Lockpicking
    - - + + +
    DEX
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    INT
    - - - +
    + +
    + + -
    Poisons
    - - + + +
    INT
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    AGI
    - - - +
    + +
    + + -
    Stealth
    - - + + +
    AGI
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    DEX
    - - - +
    + +
    + + -
    Theft
    - - -
    -
    - + +
    DEX
    - - - +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    +
    +
    + +
    + + -
    Trap Lore
    - - + + +
    DEX
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    -
    - -
    POW
    - - - +
    +
    +
    Creative
    +
    Final
    +
    Temp.
    +
    Special
    +
    Class
    +
    Base
    +
    Atr.
    +
    +
    + +
    + + -
    Art
    - - + + +
    POW
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    AGI
    - - - +
    + +
    + + -
    Dance
    - - + + +
    AGI
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    DEX
    - - - +
    + +
    + + -
    Forging
    - - + + +
    DEX
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    POW
    - - - +
    + +
    + + -
    Music
    - - + + +
    POW
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    - -
    DEX
    - - - +
    + +
    + + -
    Sl. of Hand
    - - + + +
    DEX
    +
    +
    +
    # Nat.
    + +
    N.A.
    + + +
    -
    +
    +
    +
    Custom
    +
    Final
    +
    Temp.
    +
    Special
    +
    Class
    +
    Base
    +
    Atr.
    +
    - - +
    + + + + + + - - - - - - - +
    +
    + +
    # Nat.
    + +
    N.A.
    + + +
    +
    +
    Secondary Abilities bordered in red are affected by armor penalties
    +
    +
    +
    Characteristics
    +
    + Atr. + Final + | + Opposed +
    +
    + +
    +
    + Agility +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    + +
    +
    + Constitution +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    + +
    +
    + Dexterity +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    + +
    +
    + Strength +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    + +
    +
    + Intelligence +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    + +
    +
    + Perception +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    + +
    +
    + Power +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    + +
    +
    + Willpower +
    +
    +
    Base
    + +
    +
    +
    Special
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Mod
    + +
    +
    +
    Opposed
    + +
    +
    +
    Final Opp.
    + +
    +
    +
    + + | + +
    +
    +
    +
    +
    +
    Resistances
    +
    +
    Type
    +
    Final
    +
    Special
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +

    +
    +
    All Action Mod
    +
    + + +
    +
    +
    + +
    +
    +
    +
    Movement
    +
    +
    Pen.
    + +
    +
    +
    Spec.
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Full
    + FT +
    +
    +
    1/4 Move
    + FT +
    +
    +
    Running
    + FT +
    +
    +
    +
    LP
    +
    +
    Base
    + +
    +
    +
    Mult.
    + +
    +
    +
    Class
    + +
    +
    +
    Spec.
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Actual
    + +
    + +
    +
    +
    Fatigue
    +
    +
    Base
    + +
    +
    +
    Spec.
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Actual
    + +
    +
    +
    + +
    Attack
    +
    +
    +
    Base
    + +
    +
    +
    Class
    + +
    +
    +
    Special
    + +
    +
    + +
    +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    + +
    +
    +
    + +
    Block
    +
    +
    +
    Base
    + +
    +
    +
    Class
    + +
    +
    +
    Special
    + +
    +
    + +
    +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    + +
    +
    +
    + +
    Dodge
    +
    +
    +
    Base
    + +
    +
    +
    Class
    + +
    +
    +
    Special
    + +
    +
    + +
    +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    + +
    +
    +
    +
    +
    +
    Initiative
    +
    +
    + +
    +
    +
    Name
    +
    +
    +
    Armor
    +
    Weapon
    +
    Class
    +
    Special
    +
    Final
    +
    +
    + + + + + +
    +
    +
    + +
    +
    +
    +
    -
    -
    +
    +
    Advantages
    Name
    @@ -1425,8 +1988,8 @@
    - - + +
    @@ -1436,7 +1999,7 @@
    -
    +
    Disadvantages
    Name
    @@ -1492,27 +2055,28 @@
    -
    -
    +
    +
    +
    - +
    Magic Projection
    -
    Base
    +
    Base
    -
    Special
    +
    Special
    -
    Temp.
    +
    Temp.
    @@ -1536,21 +2100,25 @@
    +
    + + +
    -
    -
    Temp.
    +
    +
    Temp.
    -
    - +
    Zeon
    -
    Base
    +
    Base
    -
    Class
    +
    Class
    -
    Spec.
    +
    Spec.
    -
    Temp.
    +
    Temp.
    -
    Final
    +
    Final
    @@ -1657,18 +2225,18 @@
    -
    -
    +
    +
    - -
    Magic Levels
    -
    + +
    Magic Levels
    +
    -
    Base
    +
    Base
    -
    From INT
    +
    From INT
    -
    Special
    +
    Special
    -
    -
    Temp.
    +
    +
    Temp.
    -
    -
    -
    Final
    +
    +
    +
    Final
    -
    -
    +
    +
    Used
    -
    +

    -
    +
    Magic Theorem
    -
    -
    +
    +
    -
    -

    -
    +
    +

    +
    Innate Magic
    @@ -1756,55 +2324,60 @@
    -
    -
    Summoning Abilities
    -
    +
    +
    Summoning Abilities
    +
    Ability
    Base
    Class
    Special
    Final
    -
    -
    -
    Summon
    +
    Mastery
    +
    +
    +
    Summon
    + -
    -
    -
    Control
    + value="@{wtype}&{template:ABFini} {{name=^{summon-ritual}}} {{desc=^{ritual}}} {{roll=[[1d100@{ord}cs>[[@{orr}]]cf<[[@{fr}-@{summon_mastery}]]+?{Modifiers?|0}[Modifiers]+[[@{summon_final}]]]]}}"> +
    +
    +
    Control
    + -
    -
    -
    Bind
    + value="@{wtype}&{template:ABFini} {{name=^{control-ritual}}} {{desc=^{ritual}}} {{roll=[[1d100@{ord}cs>[[@{orr}]]cf<[[@{fr}-@{control_mastery}]]+?{Modifiers?|0}[Modifiers]+[[@{control_final}]]]]}}"> +
    +
    +
    Bind
    + -
    -
    -
    Banish
    + value="@{wtype}&{template:ABFini} {{name=^{bind-ritual}}} {{desc=^{ritual}}} {{roll=[[1d100@{ord}cs>[[@{orr}]]cf<[[@{fr}-@{bind_mastery}]]+?{Modifiers?|0}[Modifiers]+[[@{bind_final}]]]]}}"> +
    +
    +
    Banish
    + -
    + value="@{wtype}&{template:ABFini} {{name=^{banish-ritual}}} {{desc=^{ritual}}} {{roll=[[1d100@{ord}cs>[[@{orr}]]cf<[[@{fr}-@{banish_mastery}]]+?{Modifiers?|0}[Modifiers]+[[@{banish_final}]]]]}}"> +
    @@ -1813,201 +2386,201 @@
    -
    -
    -
    Name
    - -
    -
    -
    Path
    - -
    Bought?
    - +
    +
    +
    Path
    + +
    Bought?
    + -
    -
    -
    Level
    - -
    Mastery?
    - -
    -
    -
    Type
    - -
    Cost
    - -
    -
    -
    Maint.
    - -
    Projection
    - +
    Mastery
    + +
    +
    +
    Type
    + +
    Cost
    + +
    +
    +
    Maint.
    + +
    Projection
    + -
    -
    - -
    -
    -
    Description
    -
    -
    - -
    -
    -
    System
    - - -
    -
    -
    Rank
    -
    Req.
    -
    Zeon
    -
    Maint.
    -
    -
    -
    Basic
    - - - -
    -
    - -
    -
    - - - - Roll - - as - -
    -
    -
    Intermediate
    - - - -
    -
    - -
    -
    - - - - Roll - - as - -
    -
    -
    Advanced
    - - - -
    -
    - -
    -
    - - - - Roll - - as - -
    -
    -
    Arcane
    - - - -
    -
    - -
    -
    - - - - Roll - - as - -
    -
    -
    -
    -
    Added effect
    - - - - -
    -
    -
    Base
    - - - - -
    -
    -
    Added
    - - - - -
    -
    -
    Max. Zeon Multi.
    - -
    Base Zeon
    - -
    -
    - - - -
    - -
    -
    -
    -
    - -
    -
    +
    +
    + +
    +
    +
    Description
    +
    +
    + +
    +
    +
    System
    + + +
    +
    +
    Rank
    +
    Req.
    +
    Zeon
    +
    Maint.
    +
    +
    +
    Basic
    + + + +
    +
    + +
    +
    + + + + Roll + + as + +
    +
    +
    Intermediate
    + + + +
    +
    + +
    +
    + + + + Roll + + as + +
    +
    +
    Advanced
    + + + +
    +
    + +
    +
    + + + + Roll + + as + +
    +
    +
    Arcane
    + + + +
    +
    + +
    +
    + + + + Roll + + as + +
    +
    +
    +
    +
    Added effect
    + + + + +
    +
    +
    Base
    + + + + +
    +
    +
    Added
    + + + + +
    +
    +
    Max. Zeon Multi.
    + +
    Base Zeon
    + +
    +
    + + + +
    + +
    +
    +
    +
    + +
    +
    @@ -2030,7 +2603,7 @@
    -
    +
    Total Cost
    @@ -2053,8 +2626,8 @@
    -
    -
    +
    +
    @@ -2065,7 +2638,7 @@
    +
    +
    Metamagic
    +
    + +
    +
    +
    Cost
    + +
    +
    @@ -2087,7 +2670,7 @@
    - +
    Psychic Points
    @@ -2113,7 +2696,7 @@
    - +
    Potential
    @@ -2140,6 +2723,9 @@
    Special
    +
    + +
    Temp.
    @@ -2153,11 +2739,11 @@
    + value="@{wtype}&{template:ABFdefault} {{title=^{psychic}}} {{name=^{psychic-potential}}} {{roll=[[1d100@{ord}cs>[[@{orr}]]cf<[[@{fr}-@{potential_mastery}]]+?{Modifiers?|0}[Modifiers]+[[@{potential_final}]]]]}}">
    - +
    Projection
    @@ -2168,6 +2754,9 @@
    Special
    +
    + +
    Temp.
    @@ -2181,7 +2770,7 @@
    + value="@{wtype}&{template:ABFdefault} {{title=^{psychic}}} {{name=^{psychic-projection}}} {{roll=[[1d100@{ord}cs>[[@{orr}]]cf<[[@{fr}-@{projection_mastery}]]+?{Modifiers?|0}[Modifiers]+[[@{projection_final}]]]]}}">
    @@ -2285,18 +2874,18 @@
    @@ -2358,7 +2947,7 @@
    Ki Detection
    - +
    (20)
    @@ -2606,7 +3195,7 @@
    Ki Concealment
    - +
    (10)
    @@ -2841,8 +3430,8 @@
    Actual
    - -
    + +
    AGI
    -
    Base
    - - +
    Base
    + +
    -
    Spec.
    - - +
    Spec.
    + +
    -
    Temp.
    - - +
    Temp.
    + +
    @@ -2878,19 +3467,19 @@
    -
    Base
    - - +
    Base
    + +
    -
    Spec.
    - - +
    Spec.
    + +
    -
    Temp.
    - - +
    Temp.
    + +
    @@ -2905,19 +3494,19 @@
    -
    Base
    - - +
    Base
    + +
    -
    Spec.
    - - +
    Spec.
    + +
    -
    Temp.
    - - +
    Temp.
    + +
    @@ -2932,19 +3521,19 @@
    -
    Base
    - - +
    Base
    + +
    -
    Spec.
    - - +
    Spec.
    + +
    Temp.
    - - + +
    @@ -2959,19 +3548,19 @@
    -
    Base
    - - +
    Base
    + +
    -
    Spec.
    - - +
    Spec.
    + +
    -
    Temp.
    - - +
    Temp.
    + +
    @@ -2986,22 +3575,22 @@
    -
    Base
    - - +
    Base
    + +
    -
    Spec.
    - - +
    Spec.
    + +
    -
    Temp.
    - - +
    Temp.
    + +
    -
    +
    Unified
    @@ -3109,7 +3698,7 @@
    - +
    @@ -3138,7 +3727,7 @@
    - +
    @@ -3182,17 +3771,16 @@ + value="@{wtype}&{template:ABFdefault} {{title=@{summon-ritual}} {{name=^{ki}}} {{roll=[[{1d100@{ord}cs>[[@{orr}]]cf<[[@{fr}]]+?{Modifiers?|0}[Modifiers]+@{aap}]]}} {{diff=[[@{ki_creaturedifficulty}]]]]}}">
    Ki Techniques
    -
    - -
    +
    + +
    Level
    @@ -3248,16 +3836,16 @@
    - +
    @@ -3471,12 +4059,12 @@
    -
    +
    -
    + value="@{wtype}&{template:ABFweapon} {{title=@{weapon_name}}} {{desc=@{weapon_properties}}} {{fortitude=@{weapon_finalfort}}} {{presence=@{weapon_finalpresence}}} {{quality=@{weapon_quality}}} {{breakage=[^{breakage}](~repeating_weapons_weapon_breakage)}} {{speed=@{weapon_finalspeed}}} {{damage=@{weapon_finaldmg}}} {{primary=@{weapon_primary}}} {{secondary=@{weapon_secondary}}} {{attack=[^{attack}](~repeating_weapons_weapon_attack)}} {{block=[^{block}](~repeating_weapons_weapon_block)}} {{dodge=[^{dodge}](~repeating_weapons_weapon_dodge)}}"> + + +
    @@ -3491,7 +4079,7 @@
    - + - + - +
    Primary
    @@ -3515,23 +4103,23 @@
    +
    @@ -3592,7 +4180,7 @@
    =
    - +
    Quality
    @@ -3603,6 +4191,8 @@
    Speed
    +
    +
    @@ -3611,18 +4201,148 @@
    +
    +
    Valuables
    +
    +
    Amount
    +
    Name
    +
    +
    + + +
    Copper Coins
    +
    +
    Weight
    +
    GV

    + + +
    +
    +
    + + +
    Silver Coins
    +
    +
    Weight
    +
    GV

    + + +
    +
    +
    + + +
    Gold Coins
    +
    +
    Weight
    +
    GV

    + + +
    +
    +
    +
    + + + +
    +
    Weight
    +
    GV

    + + +
    +
    +
    +
    +
    +
    Inventory
    +
    +
    Amount
    +
    Name
    +
    Weight
    +
    +
    +
    + + + +
    +
    + +
    +
    +
    - +
    +
    +
    +
    Open Roll Range
    +
    +
    Base
    + +
    +
    +
    Spec.
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    Doubles
    + +
    +
    +
    +
    Fumble Range
    +
    +
    Base
    + +
    +
    +
    Spec.
    + +
    +
    +
    Temp.
    + +
    +
    +
    Final
    + +
    +
    +
    +
    Chraracter Options
    +
    +
    Whipser Rolls?
    + +
    +
    +
    +
    - - - - - + + + + +
    {{name}}
    {{desc}}{{roll}}
    {{name}}
    {{desc}}{{roll}}
    @@ -3636,8 +4356,8 @@ Level {{level}} Mastery {{mastery}} - {{desc}} - + {{desc}} + Maint. {{maint}} Type {{type}} @@ -3645,105 +4365,105 @@ {{projection}} {{#rollTotal() system 0}} - - - - {{basic_roll_name}} - - - - - Req. - Zeon - Ma. - - - {{basic_req}} - {{basic_zeon}} - {{basic_maint}} - - - {{basic_desc}} - - - - - {{inter_roll_name}} - - - - - Req. - Zeon - Ma. - - - {{inter_req}} - {{inter_zeon}} - {{inter_maint}} - - - {{inter_desc}} - - - - - {{advan_roll_name}} - - - - - Req. - Zeon - Ma. - - - {{advan_req}} - {{advan_zeon}} - {{advan_maint}} - - - {{advan_desc}} - - - - - {{arcan_roll_name}} - - - - - Req. - Zeon - Ma. - - - {{arcan_req}} - {{arcan_zeon}} - {{arcan_maint}} - - - {{arcan_desc}} - + + + + {{basic_roll_name}} + + + + + Req. + Zeon + Ma. + + + {{basic_req}} + {{basic_zeon}} + {{basic_maint}} + + + {{basic_desc}} + + + + + {{inter_roll_name}} + + + + + Req. + Zeon + Ma. + + + {{inter_req}} + {{inter_zeon}} + {{inter_maint}} + + + {{inter_desc}} + + + + + {{advan_roll_name}} + + + + + Req. + Zeon + Ma. + + + {{advan_req}} + {{advan_zeon}} + {{advan_maint}} + + + {{advan_desc}} + + + + + {{arcan_roll_name}} + + + + + Req. + Zeon + Ma. + + + {{arcan_req}} + {{arcan_zeon}} + {{arcan_maint}} + + + {{arcan_desc}} + {{/rollTotal() system 0}} {{#rollTotal() system 1}} - - - Base Zeon - {{zeon}} - - - Max. Zeon - {{zeon-max}} - - - - - - {{old_roll_name}} - - - + + + Base Zeon + {{zeon}} + + + Max. Zeon + {{zeon-max}} + + + + + + {{old_roll_name}} + + + {{/rollTotal() system 1}} @@ -3752,40 +4472,40 @@ - + {{#addef1_name}} - + {{/addef1_name}} {{#addef2_name}} - + {{/addef2_name}} {{#addef3_name}} - + {{/addef3_name}} {{#addef4_name}} - + {{/addef4_name}} - - + + {{#addef1_name}} - + {{/addef1_name}} {{#addef2_name}} - + {{/addef2_name}} {{#addef3_name}} - + {{/addef3_name}} {{#addef4_name}} - + {{/addef4_name}} - - - - + + + +
    {{addef1_name}}{{addef1_name}}{{addef2_name}}{{addef2_name}}{{addef3_name}}{{addef3_name}}{{addef4_name}}{{addef4_name}}
    {{addef1_roll}}{{addef1_roll}}{{addef2_roll}}{{addef2_roll}}{{addef3_roll}}{{addef3_roll}}{{addef4_roll}}{{addef4_roll}}
    - Zeon - {{zeon}} -
    + Zeon + {{zeon}} +
    @@ -3794,40 +4514,40 @@ {{#title}} - + {{/title}} {{#name}} - + {{#roll}} - + {{/roll}} {{^roll}} {{/roll}} - + {{/name}} {{^name}} {{#roll}} - - - + + + {{/roll}} {{/name}} {{#diff}} - - - + + + {{/diff}} {{#cost}} - - - + + + {{/cost}} {{#desc}} - - - + + + {{/desc}}
    {{title}}
    {{title}}
    {{name}}{{roll}}{{roll}}{{name}}
    {{roll}}
    {{roll}}
    VS {{diff}}
    VS {{diff}}
    {{cost}}
    {{cost}}
    {{desc}}
    {{desc}}
    @@ -3836,189 +4556,189 @@ - - - - - - - - + + + + + + + + {{#diff20}} - - - - + + + + {{/diff20}} {{#diff40}} - - - - + + + + {{/diff40}} {{#diff80}} - - - - + + + + {{/diff80}} {{#diff120}} - - - - + + + + {{/diff120}} {{#diff140}} - - - - + + + + {{/diff140}} {{#diff180}} - - - - + + + + {{/diff180}} {{#diff240}} - - - - + + + + {{/diff240}} {{#diff280}} - - - - + + + + {{/diff280}} {{#diff320}} - - - - + + + + {{/diff320}} {{#diff440}} - - - - + + + + {{/diff440}} - + - +
    {{title}}
    {{desc}}
    Diff.Effect
    {{title}}
    {{desc}}
    Diff.Effect
    20{{diff20}}
    20{{diff20}}
    40{{diff40}}
    40{{diff40}}
    80{{diff80}}
    80{{diff80}}
    120{{diff120}}
    120{{diff120}}
    140{{diff140}}
    140{{diff140}}
    180{{diff180}}
    180{{diff180}}
    240{{diff240}}
    240{{diff240}}
    280{{diff280}}
    280{{diff280}}
    320{{diff320}}
    320{{diff320}}
    440{{diff440}}
    440{{diff440}}
    {{projection}}{{projection}} {{potential}} {{potential-round}} Potential
    - - - + + - - - - + + + + +
    {{title}}
    +
    {{title}}
    {{#agi_ki}} -
    - AGI
    - {{agi_ki}}
    - {{agi_m}} -
    +
    +
    AGI
    +
    {{agi_ki}}
    +
    {{agi_m}}
    +
    {{/agi_ki}} {{#con_ki}} -
    - CON
    - {{con_ki}}
    - {{con_m}} -
    +
    +
    CON
    +
    {{con_ki}}
    +
    {{con_m}}
    +
    {{/con_ki}} {{#dex_ki}} -
    - DEX
    - {{dex_ki}}
    - {{dex_m}} -
    +
    +
    DEX
    +
    {{dex_ki}}
    +
    {{dex_m}}
    +
    {{/dex_ki}} {{#str_ki}} -
    - STR
    - {{str_ki}}
    - {{str_m}} -
    +
    +
    STR
    +
    {{str_ki}}
    +
    {{str_m}}
    +
    {{/str_ki}} {{#pow_ki}} -
    - POW
    - {{pow_ki}}
    - {{pow_m}} -
    +
    +
    POW
    +
    {{pow_ki}}
    +
    {{pow_m}}
    +
    {{/pow_ki}} {{#wp_ki}} -
    - WP
    - {{wp_ki}}
    - {{wp_m}} -
    +
    +
    WP
    +
    {{wp_ki}}
    +
    {{wp_m}}
    +
    {{/wp_ki}} -
    {{desc}}
    {{desc}}
    - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + +
    {{title}}
    - Quality: {{quality}} - - Presence: {{presence}} -
    - Fortitude: {{fortitude}} - - {{breakage}} -
    - Damage: {{damage}} - - Speed: {{speed}} -
    - Primary: {{primary}} - - Secondary: {{secondary}} -
    {{desc}}
    {{attack}}{{block}}{{dodge}}
    {{title}}
    + Quality: {{quality}} + + Presence: {{presence}} +
    + Fortitude: {{fortitude}} + + {{breakage}} +
    + Damage: {{damage}} + + Speed: {{speed}} +
    + Primary: {{primary}} + + Secondary: {{secondary}} +
    {{desc}}
    {{attack}}{{block}}{{dodge}}
    - + diff --git a/Anima-Beyond-Fantasy/preview.png b/Anima-Beyond-Fantasy/preview.png index 61e83c03ff70..569686005f21 100644 Binary files a/Anima-Beyond-Fantasy/preview.png and b/Anima-Beyond-Fantasy/preview.png differ diff --git a/Anima-Beyond-Fantasy/sheet.json b/Anima-Beyond-Fantasy/sheet.json index ca501908d4e1..07d363f9ca73 100644 --- a/Anima-Beyond-Fantasy/sheet.json +++ b/Anima-Beyond-Fantasy/sheet.json @@ -4,5 +4,5 @@ "authors": "aRotondi,Loki", "roll20userid": "245380,242746", "preview": "preview.png", - "instructions": "Version 1.0.0 of the **Anima: Beyond Fantasy** character sheet. Many fields are automatically calculated for you.\n\n Please check the rulebooks before PMing me with any questions which I will try to answer." + "instructions": "Version 1.1.1 of the **Anima: Beyond Fantasy** character sheet. Many fields are automatically calculated for you.\n\n Please check the rulebooks before PMing me with any questions which I will try to answer." } diff --git a/Anima-Beyond-Fantasy/translation.json b/Anima-Beyond-Fantasy/translation.json index a1b15dd2daa6..e6f41bb78e35 100644 --- a/Anima-Beyond-Fantasy/translation.json +++ b/Anima-Beyond-Fantasy/translation.json @@ -103,7 +103,7 @@ "jump": "Jump", "ride": "Ride", "swim": "Swim", - "etiquitte": "Etiquitte", + "etiquette": "Etiquette", "intimidate": "Intimidate", "leadership": "Leadership", "persuasion": "Persuasion", @@ -385,5 +385,23 @@ "breakage": "Breakage", "final-breakage": "Final Breakage", "ranged": "Ranged", - "melee": "Melee" + "melee": "Melee", + "valuables": "Valuables", + "amount": "Amount", + "weight": "Weight", + "gold-value": "GV", + "inventory": "Inventory", + "copper-coins": "Copper Coins", + "silver-coins": "Silver Coins", + "gold-coins": "Gold Coins", + "open-roll-range": "Open Roll Range", + "doubles": "Doubles", + "fumble-range": "Fumble Range", + "character-options": "Chraracter Options", + "whisper-rolls": "Whipser Rolls?", + "never": "Never", + "always": "Always", + "querry": "Querry", + "complex": "Complex", + "metamagic": "Metamagic" } diff --git a/Anima-Beyond-Fantasy/translations/af.json b/Anima-Beyond-Fantasy/translations/af.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/af.json +++ b/Anima-Beyond-Fantasy/translations/af.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/cs.json b/Anima-Beyond-Fantasy/translations/cs.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/cs.json +++ b/Anima-Beyond-Fantasy/translations/cs.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/da.json b/Anima-Beyond-Fantasy/translations/da.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/da.json +++ b/Anima-Beyond-Fantasy/translations/da.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/de.json b/Anima-Beyond-Fantasy/translations/de.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/de.json +++ b/Anima-Beyond-Fantasy/translations/de.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/el.json b/Anima-Beyond-Fantasy/translations/el.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/el.json +++ b/Anima-Beyond-Fantasy/translations/el.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/en.json b/Anima-Beyond-Fantasy/translations/en.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/en.json +++ b/Anima-Beyond-Fantasy/translations/en.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/es.json b/Anima-Beyond-Fantasy/translations/es.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/es.json +++ b/Anima-Beyond-Fantasy/translations/es.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/fr.json b/Anima-Beyond-Fantasy/translations/fr.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/fr.json +++ b/Anima-Beyond-Fantasy/translations/fr.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/he.json b/Anima-Beyond-Fantasy/translations/he.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/he.json +++ b/Anima-Beyond-Fantasy/translations/he.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/it.json b/Anima-Beyond-Fantasy/translations/it.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/it.json +++ b/Anima-Beyond-Fantasy/translations/it.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/ja.json b/Anima-Beyond-Fantasy/translations/ja.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/ja.json +++ b/Anima-Beyond-Fantasy/translations/ja.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/ko.json b/Anima-Beyond-Fantasy/translations/ko.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/ko.json +++ b/Anima-Beyond-Fantasy/translations/ko.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/nl.json b/Anima-Beyond-Fantasy/translations/nl.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/nl.json +++ b/Anima-Beyond-Fantasy/translations/nl.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/pt.json b/Anima-Beyond-Fantasy/translations/pt.json index 6618d982717a..a3f4ab530185 100644 --- a/Anima-Beyond-Fantasy/translations/pt.json +++ b/Anima-Beyond-Fantasy/translations/pt.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/ru.json b/Anima-Beyond-Fantasy/translations/ru.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/ru.json +++ b/Anima-Beyond-Fantasy/translations/ru.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/sv.json b/Anima-Beyond-Fantasy/translations/sv.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/sv.json +++ b/Anima-Beyond-Fantasy/translations/sv.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/tr.json b/Anima-Beyond-Fantasy/translations/tr.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/tr.json +++ b/Anima-Beyond-Fantasy/translations/tr.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/zh.json b/Anima-Beyond-Fantasy/translations/zh.json index ca8ebd247fe6..127d6d218de8 100644 --- a/Anima-Beyond-Fantasy/translations/zh.json +++ b/Anima-Beyond-Fantasy/translations/zh.json @@ -103,7 +103,7 @@ "jump":"Jump", "ride":"Ride", "swim":"Swim", - "etiquitte":"Etiquitte", + "etiquette":"Etiquette", "intimidate":"Intimidate", "leadership":"Leadership", "persuasion":"Persuasion", @@ -383,5 +383,23 @@ "breakage":"Breakage", "final-breakage":"Final Breakage", "ranged":"Ranged", - "melee":"Melee" + "melee":"Melee", + "valuables":"Valuables", + "amount":"Amount", + "weight":"Weight", + "gold-value":"GV", + "inventory":"Inventory", + "copper-coins":"Copper Coins", + "silver-coins":"Silver Coins", + "gold-coins":"Gold Coins", + "open-roll-range":"Open Roll Range", + "doubles":"Doubles", + "fumble-range":"Fumble Range", + "character-options":"Chraracter Options", + "whisper-rolls":"Whipser Rolls?", + "never":"Never", + "always":"Always", + "querry":"Querry", + "complex":"Complex", + "metamagic":"Metamagic" } \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/zu.json b/Anima-Beyond-Fantasy/translations/zu.json index 447e8b13e642..8c1f7779b200 100644 --- a/Anima-Beyond-Fantasy/translations/zu.json +++ b/Anima-Beyond-Fantasy/translations/zu.json @@ -103,7 +103,7 @@ "jump":"crwdns40660:0crwdne40660:0", "ride":"crwdns40661:0crwdne40661:0", "swim":"crwdns40662:0crwdne40662:0", - "etiquitte":"crwdns40663:0crwdne40663:0", + "etiquette":"crwdns41670:0crwdne41670:0", "intimidate":"crwdns40664:0crwdne40664:0", "leadership":"crwdns40665:0crwdne40665:0", "persuasion":"crwdns40666:0crwdne40666:0", @@ -383,5 +383,23 @@ "breakage":"crwdns40940:0crwdne40940:0", "final-breakage":"crwdns40941:0crwdne40941:0", "ranged":"crwdns40942:0crwdne40942:0", - "melee":"crwdns40943:0crwdne40943:0" + "melee":"crwdns40943:0crwdne40943:0", + "valuables":"crwdns41671:0crwdne41671:0", + "amount":"crwdns41672:0crwdne41672:0", + "weight":"crwdns41673:0crwdne41673:0", + "gold-value":"crwdns41674:0crwdne41674:0", + "inventory":"crwdns41675:0crwdne41675:0", + "copper-coins":"crwdns41676:0crwdne41676:0", + "silver-coins":"crwdns41677:0crwdne41677:0", + "gold-coins":"crwdns41678:0crwdne41678:0", + "open-roll-range":"crwdns41679:0crwdne41679:0", + "doubles":"crwdns41680:0crwdne41680:0", + "fumble-range":"crwdns41681:0crwdne41681:0", + "character-options":"crwdns41682:0crwdne41682:0", + "whisper-rolls":"crwdns41683:0crwdne41683:0", + "never":"crwdns41684:0crwdne41684:0", + "always":"crwdns41685:0crwdne41685:0", + "querry":"crwdns41686:0crwdne41686:0", + "complex":"crwdns41687:0crwdne41687:0", + "metamagic":"crwdns41688:0crwdne41688:0" } \ No newline at end of file diff --git a/Anneau Unique/sheet.json b/Anneau Unique/sheet.json index f012b98587cb..ac849c5ff999 100644 --- a/Anneau Unique/sheet.json +++ b/Anneau Unique/sheet.json @@ -5,4 +5,5 @@ "roll20userid": "?,75857", "preview": "sheet.jpg", "instructions": "Feuille de Personnage pour L'Anneau Unique, traduction de la feuille VO de Michael Heilemann. Version 1.2 (2017-03-20).\r\r**Important :** Pour que les jets fonctionnent correctement, suivez les instructions pour mettre en place les tables de jet nécéssaires, tel qu'indiqué sur le [Wiki Roll20 pour The One Ring](https://wiki.roll20.net/The_One_Ring)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Antika/ReadMe.md b/Antika/ReadMe.md index 4933aea68b75..b303140773ea 100644 --- a/Antika/ReadMe.md +++ b/Antika/ReadMe.md @@ -27,6 +27,6 @@ Désolé de cet inconvénient mais il n'y a pas d'autres moyens dans Roll20 de r # Notes de version -##v1.0 (2016-09-27) +## v1.0 (2016-09-27) Création de la feuille. diff --git a/Antika/sheet.json b/Antika/sheet.json index ba33b0306c6d..07e0ad99dd90 100644 --- a/Antika/sheet.json +++ b/Antika/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "antika.jpg", - "instructions": "Feuille de personnage pour [Antika](http://www.ludopathes.com/alpha/antika/wordpress/), le JdR mythologique-fantastique de la Gràce Antique. L'utilisation des dés 3D Roll20 est fortement déconseillée avec cette feuille. Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Antika/ReadMe.md). v1.0 (2016-09-27)" + "instructions": "Feuille de personnage pour [Antika](http://www.ludopathes.com/alpha/antika/wordpress/), le JdR mythologique-fantastique de la Gràce Antique. L'utilisation des dés 3D Roll20 est fortement déconseillée avec cette feuille. Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Antika/ReadMe.md). v1.0 (2016-09-27)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/BESM-3e/besm3e.html b/BESM-3e/besm3e.html index 878ee8e489c3..8461f8ed7cfd 100644 --- a/BESM-3e/besm3e.html +++ b/BESM-3e/besm3e.html @@ -47,9 +47,9 @@
    -
    +
    -
    +
     
     
    diff --git a/Barbarians Of Lemuria - Mythic/ReadMe.md b/Barbarians Of Lemuria - Mythic/ReadMe.md index 5fbaa016cc59..f2b8c237a12d 100644 --- a/Barbarians Of Lemuria - Mythic/ReadMe.md +++ b/Barbarians Of Lemuria - Mythic/ReadMe.md @@ -6,7 +6,7 @@ Graphic design is based on the french edition. Background image courtesy of [Emmanuel Roudier](http://roudier-neandertal.blogspot.fr/), lead artist on BoL:Mythic, french edition. # Current version -1.3 [Screenshot](bolm.jpg) +1.4 [Screenshot](bolm.jpg) The sheet has integrated rolls (with chat roll templates). Every roll as a PC or NPC asks for, at least, a modifier (default 0). @@ -23,11 +23,15 @@ Due to some temporary technical translation limitations of Roll20, the french ve # Release notes -##v1.3 (2017-01-13) +## v1.4 (2017-06-06) -* Added (unofficial) German translation, by Marc M. (id 4134) +* Updated (official) German translation, by Marc M. (Roll20 Id 4134) -##v1.2 (2017-01-02) +## v1.3 (2017-01-13) + +* Added (unofficial) German translation, by Marc M. (Roll20 Id 4134) + +## v1.2 (2017-01-02) * Added an NPC mode and a Beast mode (NPC) to the sheet : * in NPC mode, the sheet is identical to the PC sheet but all rolls are whispered to the gm. @@ -39,11 +43,11 @@ Due to some temporary technical translation limitations of Roll20, the french ve * Fix design overlays * Correct french translation in the weapons damage list -##v1.1 (2016-12-20) +## v1.1 (2016-12-20) * Bug fix: Agility penalty due to Armour and/or Shield was not applied to attack rolls using Agility (Melee or Ranged) * Bug fix: Damage rolls using Half Strength were not properly calculated with negative Strength -##v1.0 (2016-12-08) +## v1.0 (2016-12-08) Creation of the sheet. diff --git a/Barbarians Of Lemuria - Mythic/sheet.json b/Barbarians Of Lemuria - Mythic/sheet.json index 9635a0798e7e..6184d3ca390c 100644 --- a/Barbarians Of Lemuria - Mythic/sheet.json +++ b/Barbarians Of Lemuria - Mythic/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "bolm.jpg", - "instructions": "Character sheet for Barbarians of Lemuria - Mythic Edition, in [english](http://barbariansoflemuria.webs.com/), [french](http://www.ludospherik.fr/content/14-barbarians-of-lemuria) and german. [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Barbarians%20Of%20Lemuria%20-%20Mythic/ReadMe.md). v1.3 (2017-01-13)" + "instructions": "Character sheet for Barbarians of Lemuria - Mythic Edition, in [english](http://barbariansoflemuria.webs.com/), [french](http://www.ludospherik.fr/content/14-barbarians-of-lemuria) and [german](http://truant.com/spiele/rollenspiele). [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Barbarians%20Of%20Lemuria%20-%20Mythic/ReadMe.md). v1.4 (2017-06-06)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Barbarians Of Lemuria - Mythic/translations/de.json b/Barbarians Of Lemuria - Mythic/translations/de.json index dc593d90556c..89776078a885 100644 --- a/Barbarians Of Lemuria - Mythic/translations/de.json +++ b/Barbarians Of Lemuria - Mythic/translations/de.json @@ -30,25 +30,25 @@ "attributes":"Attribute", "beast":"Kreatur", "beast-character":"Kreatur (NSC)", - "bonus":"Bonus", + "bonus":"Vorteil", "boon":"Gabe", "boons":"Gaben", "career-rank":"Rang der Laufbahn", "careers":"Laufbahnen", "colossal":"Kolossal", "combat-abilities":"Kamffähigkeiten", - "craft":"Alchemie", + "craft":"Alchimie", "craft-points-current":"Aktuelle Herstellungspunkte", "craft-points-max":"Maximale Herstellungspunkte", "creature-size":"Kreaturengröße", "d3":"W3", "d6":"W6", - "d6h":"W6H", - "d6hb":"W6H Vorteilswürfel", + "d6h":"W6V", + "d6hb":"W6V Vorteilswürfel", "d6l":"W6N", "damage":"Schaden", "damage-dice":"Schadenswürfel", - "damage-reduction":"Schaden Veringerung", + "damage-reduction":"Schadensminderung", "defence":"Verteidigung", "enormous":"Enorm", "equipment":"Ausrüstung", @@ -96,7 +96,7 @@ "mind":"Verstand", "mind-roll":"Verstand Wurf", "mind-roll-bonus-die":"Verstand Wurf mit Vorteilswürfel", - "mind-roll-penalty-die":"Verstandwurf mit Nachteilswürfel", + "mind-roll-penalty-die":"Verstand Wurf mit Nachteilswürfel", "misc":"Sonstiges", "name":"Name", "non-player-character":"Nicht-Spieler-Charakter (NSC)", diff --git a/Barbarians Of Lemuria - Mythic/translations/pt.json b/Barbarians Of Lemuria - Mythic/translations/pt.json index 21b5b25e1f8f..95527824ed92 100644 --- a/Barbarians Of Lemuria - Mythic/translations/pt.json +++ b/Barbarians Of Lemuria - Mythic/translations/pt.json @@ -128,7 +128,7 @@ "strength-roll-penalty-die":"Strength roll with a Penalty die", "strengthhalf":"Half-Strength", "success":"Success!", - "target-defence":"Target's defence", + "target-defence":"Defesa do alvo", "tiny":"Tiny", "traits":"Traits", "very-large":"Very large", diff --git a/Basic Fantasy RPG - Expanded/Readme.md b/Basic Fantasy RPG - Expanded/Readme.md index b000f9f8d642..5a01742ff3d9 100644 --- a/Basic Fantasy RPG - Expanded/Readme.md +++ b/Basic Fantasy RPG - Expanded/Readme.md @@ -33,5 +33,9 @@ March 2 - Removed unneeded sheetworker script. March 10 - Removed all sheetworkers and add some additional UI. +April 9 - Added additional modifier fields and tweaked the UI some. + +April 18 - updated the preview image and the jason file to reflect it. + **Credit Where Credit is Due** The CSS and much of the layout is lifted from the work of allenmaher's BECMI sheet who lifted the excellent work of John Myles (@Actoba on roll20) and the 5e Dungeons and Dragons sheet. diff --git a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg index e8f825d8c46e..050f5650fa9a 100644 Binary files a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg and b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg differ diff --git a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.png b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.png deleted file mode 100644 index aecad7b417c3..000000000000 Binary files a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.png and /dev/null differ diff --git a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html index c0ad21750cbe..f49b68015ae1 100644 --- a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html +++ b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html @@ -4,7 +4,7 @@
    -
    +
    Basic Fantasy RPG

    Character Name

    Class
    @@ -12,19 +12,19 @@
    - - Main - + + Main + Abilities - - Optionals - + + Optionals + Combat - + Spellbook - + Equipment - + Show All @@ -32,7 +32,7 @@
    -

    Armor Class
    +

    Armor Class

    Hit Dice

    Number of Attacks

    Damage
    @@ -137,10 +137,10 @@

    Abilities

    Reactions
    -
    -
    -
    -
    +
    +
    +
    +
    Optional Ability Check Score
    @@ -219,21 +219,22 @@

    Experience

    -

    Class Abilities

    +

    Class Abilities

    Name
    -
    %
    -
     
    -
    Stat
    -
    Roll
    +
    %
    +
    Modifier
    +
    Stat
    +
    Roll
    -
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    +
    +
    -
    - +
    +
    @@ -257,20 +258,20 @@

    Turn Undead / Befriend Animal

    Chance
    Roll
    -
    +
    Animal less than 1 HD
    -
    +
    @@ -279,249 +280,249 @@

    Turn Undead / Befriend Animal

    Skeleton / 1 HD
    -
    +
    -
    Zombie / 2 HD
    +
    Zombie / 2 HD
    -
    +
    -
    +
    -
    Ghoul / 3 HD
    +
    Ghoul / 3 HD
    -
    +
    -
    +
    -
    Wight / 4 HD
    +
    Wight / 4 HD
    -
    +
    - +
    -
    Wraith / 5 HD
    +
    Wraith / 5 HD
    -
    +
    - +
    -
    Mummy / 6 HD
    +
    Mummy / 6 HD
    -
    +
    - +
    -
    Spectre / 7 HD
    +
    Spectre / 7 HD
    -
    +
    - +
    -
    Vampire / 8 HD
    +
    Vampire / 8 HD
    -
    +
    - +
    -
    Ghost / 9 HD
    +
    Ghost / 9 HD
    -
    +
    - +
    -
    Animal 10 or greater HD
    +
    Animal 10 or greater HD
    -
    +
    - +
    @@ -537,7 +538,7 @@

    Basic Abilities

    Detect Stonework
    - +
    @@ -569,8 +570,8 @@

    Basic Abilities

    -
    Opening Doors
    -
    +
    Opening Doors
    +
    @@ -582,10 +583,10 @@

    Class / Racial Notes

    - -
    -
    -
    + +
    +
    +

    Secondary Skills

    Name
    @@ -598,16 +599,16 @@

    Secondary Skills

    -
    +

    Per Round
    -

    Running
    +

    Running

    Other
    -
    -

    Attack Bonus

    +
    +

    Attack Bonus


    Attack Bonus
    @@ -670,127 +671,137 @@

    Attack Bonus

    Initiative

    -
    -
    - + + + + + -
    Type
    -
    -

    Bonus
    - -
    - -
    -
    +
    Type
    +
    +

    Bonus
    + +
    + +
    +

    Melee Weapons / Unarmed Attacks

    -
    Weapon
    -
    Mastery
    +
    Weapon
    +
    Mastery
    Mastery To Hit bonus
    -
    Mastery Damage bonus
    +
    Mastery Damage bonus
    +
    Generic hit Modifier
    +
    Generic damage Modifier
    Magic Bonus
    -
    Attack bonus
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    Strength Bonus
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    Attack bonus
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    Strength Bonus
    Damage Dice
    Roll
    -
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    -
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    - - - - - + + + + + + -
    +
    - +

    Missile/Thrown Weapons

    -
    Weapon
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    Mastery
    -
    Mastery To Hit Bonus
    -
    Mastery Damage Bonus
    -
    Magic Bonus
    -
    Attack bonus
    -
    Damage Modifier
    +
    Weapon
    +
    Mastery
    +
    Mastery To Hit Bonus
    +
    Mastery Damage Bonus
    +
    Generic hit Modifier
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    Generic damage Modifier
    +
    Magic Bonus
    +
    Attack bonus
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    Damage Modifier
    Range
    -
    Damage Dice
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    Roll
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    Damage Dice
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    Roll
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    @@ -799,28 +810,28 @@

    Missile/Thrown Weapons

    Armor Class

    -
    +

    Armor +

    Dexterity Mod +

    Magic Bonus +

    Shield +
    -

    Misc. Magic =
    +

    Misc. Bonuses =

    Armor Class

    Note
    @@ -828,14 +839,14 @@

    Armor Class

    - +

    Spell Slots

    Spell Slots
    -
    Level 0
    +
    Level 0
    Level 1
    Level 2
    Level 3
    @@ -846,7 +857,7 @@

    Armor Class

    Max
    -
    +
    @@ -857,7 +868,7 @@

    Armor Class

    Used
    -
    +
    @@ -889,7 +900,7 @@

    Spell Book

    Show All - +
    @@ -897,8 +908,8 @@

    Spell Book

    -
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    +
    Spell Level
    Spell name
    Cast time
    @@ -917,7 +928,7 @@

    Spell Book

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    Spell Book

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    Spell name
    Cast time
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    Spell Book

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    Spell Book

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    Spell Level
    Spell name
    Cast time
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    Spell Book

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    Spell Book

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    Spell Level
    Spell name
    Cast time
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    Spell Book

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    Spell Book

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    Spell Level
    Spell name
    Cast time
    @@ -1425,7 +1436,7 @@

    Spell Book

    -
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    @@ -1533,7 +1544,7 @@

    Spell Book

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    Spell Level
    Spell name
    Cast time
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    Spell Book

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    Spell Book

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    Spell Level
    Spell name
    Cast time
    @@ -1679,7 +1690,7 @@

    Spell Book

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    Spell Book

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    Spell Level
    Spell name
    Cast time
    @@ -1806,7 +1817,7 @@

    Spell Book

    -
    +
    @@ -1907,7 +1918,7 @@

    Spell Book

    - +
    @@ -1941,8 +1952,8 @@

    Encumbrance

    -
    -

    Treasure Notes

    +
    +

    Treasure Notes

    @@ -1958,7 +1969,7 @@

    Equipment

    Show All - +
    @@ -2066,7 +2077,7 @@

    Equipment

    {{character_name}} {{emote}}

    {{/emote}}
    - + {{#attack}}
    @@ -2086,7 +2097,7 @@

    Equipment

    {{attackrange}}
    {{/attackshowinfoblock}} - + {{#spellshowinfoblock}}
    @@ -2139,7 +2150,7 @@

    Equipment

    {{spelldescription}}
    {{/spellshowdesc}} - + {{#npccorestats}}
    @@ -2211,4 +2222,4 @@

    Equipment

    {{/debug}}
    - \ No newline at end of file + diff --git a/Basic Fantasy RPG - Expanded/sheet.json b/Basic Fantasy RPG - Expanded/sheet.json index b124e03ad230..a58433e7e119 100644 --- a/Basic Fantasy RPG - Expanded/sheet.json +++ b/Basic Fantasy RPG - Expanded/sheet.json @@ -4,5 +4,5 @@ "authors": "Pat Stubbs", "roll20userid": "32262", "preview": "bfrpgsheet-expanded-preview.jpg", - "instructions": "This sheet is for The Basic Fantasy Roleplaying Game (http://www.basicfantasy.org/index.html). It supports the core rules and most of the optional rule supplements. It does not currently support automatic encumbrance calculations, yet. If you find a bug or have a suggestion, please post to https://app.roll20.net/forum/permalink/3891349/ on roll20 and the sheet author will receive a notification." + "instructions": "This sheet is for The Basic Fantasy Roleplaying Game (http://www.basicfantasy.org/index.html). It supports the core rules and most of the optional rule supplements. If you find a bug or have a suggestion, please post to https://app.roll20.net/forum/permalink/3891349/ on roll20 and the sheet author will receive a notification." } diff --git a/Black Hack/BlackHack.css b/Black Hack/BlackHack.css new file mode 100644 index 000000000000..c4b88e8ca5e3 --- /dev/null +++ b/Black Hack/BlackHack.css @@ -0,0 +1,200 @@ +/* +.sheet-container * { + padding: 0; + margin: 0; +} +*/ + +.sheet-container { + padding: 21px; + margin: -21px; + border-radius: 8px; + background-color: black; + color: white; + font-family: "Comic Sans MS", cursive, sans-serif; +} + +.sheet-container div { + + background-color: black; + color: white; + + +} + +div.sheet-bio { + text-align: right; + vertical-align: text-bottom; +} + +div.sheet-attributes, div.sheet-health{ + text-align: center; +} + +div.sheet-attribute { + display: inline-block; +} + +div.sheet-attributeTitle { + width: 80px; + display: inline-block; +} + +div.sheet-inventory select { + width: 60px; + margin: 0; +} + +input, select { + background: #333; + color: white; +} + +div.sheet-bio input[type="text"] { + margin: 0; + width: 39%; +} + +input.sheet-narrowTextField { + width: 60px; +} + +input.sheet-wideTextField { + width: 250px; +} + +.sheet-oneThird { + width: 30%; +} + +.sheet-half { + width: 49%; +} + +.sheet-twoThirds { + width: 60%; +} + + +div.sheet-notes .repitem { + display: inline-block; +} + +textarea { + height: 50px; + width: calc(100% - 11px); + display: inline-block; + resize: both; + min-width: 20px; + max-width: 100%; + min-height: 50px; + margin-top: 1px; + margin-bottom: 1px; + margin-left: 2px; + margin-right: 2px; + font-size: x-small; + line-height: 1.25em; + color: white; + background: #333; +} + +/* + _/_/_/ _/ _/ _/_/_/_/_/ _/_/_/_/_/ _/_/ _/ _/ _/_/_/ + _/ _/ _/ _/ _/ _/ _/ _/ _/_/ _/ _/ + _/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/ + _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/ _/ + _/_/_/ _/_/ _/ _/ _/_/ _/ _/ _/_/_/ + + */ + + + +.repcontrol { + min-height: 27px; + display: block; +} + +.repcontrol .btn { + /* visibility: hidden; */ /* Doesn't work in Firefox! */ + border: medium none; + color: transparent !important; + background: none; + box-shadow: none; + float: none; + display: inline-block; + text-shadow: none !important; + + +} + +.repcontrol .btn:focus { + outline: 0; +} + +.repcontrol .repcontrol_edit { + float: none; +} + +.repcontrol .repcontrol_edit:after { + content: '('; + visibility: visible; + font-family: pictos; + background-color: white; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; + margin-left: -10px; +} + +.editmode ~ .repcontrol .repcontrol_edit:after { + content: ')'; +} + +.repcontrol .repcontrol_add:before { + content: '&'; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; +} + +.repcontrol .repcontrol_edit:hover:after, +.repcontrol .repcontrol_add:hover:before +{ + background-color: #EFEFEF; +} + +.sheet-resources .repcontrol { + margin-top: -10px; +} + +.itemcontrol { + z-index: 10; +} + +.itemcontrol .repcontrol_del { + font-size: 10px; + margin-top: 3px; + padding: 0px; + height: 18px; + width: 18px; +} + +.itemcontrol .repcontrol_move { + font-size: 10px; + margin-top: 3px; + padding: 0px; + height: 18px; + width: 18px; +} + diff --git a/Black Hack/BlackHack.html b/Black Hack/BlackHack.html new file mode 100644 index 000000000000..2c9f4056c4b6 --- /dev/null +++ b/Black Hack/BlackHack.html @@ -0,0 +1,144 @@ +
    + +
    +
    +

    The Black Hack

    +
    +
    + + +
    Level
    +
    +
    + + +
    +
    +
    +
    Strength
    + + +
    +
    +
    Dexterity
    + + +
    + +
    +
    Constitution
    + +
    +
    + +
    +
    +
    Intelligence
    + +
    + +
    +
    Wisdom
    + +
    + +
    +
    Charisma
    + +
    +
    + +
    + +
    + AP + HP + Hit Die + + + Attack Damage + + + / + + +
    + +
    + +

    Inventory and Usage Dice

    + +
    + + + + + +
    + +
    + +
    +

    Spells and Abilities

    +
    + + + + +
    +
    + +
    +

    Notes

    +
    + +
    + +
    + + + + +
    {{rollname}}
    +
    Attribute: {{attribute}}
    +
    Roll Result: {{rollResult}}
    +
    Outcome: + {{#rollGreater() attribute rollResult}} + Success! + {{/rollGreater() attribute rollResult}} + + {{#rollGreater() rollResult attribute}} + Failure! + {{/rollGreater() rollResult attribute}} + + {{#rollTotal() attribute rollResult}} + Failure! + {{/rollTotal() attribute rollResult}} + + {{#rollLess() rollResult 2}} +

    Crit!

    + {{/rollLess() rollResult 2}} + + {{#rollGreater() rollResult 19}} +

    Fumble!

    + {{/rollGreater() rollResult 19}} + + +
    + +
    diff --git a/Black Hack/BlackHack.png b/Black Hack/BlackHack.png new file mode 100644 index 000000000000..1b3491cdd7bb Binary files /dev/null and b/Black Hack/BlackHack.png differ diff --git a/Black Hack/sheet.json b/Black Hack/sheet.json new file mode 100644 index 000000000000..2cc6d387cf3e --- /dev/null +++ b/Black Hack/sheet.json @@ -0,0 +1,10 @@ +{ + "html": "BlackHack.html", + "css": "BlackHack.css", + "authors": "Plexsoup", + "roll20userid": "258125", + "preview": "BlackHack.png", + "compendium": "", + "instructions": "Character sheet for The Black Hack.", + "useroptions": [] +} diff --git a/Blades in the Dark/README.md b/Blades in the Dark/README.md index 4632a3bf72dd..c017b533e679 100644 --- a/Blades in the Dark/README.md +++ b/Blades in the Dark/README.md @@ -4,6 +4,38 @@ This is a character sheet for Blades in the Dark for use on Roll20. ## Changelog +### 1.8 +* Extra rows of claims can now be added +* Corrected minor typos +* Internal changes to the sheet upgrade process to make it more robust for ancient sheets + +### 1.7 +* Change to auto-generated abilities/items/friends: they will now be deleted if you change playbook/crew type, unless they have been changed at some point +* Small CSS adjustments +* Change stash gained by crew advance to printed version + +### 1.6 +* Translation support for everything except fixed fields in roll templates +* Crew-specific upgrades are now a repeating section, repeating upgrades moved to crew-specific upgrades, descriptions added to crew upgrades + +### 1.5 +* All items are now repeating +* Optional description field added for all items (via settings menu) + +### 1.4 +* Changes for items; made playbook items a repeating section, and added options for non-playbook-items. +* Entering a playbook or crew name will now automatically generate abilities and friends/contacts +* Small fix for ghost/hull label for stress and trauma + +### 1.3 +* Added Vigilantes data + +### 1.2 +* Roll titles are moved to the roll template so they are no longer displayed as links +* Fortune rolls will ask for bonus dice first to remedy confusion +* Minor data fix for Bravos barracks claim +* Fixed a bug where sometimes not all rows in a repeating section would be created + ### 1.1 * Some small visual changes, mostly around boxes for stress/rep/heat/coin/stash * Maximum number of stress boxes increased to 14 diff --git a/Blades in the Dark/Source/character.html b/Blades in the Dark/Source/character.html index 84b7fd4aee95..b4fe0b019bc7 100644 --- a/Blades in the Dark/Source/character.html +++ b/Blades in the Dark/Source/character.html @@ -8,16 +8,16 @@
    - +
    - +
    - +
    @@ -26,29 +26,29 @@
    - +
    - +
    - +
    - +
    - +
    - - + + @@ -56,18 +56,18 @@
    - You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down). + You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
    - - - Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain. + + + Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
    - Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims? - + Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims? +
    @@ -150,54 +150,54 @@
    - Cold + Cold - Haunted + Haunted - Obsessed + Obsessed - Paranoid + Paranoid
    - Reckless + Reckless - Soft + Soft - Unstable + Unstable - Vicious + Vicious
    - Chaotic + Chaotic - Destructive + Destructive - Furious + Furious
    - Obsessive + Obsessive - Territorial + Territorial - Savage + Savage
    - Clanking + Clanking - Leaking + Leaking - Fixated + Fixated
    - Smoking + Smoking - Sparking + Sparking - Unstable + Unstable
    @@ -207,7 +207,7 @@
    -
    Harm
    +
    Harm
    3
    @@ -216,7 +216,7 @@
    -
    Need Help
    +
    Need Help
    2
    @@ -228,7 +228,7 @@
    -
    -1D
    +
    -1D
    1
    @@ -240,15 +240,15 @@
    -
    Less Effect
    +
    Less Effect
    - Recovery - Get treatment in downtime to activate your healing project clock â–º + Recovery + Get treatment in downtime to activate your healing project clock â–º
    - Progress + Progress 0 @@ -269,21 +269,21 @@
    -
    Armor
    +
    Armor
    -
    +Heavy
    +
    +Heavy
    -
    Special
    +
    Special
    @@ -295,7 +295,7 @@
    -
    Coin
    +
    Coin
    @@ -312,7 +312,7 @@
    -
    Stash
    +
    Stash
    @@ -410,14 +410,14 @@
    -
    Special Abilities
    +
    Special Abilities
    - - + +
    @@ -425,7 +425,7 @@
    -
    Mark XP:
    +
    Mark XP:
    @@ -454,25 +454,25 @@
    -
    Playbook Advancement
    +
    Playbook Advancement
      -
    • Every time you roll a desperate action, mark xp in that action's attribute.
    • -
    • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
    • +
    • Every time you roll a desperate action, mark xp in that action's attribute.
    • +
    • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
    • - +
    • - +
    • - +
    • - +
    @@ -481,71 +481,71 @@
    -
    Teamwork
    +
    Teamwork
    - Assist a teammate + Assist a teammate
    - Lead a group action + Lead a group action
    - Protect a teammate + Protect a teammate
    - Set up a teammate + Set up a teammate
    -
    Gather Information
    +
    Gather Information
      -
    • -
    • -
    • -
    • -
    • -
    • -
    • What's really going on here?
    • +
    • +
    • +
    • +
    • +
    • +
    • +
    • What's really going on here?
    -
    Strictures
    +
    Strictures
    - When you gain a new vampire trait (except veteran), add a stricture. + When you gain a new vampire trait (except veteran), add a stricture.
    - Slumber: - In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress). + Slumber: + In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
    - Forbidden: - You cannot enter a private residence without permission from the owner. + Forbidden: + You cannot enter a private residence without permission from the owner.
    - Repelled: - Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.) + Repelled: + Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
    - Bestial: - When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging. + Bestial: + When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
    - Bound: - Your spirit must remain in this body, or be destroyed. + Bound: + Your spirit must remain in this body, or be destroyed.
    @@ -557,14 +557,14 @@
    - Load + Load
    - Light + Light
    @@ -572,7 +572,7 @@
    - Normal + Normal
    @@ -580,223 +580,114 @@
    - Heavy + Heavy
    - Items - (italics don't count for load) + Items + (italics don't count for load)
    -
    +
    + -
    - -
    - - - - - - - -
    - -
    - - - - - - -
    - -
    - - - -
    - -
    - - - -
    - -
    - - - -
    - -
    - - - -
    - -
    - - - -
    - -
    - - - -
    - -
    - - - -
    - -
    - - - -
    +
    +
    + +
    + How much load? +
    + + + bold + + OK +
    +
    +
    + + + + + + + + + + + + + + + + + +
    +
    - - + +
    - +
    - +
    - +
    - +
    - +
    -
    -
    - - - -
    -
    - - - -
    -
    - - - -
    -
    - - - -
    -
    - - - - - - -
    -
    - - - -
    -
    - - - - - - -
    -
    - - - - - - - - - -
    -
    - - - -
    -
    - - - - - - -
    -
    - - - -
    -
    - - - -
    -
    - - - -
    -
    - - - - - - -
    -
    - - - -
    -
    - - - -
    +
    -
    - + + + +
    + How much load? +
    + + + short + + OK +
    +
    +
    + + + + + - - + + + + + + + + - +
    @@ -804,10 +695,10 @@
    - Alchemicals + Alchemicals
    - Bandolier + Bandolier @@ -818,7 +709,7 @@
    - Bandolier + Bandolier @@ -829,52 +720,52 @@
    - When you use a bandolier slot, choose an alchemical: + When you use a bandolier slot, choose an alchemical:
      -
    • Alcahest
    • -
    • Binding Oil
    • -
    • Drift Oil
    • -
    • Drown Powder
    • -
    • Eyeblind Poison
    • -
    • Fire Oil
    • -
    • Grenade
    • -
    • Quicksilver
    • -
    • Skullfire Poison
    • -
    • Smoke Bomb
    • -
    • Spark (drug)
    • -
    • Standstill Poison
    • -
    • Trance Powder
    • +
    • Alcahest
    • +
    • Binding Oil
    • +
    • Drift Oil
    • +
    • Drown Powder
    • +
    • Eyeblind Poison
    • +
    • Fire Oil
    • +
    • Grenade
    • +
    • Quicksilver
    • +
    • Skullfire Poison
    • +
    • Smoke Bomb
    • +
    • Spark (drug)
    • +
    • Standstill Poison
    • +
    • Trance Powder
    -
    Planning & Load
    +
    Planning & Load
    - Choose a plan, provide the detail. + Choose a plan, provide the detail.
    - Choose your load limit for the operation. + Choose your load limit for the operation.
    - Assault: Point of attack + Assault: Point of attack
    - Occult: Arcane power + Occult: Arcane power
    - Deception: Method + Deception: Method
    - Social: Connection + Social: Connection
    - Stealth: Entry point + Stealth: Entry point
    - Transport: Route + Transport: Route
    @@ -884,7 +775,7 @@
    - + @@ -894,13 +785,13 @@ - + - + - + - + @@ -933,7 +824,7 @@
    - +
    @@ -953,7 +844,7 @@
    - +
    @@ -973,7 +864,7 @@
    - +
    @@ -993,7 +884,7 @@
    - +
    @@ -1001,7 +892,7 @@
    - + @@ -1011,13 +902,13 @@ - + - + - + - + @@ -1050,7 +941,7 @@
    - +
    @@ -1070,7 +961,7 @@
    - +
    @@ -1090,7 +981,7 @@
    - +
    @@ -1110,7 +1001,7 @@
    - +
    @@ -1118,7 +1009,7 @@
    - + @@ -1128,13 +1019,13 @@ - + - + - + - + @@ -1167,7 +1058,7 @@
    - +
    @@ -1187,7 +1078,7 @@
    - +
    @@ -1207,7 +1098,7 @@
    - +
    @@ -1227,25 +1118,25 @@
    - +
    -
    Bonus Die
    +
    Bonus Die
    +
    - Push yourself
    - (take 2 ) - or - accept a - Devil's Bargain + Push yourself
    + (take 2 ) - or - accept a + Devil's Bargain
    -
    +
    @@ -1253,32 +1144,32 @@ - +
    - +
    -
    Clocks
    +
    Clocks
    - +
    - Size + Size - 4-segment + 4-segment - 6-segment + 6-segment - 8-segment + 8-segment - 12-segment + 12-segment
    - Progress + Progress 0 @@ -1292,7 +1183,7 @@
    - Progress + Progress 0 @@ -1310,7 +1201,7 @@
    - Progress + Progress 0 @@ -1332,7 +1223,7 @@
    - Progress + Progress 0 @@ -1365,6 +1256,6 @@
    - +
    diff --git a/Blades in the Dark/Source/crew.html b/Blades in the Dark/Source/crew.html index cad957a79ffc..9b5ff4253c04 100644 --- a/Blades in the Dark/Source/crew.html +++ b/Blades in the Dark/Source/crew.html @@ -6,15 +6,15 @@
    -
    Crew sheet
    +
    Crew sheet
    - +
    - +
    @@ -23,31 +23,37 @@
    - +
    - +
    - +
    - -
    + +
    - +
    -
    + +
    - + +
    + +
    + +
    -
    Rep
    +
    Rep
    @@ -100,18 +106,18 @@
    -
    Turf
    +
    Turf
    -
    Hold
    +
    Hold
    -
    Weak
    +
    Weak
    @@ -120,7 +126,7 @@
    -
    Strong
    +
    Strong
    @@ -129,7 +135,7 @@
    - +
    @@ -144,7 +150,7 @@
    -
    +
    @@ -262,7 +268,7 @@
    -
    Lair
    +
    Lair
    @@ -380,6 +386,97 @@
    +
    +
    +
    + + +
    +
    +
    + + +
    +
    +
    + + +
    +
    +
    + + +
    +
    +
    + + +
    +
    +
    + +
    +
    + + +
    + + +
    +
    + + +
    + +
    +
    + + +
    + + +
    +
    + + +
    + +
    +
    + + +
    + + +
    +
    + + +
    + +
    +
    + + +
    + + +
    +
    + + +
    + +
    +
    + + +
    + + +
    +
    +
    @@ -387,7 +484,7 @@
    -
    Heat
    +
    Heat
    @@ -417,7 +514,7 @@
    - +
    @@ -444,10 +541,10 @@
    -
    Coin
    +
    Coin
    -
    Vaults
    +
    Vaults
    @@ -492,20 +589,20 @@
    - Upon crew advance, each PC gets +1 Stash (+2 per Tier) + Upon crew advance, each PC gets +1 Stash (+2 per Tier)
    -
    Special Abilities
    +
    Special Abilities
    - - + +
    @@ -513,7 +610,7 @@
    -
    Mark XP:
    +
    Mark XP:
    @@ -536,22 +633,22 @@
    -
    Crew Advancement
    +
    Crew Advancement
      -
    • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
    • +
    • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
    • - +
    • - +
    • -
    • Contend with challenges above your current station.
    • -
    • Bolster your crew's reputation or develop a new one.
    • -
    • Express the goals, drives, inner conflict, or essential nature of the crew.
    • +
    • Contend with challenges above your current station.
    • +
    • Bolster your crew's reputation or develop a new one.
    • +
    • Express the goals, drives, inner conflict, or essential nature of the crew.
    @@ -562,191 +659,236 @@
    - Crew Upgrades + Crew Upgrades
    -
    +
    + -
    -
    - - - - - - - - - -
    -
    - - - - -
    -
    - - - - -
    -
    - - - -
    -
    - - - -
    +
    +
    + +
    + How many boxes? +
    + + + tall + + OK +
    +
    +
    + + + + + + + + + + + + + + + + + +
    +
    - Lair + Lair
    - Quality + Quality
    - + - + - + + + +
    - + + + + - +
    - + - + - + + + +
    - + + + + - +
    - + + + + - +
    - + - + + + +
    - + + + + - +
    - + + + + - +
    - + - + - + + + +
    - + + + + - +
    - + + + - + + - +
    - + - + + + +
    - + + + + - +
    - Training + Training
    - Cohorts + Cohorts
    - + - + + + +
    - Upgrade Costs + Upgrade Costs
    - + + + + - +
    - New Cohort: 2 + New Cohort: 2
    - + + + + - +
    - Add Type: 2 + Add Type: 2
    - + - + + + +
    - + - + - + - + + + + - +
    -
    -
    - - - - - -
    -
    - - + +
    @@ -755,7 +897,7 @@
    - +
    @@ -763,7 +905,7 @@ - +
    @@ -771,41 +913,41 @@
    - Gang + Gang
    - Elite + Elite
    - Expert + Expert
    - +
    -
    Weak
    +
    Weak
    -
    Impaired
    +
    Impaired
    -
    Broken
    +
    Broken
    -
    Armor
    +
    Armor
    @@ -813,11 +955,11 @@
    -
    Edges
    +
    Edges
    -
    Flaws
    +
    Flaws
    @@ -830,7 +972,7 @@
    - +
    @@ -838,19 +980,19 @@ - +
    - Gang + Gang
    - Gang + Gang
    - Elite + Elite
    - Expert + Expert
    @@ -859,28 +1001,28 @@
    -
    Weak
    +
    Weak
    -
    Impaired
    +
    Impaired
    -
    Broken
    +
    Broken
    -
    Armor
    +
    Armor
    @@ -888,11 +1030,11 @@
    -
    Edges
    +
    Edges
    -
    Flaws
    +
    Flaws
    @@ -903,38 +1045,38 @@
    -
    +
    - +
    - +
    -
    Clocks
    +
    Clocks
    - Size + Size - 4-segment + 4-segment - 6-segment + 6-segment - 8-segment + 8-segment - 12-segment + 12-segment
    - Progress + Progress 0 @@ -948,7 +1090,7 @@
    - Progress + Progress 0 @@ -966,7 +1108,7 @@
    - Progress + Progress 0 @@ -988,7 +1130,7 @@
    - Progress + Progress 0 @@ -1021,6 +1163,6 @@
    - +
    \ No newline at end of file diff --git a/Blades in the Dark/Source/faction.html b/Blades in the Dark/Source/faction.html index 5644178eb29a..02f93fa205e0 100644 --- a/Blades in the Dark/Source/faction.html +++ b/Blades in the Dark/Source/faction.html @@ -2,19 +2,19 @@
    - +
    - Generate Factions + Generate Factions
    - - Tier - Hold - Status + + Tier + Hold + Status
    @@ -24,16 +24,16 @@ - +
    - - Tier - Hold - Status + + Tier + Hold + Status
    @@ -43,16 +43,16 @@ - +
    - - Tier - Hold - Status + + Tier + Hold + Status
    @@ -62,14 +62,14 @@ - +
    - - Tier - Hold - Status + + Tier + Hold + Status
    @@ -79,16 +79,16 @@ - +
    - - Tier - Hold - Status + + Tier + Hold + Status
    @@ -98,23 +98,23 @@ - +
    -
    War
    +
    War
      -
    • When you're at war with any number of factions (status -3), the following penalties apply:
    • -
    • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
    • -
    • PCs get only one free downtime action instead of two.
    • -
    • Take +1 heat from each score.
    • -
    • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
    • +
    • When you're at war with any number of factions (status -3), the following penalties apply:
    • +
    • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
    • +
    • PCs get only one free downtime action instead of two.
    • +
    • Take +1 heat from each score.
    • +
    • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
    - +
    diff --git a/Blades in the Dark/Source/rolltemplate.css b/Blades in the Dark/Source/rolltemplate.css index 9b16206d6f15..40f1e49c7038 100644 --- a/Blades in the Dark/Source/rolltemplate.css +++ b/Blades in the Dark/Source/rolltemplate.css @@ -15,7 +15,7 @@ height: 258px; } .sheet-rolltemplate-bitd .sheet-roll-fortune { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-fortune.jpg); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-fortune.jpg); background-position: bottom right; background-repeat: no-repeat; background-color: white; @@ -25,13 +25,13 @@ /* Background images */ .sheet-rolltemplate-bitd .sheet-roll-action { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-action.gif); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-action.gif); } .sheet-rolltemplate-bitd .sheet-roll-resist { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-resist.jpg); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-resist.jpg); } .sheet-rolltemplate-bitd .sheet-roll-vice { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-vice.jpg); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-vice.jpg); } /* Images */ @@ -98,6 +98,25 @@ padding-left: 30px; padding-top: 7px; } +.sheet-rolltemplate-bitd .sheet-roll-title span { + color: white; + letter-spacing: 2px; + font-family: "Hoefler Text",Georgia,"Baskerville Old Face",Garamond,"Times New Roman",serif; + text-transform: uppercase; +} +.sheet-rolltemplate-bitd .sheet-roll-fortune .sheet-roll-title span { + color: black; +} +.sheet-rolltemplate-bitd .sheet-roll-resist .sheet-roll-title span, +.sheet-rolltemplate-bitd .sheet-roll-vice .sheet-roll-title span { + line-height: 24px; + font-size: 24px; +} +.sheet-rolltemplate-bitd .sheet-roll-action .sheet-roll-title span, +.sheet-rolltemplate-bitd .sheet-roll-fortune .sheet-roll-title span { + line-height: 33px; + font-size: 30px; +} /* Zerodice dice holder */ .sheet-rolltemplate-bitd .sheet-zerodice1 { diff --git a/Blades in the Dark/Source/rolltemplate.html b/Blades in the Dark/Source/rolltemplate.html index c975154847a4..d43bd68c6385 100644 --- a/Blades in the Dark/Source/rolltemplate.html +++ b/Blades in the Dark/Source/rolltemplate.html @@ -3,7 +3,30 @@
    {{charname}}
    {{subtitle}}
    -
    [{{rolltypetext}}]({{rolltypeimage}})
    +
    + {{#title-text}}{{title}}{{/title-text}} + {{^title-text}}{{#rolltypetext}}[{{rolltypetext}}]({{rolltypeimage}}){{/rolltypetext}} + {{#title-insight}}{{/title-insight}} + {{#title-prowess}}{{/title-prowess}} + {{#title-resolve}}{{/title-resolve}} + {{#title-hunt}}{{/title-hunt}} + {{#title-study}}{{/title-study}} + {{#title-survey}}{{/title-survey}} + {{#title-tinker}}{{/title-tinker}} + {{#title-finesse}}{{/title-finesse}} + {{#title-prowl}}{{/title-prowl}} + {{#title-skirmish}}{{/title-skirmish}} + {{#title-wreck}}{{/title-wreck}} + {{#title-attune}}{{/title-attune}} + {{#title-command}}{{/title-command}} + {{#title-consort}}{{/title-consort}} + {{#title-sway}}{{/title-sway}} + {{#title-fortune}}{{/title-fortune}} + {{#title-vice}}{{/title-vice}} + {{#title-crew_tier}}{{/title-crew_tier}} + {{#title-entanglement}}{{/title-entanglement}} + {{#title-cohort_quality}}{{/title-cohort_quality}}{{/title-text}} +
    {{#rollGreater() roll1 0}}{{roll1}}, {{/rollGreater() roll1 0}} {{#rollGreater() roll2 0}}{{roll2}}, {{/rollGreater() roll2 0}} @@ -18,13 +41,13 @@ {{#rollGreater() bonusdice 5}}{{bonus6}}, {{/rollGreater() bonusdice 5}} {{#rollGreater() zerodice 0}}
    {{zerodice}}
    -
    Zero Dice - take the lowest result above
    +
    Zero Dice - take the lowest result above
    {{/rollGreater() zerodice 0}}
    {{#position}}
    {{position}}
    {{/position}} {{#effect}}
    {{effect}}
    {{/effect}} - {{#resist}}{{^short}}
    Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
    {{/short}}{{/resist}} - {{#vice}}{{^short}}
    Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
    {{/short}}{{/vice}} + {{#resist}}{{^short}}
    Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
    {{/short}}{{/resist}} + {{#vice}}{{^short}}
    Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
    {{/short}}{{/vice}} {{#notes}}
    {{notes}}
    {{/notes}}
    diff --git a/Blades in the Dark/Source/sheet.css b/Blades in the Dark/Source/sheet.css index 29165b2dbbf2..74fae9da6be5 100644 --- a/Blades in the Dark/Source/sheet.css +++ b/Blades in the Dark/Source/sheet.css @@ -42,7 +42,6 @@ input.sheet-type-selector { span.sheet-type-selector { border: solid 1px #a7a7a7; text-align: center; - display: inline-block; background: #cccccc; color: #3f3f3f; width: 170px; @@ -52,18 +51,15 @@ span.sheet-type-selector { letter-spacing: 1px; font-family: serif; font-weight: 600; + display: none; } input.sheet-type-selector:hover ~ span { color: red; } -input.sheet-type-selector[value="character"]:checked ~ span::before { - content: "Character Mode"; -} -input.sheet-type-selector[value="crew"]:checked ~ span::before { - content: "Crew Mode"; -} -input.sheet-type-selector[value="faction"]:checked ~ span::before { - content: "Faction Mode"; +input.sheet-type-selector[value="character"]:checked ~ span.sheet-type-selector-character, +input.sheet-type-selector[value="crew"]:checked ~ span.sheet-type-selector-crew, +input.sheet-type-selector[value="faction"]:checked ~ span.sheet-type-selector-faction { + display: inline-block; } /* SETTINGS */ input:checked + .sheet-settings { @@ -132,12 +128,6 @@ input.sheet-xp-hider + li { input.sheet-xp-hider:checked + li { display: list-item; } -.sheet-show-deity { - display: none; -} -input.sheet-show-deity:checked ~ div.sheet-show-deity { - display: block; -} input.sheet-hidediv + div { display: none; } @@ -169,9 +159,10 @@ label { margin: 0; } div { + cursor: default; box-sizing: border-box; } -input[type="text"] { +input[type=text] { font-family: Georgia, Times, "Times New Roman", serif; border: none; background: none; @@ -189,9 +180,13 @@ textarea { background: transparent; color: black; } -li, li input[type="text"] { +li { + cursor: default; +} +li, li input[type=text] { font-family: Georgia, Times, "Times New Roman", serif; position: relative; + color: #404040; } li:after { background: black; @@ -208,15 +203,16 @@ ul { span { font-family: Georgia, Times, "Times New Roman", serif; color: black; + cursor: default; } -input[type="checkbox"], input[type="radio"] { +input[type=checkbox], input[type=radio] { opacity: 0; z-index: 1; margin: 0; padding: 0; position: absolute; } -input[type="checkbox"] + span, input[type="radio"] + span { +input[type=checkbox] + span, input[type=radio] + span { cursor: pointer; } input[type=number] { @@ -363,7 +359,7 @@ span.sheet-inherit, input.sheet-inherit { margin: 5px 0 0 1.5%; } /* FONT STYLES */ -.sheet-label, input[type="text"].sheet-label, textarea.sheet-label { +.sheet-label, input[type=text].sheet-label, textarea.sheet-label { text-transform: uppercase; font-family: "Hoefler Text", Georgia, "Baskerville Old Face", Garamond, "Times New Roman", serif; } @@ -393,7 +389,7 @@ span.sheet-inherit, input.sheet-inherit { } .sheet-friend input[type=text] { color: #6c6c6c; - width: 137px; + width: calc(100% - 25px); } .sheet-contact input[type=text] { color: #6c6c6c; @@ -446,6 +442,12 @@ span.sheet-inherit, input.sheet-inherit { width: 100%; line-height: normal; } +.sheet-type-character .sheet-regularitems .repitem .sheet-item { + width: 187px; +} +.sheet-type-character .sheet-regularitems .repitem input[name="attr_short"]:checked ~ input[name="attr_expand"]:not(:checked) ~ .sheet-repeating-item { + width: 93.5px; +} .sheet-item.sheet-itemshort { width: 50%; } @@ -453,38 +455,43 @@ span.sheet-inherit, input.sheet-inherit { background-color: #d6d8d9; } .sheet-item input[type=text] { - width: calc(100% - 21px); + width: calc(100% - 20px); height: 16px; - margin-left: 5px; + margin: 0 1px 0 4px; padding: 3px 0; font-size: 83%; } -.sheet-item textarea { - width: calc(100% - 21px); +.sheet-item textarea.sheet-upgradename { + width: calc(100% - 20px); resize: none; color: inherit; position: relative; top: 2px; height: 18px; font-size: 83%; - margin-left: 5px; + margin: 0 1px 0 4px; + color: black; } -.sheet-item input.sheet-item-textarea-tall:checked + textarea { +.sheet-item input.sheet-item-textarea-tall:checked + textarea.sheet-upgradename { height: 36px; } -.sheet-item.sheet-item2box input[type=text] { - width: calc(100% - 37px); +.sheet-item.sheet-item2box input[type=text], +.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ input[type=text], +.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ textarea.sheet-upgradename { + width: calc(100% - 35px); } -.sheet-item.sheet-item3box input[type=text] { - width: calc(100% - 53px); +.sheet-item.sheet-item3box input[type=text], +.sheet-repeating-item input[type=checkbox][value="3"]:checked ~ input[type=text], +.sheet-repeating-item input[type=checkbox][value="3"]:checked ~ textarea.sheet-upgradename { + width: calc(100% - 50px); } .sheet-item.sheet-item4box input[type=text] { - width: calc(100% - 69px); + width: calc(100% - 65px); } -.sheet-item.sheet-itembold input[type=text] { +.sheet-repeating-item input[type=checkbox][name="attr_bold"]:checked ~ input[type=text] { font-weight: 800; } -.sheet-item.sheet-itemitalic input[type=text] { +.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ input[type=text] { font-style: italic; } .sheet-item span.sheet-label { @@ -509,11 +516,80 @@ span.sheet-inherit, input.sheet-inherit { margin: 0 -1px 0 -2px; border-top: 2px solid #838587; } +/* Repeating items*/ +.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ .sheet-boxesgeq2, +.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ .sheet-boxesgeq2, +.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ .sheet-boxesgeq3 { + display: none; +} +.sheet-itemholder .repitem input[name="attr_boxes_chosen"]:checked + div, +.sheet-itemholder .repitem input[name="attr_boxes_chosen"]:not(:checked) + div ~ div { + display: none; +} +.sheet-item .sheet-numboxes-chooser { + display: block; + float: right; +} +.sheet-item input[type=number] { + margin-right: 5px; + height: 18px; + padding: 0; + text-align: right; + width: 2.5em; + background-color: transparent; +} +.sheet-numboxes-chooser input { + width: 20px; + height: 18px; +} +.sheet-numboxes-chooser input:checked + span, +.sheet-numboxes-chooser input:checked + span { + font-weight: 800; +} +.sheet-numboxes-chooser input + span:not(:last-child) { + margin-right: 5px; +} +.sheet-numboxes-chooser input + span { + border: 1px solid #AAA; + padding: 2px; +} +.sheet-type-character .sheet-regularitems .repitem { + display: inline-block; +} +.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div input.sheet-expand, +.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div input.sheet-expand + span, +.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div textarea:last-child { + display: none; +} +.sheet-itemholder input.sheet-expand { + width: 9px; + margin-top: 4px; + margin-left: -7px; + height: 9px; +} +.sheet-itemholder input.sheet-expand + span::before { + content: "◀"; +} +.sheet-itemholder .sheet-playbookitems textarea:last-child { + border-top: 1px solid darkgrey; +} +.sheet-itemholder textarea:last-child { + display: none; + border-top: 1px solid lightgray; + border-radius: 0; + resize: vertical; + line-height: 125%; + font-size: 83%; + height: 40px; +} +.sheet-itemholder input[name="attr_setting_show_itemdesc"]:checked ~ div input.sheet-expand:checked ~ textarea:last-child { + display: block; +} /* LOGO */ .sheet-bladeslogo { height: 63px; width: 95%; - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/logo.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/logo.png); background-size: 102% auto; background-repeat: no-repeat; } @@ -648,7 +724,7 @@ span.sheet-inherit, input.sheet-inherit { height: inherit; float: left; } -.sheet-playbook-title input[type="text"] { +.sheet-playbook-title input[type=text] { letter-spacing: -2px; font-size: 274%; font-weight: 800; @@ -656,8 +732,7 @@ span.sheet-inherit, input.sheet-inherit { .sheet-playbook-desc textarea { box-sizing: border-box; height: 50px; - width: 112px; - padding-top: 6px; + padding: 6px 3px 0 0; font-size: 78%; font-weight: 800; letter-spacing: 1px; @@ -666,7 +741,7 @@ span.sheet-inherit, input.sheet-inherit { line-height: 145%; } /* HEADER */ -.sheet-header input[type="text"] { +.sheet-header input[type=text] { width: 100%; border-bottom: 1px solid black; border-radius: 0; @@ -675,7 +750,7 @@ span.sheet-inherit, input.sheet-inherit { margin: 3px 0 0; color: #c43c35; } -.sheet-header .sheet-col55 input[type="text"] { +.sheet-header .sheet-col55 input[type=text] { width: 95% } .sheet-header label { @@ -698,7 +773,7 @@ span.sheet-viceblurb { z-index: 1; height: 44px; width: 44px; - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-0.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-0.png); } .sheet-recovery .sheet-clockpicture { margin-left: 30.5%; @@ -718,106 +793,106 @@ input[value="12"]:checked ~ .sheet-12clock, display: block; } .sheet-8clock input[value="0"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-0.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-0.png); } .sheet-8clock input[value="1"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-1.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-1.png); } .sheet-8clock input[value="2"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-2.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-2.png); } .sheet-8clock input[value="3"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-3.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-3.png); } .sheet-8clock input[value="4"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-4.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-4.png); } .sheet-8clock input[value="5"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-5.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-5.png); } .sheet-8clock input[value="6"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-6.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-6.png); } .sheet-8clock input[value="7"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-7.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-7.png); } .sheet-8clock input[value="8"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-8.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-8.png); } .sheet-4clock input[value="0"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-0.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-0.png); } .sheet-4clock input[value="1"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-1.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-1.png); } .sheet-4clock input[value="2"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-2.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-2.png); } .sheet-4clock input[value="3"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-3.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-3.png); } .sheet-4clock input[value="4"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-4.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-4.png); } .sheet-6clock input[value="0"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-0.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-0.png); } .sheet-6clock input[value="1"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-1.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-1.png); } .sheet-6clock input[value="2"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-2.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-2.png); } .sheet-6clock input[value="3"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-3.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-3.png); } .sheet-6clock input[value="4"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-4.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-4.png); } .sheet-6clock input[value="5"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-5.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-5.png); } .sheet-6clock input[value="6"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-6.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-6.png); } .sheet-12clock input[value="0"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-0.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-0.png); } .sheet-12clock input[value="1"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-1.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-1.png); } .sheet-12clock input[value="2"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-2.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-2.png); } .sheet-12clock input[value="3"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-3.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-3.png); } .sheet-12clock input[value="4"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-4.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-4.png); } .sheet-12clock input[value="5"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-5.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-5.png); } .sheet-12clock input[value="6"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-6.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-6.png); } .sheet-12clock input[value="7"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-7.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-7.png); } .sheet-12clock input[value="8"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-8.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-8.png); } .sheet-12clock input[value="9"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-9.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-9.png); } .sheet-12clock input[value="10"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-10.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-10.png); } .sheet-12clock input[value="11"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-11.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-11.png); } .sheet-12clock input[value="12"]:checked ~ .sheet-clockpicture { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-12.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-12.png); } .sheet-clockprogress { margin-top: 10px; @@ -849,14 +924,14 @@ input[value="12"]:checked ~ .sheet-12clock, input.sheet-text-input { height: 11px; } -input.sheet-text-input[type="checkbox"] { +input.sheet-text-input[type=checkbox] { width: 52px; margin-top: 1px; } -input.sheet-text-input[type="radio"] { +input.sheet-text-input[type=radio] { width: 20px; } -input.sheet-text-input.sheet-longoption[type="radio"] { +input.sheet-text-input.sheet-longoption[type=radio] { width: 64px; } input.sheet-text-input + span { @@ -922,28 +997,28 @@ input.sheet-tooth:hover + span { opacity: 0.7; } input.sheet-xptooth + span { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/xptooth-red.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/xptooth-red.png); } input.sheet-xptooth:checked ~ input.sheet-xptooth + span { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/xptooth-white.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/xptooth-white.png); } -input.sheet-stresstooth[type="radio"] + span, -input.sheet-stresstooth[type="checkbox"]:checked + span, +input.sheet-stresstooth[type=radio] + span, +input.sheet-stresstooth[type=checkbox]:checked + span, input.sheet-holdtooth:checked + span { /* red tooth */ - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-red.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-red.png); } -input.sheet-stresstooth[type="checkbox"] + span, -input.sheet-stresstooth:checked ~ input.sheet-stresstooth[type="radio"] + span, +input.sheet-stresstooth[type=checkbox] + span, +input.sheet-stresstooth:checked ~ input.sheet-stresstooth[type=radio] + span, input.sheet-holdtooth + span { /* white tooth */ - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-white.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-white.png); } -input.sheet-regulartooth[type="radio"] + span { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/shorttooth-red.png); +input.sheet-regulartooth[type=radio] + span { + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/shorttooth-red.png); } -input.sheet-regulartooth:checked ~ input.sheet-regulartooth[type="radio"] + span { - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/shorttooth-grey.png); +input.sheet-regulartooth:checked ~ input.sheet-regulartooth[type=radio] + span { + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/shorttooth-grey.png); } input.sheet-zero { width: 13px; @@ -955,30 +1030,30 @@ input.sheet-zero + span { margin-right: 3px; display: inline-block; vertical-align: top; - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/zero.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/zero.png); } -input.sheet-zero[type="radio"]:checked + span { +input.sheet-zero[type=radio]:checked + span { display: none; } /* TURF RADIOS */ -.sheet-turfbox input[type="radio"] { +.sheet-turfbox input[type=radio] { display: block; float: right; position: initial; width: 11px; } -input[type="checkbox"].sheet-turf1:checked ~ input[type="radio"].sheet-turf1 + span, -input[type="checkbox"].sheet-turf2:checked ~ input[type="radio"].sheet-turf2 + span, -input[type="checkbox"].sheet-turf3:checked ~ input[type="radio"].sheet-turf3 + span, -input[type="checkbox"].sheet-turf4:checked ~ input[type="radio"].sheet-turf4 + span, -input[type="checkbox"].sheet-turf5:checked ~ input[type="radio"].sheet-turf5 + span, -input[type="checkbox"].sheet-turf6:checked ~ input[type="radio"].sheet-turf6 + span { +input[type=checkbox].sheet-turf1:checked ~ input[type=radio].sheet-turf1 + span, +input[type=checkbox].sheet-turf2:checked ~ input[type=radio].sheet-turf2 + span, +input[type=checkbox].sheet-turf3:checked ~ input[type=radio].sheet-turf3 + span, +input[type=checkbox].sheet-turf4:checked ~ input[type=radio].sheet-turf4 + span, +input[type=checkbox].sheet-turf5:checked ~ input[type=radio].sheet-turf5 + span, +input[type=checkbox].sheet-turf6:checked ~ input[type=radio].sheet-turf6 + span { /* black tooth*/ - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-black.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-black.png); } input.sheet-stresstooth:checked ~ input.sheet-stresstooth.sheet-turf6 + span { /* half grey tooth */ - background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-halfgrey.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-halfgrey.png); } /* SPECIAL ABILITIES*/ .sheet-specialability, .sheet-friend, .sheet-contact { @@ -1044,7 +1119,7 @@ textarea.sheet-abilitydesc { .sheet-harmrow > div:nth-child(2) > div:nth-child(2) { border-left: 1px solid #d6d8d9; } -.sheet-harmrow input[type="text"] { +.sheet-harmrow input[type=text] { font-size: 92%; padding: 15px 6px 6px; color: #c43c35; @@ -1189,7 +1264,7 @@ input.sheet-radiobox.sheet-last + span { margin-bottom: 2px; } /* HUNTING GROUNDS */ -.sheet-hunting-grounds input[type="text"] { +.sheet-hunting-grounds input[type=text] { font-weight: 800; line-height: 22px; } @@ -1249,9 +1324,12 @@ input.sheet-radiobox.sheet-last + span { background-color: #cccccc; } .sheet-white-repcontrol button.repcontrol_edit, .sheet-white-repcontrol button.repcontrol_add { - font-weight: 600; background-color: white; - margin-top: 12px; + margin-top: 10px; +} +.sheet-small-repcontrol button.repcontrol_edit, .sheet-small-repcontrol button.repcontrol_add, +.sheet-white-repcontrol button.repcontrol_edit, .sheet-white-repcontrol button.repcontrol_add { + font-weight: 600; font-size: 91%; font-family: serif; padding: 4px; @@ -1259,6 +1337,10 @@ input.sheet-radiobox.sheet-last + span { .itemcontrol { z-index: 20; } +.sheet-itemholder .repcontrol_move, .sheet-itemholder .repcontrol_del { + padding-top: 0; + padding-bottom: 0; +} /* STRESS, REP, et cetera */ .sheet-hold, .sheet-stress > div, .sheet-rep > div, .sheet-hold > div, .sheet-heat > div, .sheet-crewcoin > div:first-child > div { float: left; @@ -1433,21 +1515,21 @@ textarea.sheet-notes { width: 7px; height: 7px; } -input.sheet-loadbox[type="checkbox"] { +input.sheet-loadbox[type=checkbox] { width: 12px; height: 12px; } -input.sheet-loadbox[type="checkbox"] + span { +input.sheet-loadbox[type=checkbox] + span { display: inline-block; border: 1px solid black; width: 8px; height: 8px; background-color: white; } -input.sheet-loadbox[type="checkbox"]:checked + span { +input.sheet-loadbox[type=checkbox]:checked + span { background-color: red; } -input.sheet-loadbox[type="checkbox"]:hover + span { +input.sheet-loadbox[type=checkbox]:hover + span { filter: alpha(opacity=70); opacity: 0.7; } @@ -1863,6 +1945,18 @@ div.sheet-cohort-condition4 { input:checked + .sheet-claimbox { background-color:#c1c4c5; } +.sheet-claims div.repcontrol { + float: left; + width: 100%; +} +.sheet-claims div.repcontainer { + float: left; + line-height: 0; +} +.sheet-claims div.repitem { + display: inline-block; + width: 100%; +} /* STRICTURES */ .sheet-strictures div { font-size: 88%; diff --git a/Blades in the Dark/Source/sheetworkers.js b/Blades in the Dark/Source/sheetworkers.js index d6133bdc0ab3..7acffc45d32f 100644 --- a/Blades in the Dark/Source/sheetworkers.js +++ b/Blades in the Dark/Source/sheetworkers.js @@ -2,1492 +2,1096 @@ /* DATA */ var crewData = { assassins: { - abilities: [{ - name: 'Deadly', - description: 'Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).' - }, - { - name: 'Crow\'s Veil', - description: 'Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don\'t take extra heat when killing is involved on a score.' - }, - { - name: 'Emberdeath', - description: 'Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim\'s spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.' - }, - { - name: 'No Traces', - description: 'When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.' - }, - { - name: 'Patron', - description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?' - }, - { - name: 'Predators', - description: 'When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.' - }, - { - name: 'Vipers', - description: 'When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.' - } - ], + abilities: ["deadly", "crow's_veil", "emberdeath", "no_traces", "patron", "predators", "vipers"], base: { - claim_1_desc: '+1 scale for your\nSkulks cohorts', - claim_1_name: 'Training\nRooms', - claim_2_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_2_name: 'Vice Den', - claim_3_desc: '+2 coin for lower-\nclass targets', - claim_3_name: 'Fixer', - claim_4_desc: '+1d gather info\nfor scores', - claim_4_name: 'Informants', - claim_5_desc: 'Body disposal,\n+1d to reduce heat\nafter killing', - claim_5_name: 'Hagfish Farm', - claim_6_desc: '+1 rep per score', - claim_6_name: 'Victim\nTrophies', - claim_7_desc: '', - claim_7_name: '\nTurf', - claim_9_desc: '', - claim_9_name: '\nTurf', - claim_10_desc: '-2 heat per score', - claim_10_name: 'Cover\nOperation', - claim_11_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_11_name: 'Protection\nRacket', - claim_12_desc: '+1d to healing\nrolls', - claim_12_name: 'Infirmary', - claim_13_desc: '+2 coin for high-\nclass targets', - claim_13_name: 'Envoy', - claim_14_desc: '+1d engagement\nfor deception and\n social plans', - claim_14_name: 'Cover Identities', - claim_15_desc: '+1d engagement\nfor stealth plans', - claim_15_name: 'City Records', + claim_1_desc: "claim_training_rooms_description", + claim_1_name: "claim_training_rooms", + claim_2_desc: "claim_vice_den_description", + claim_2_name: "claim_vice_den", + claim_3_desc: "claim_fixer_description", + claim_3_name: "claim_fixer", + claim_4_desc: "claim_informants_description", + claim_4_name: "claim_informants", + claim_5_desc: "claim_hagfish_farm_description", + claim_5_name: "claim_hagfish_farm", + claim_6_desc: "claim_victim_trophies_description", + claim_6_name: "claim_victim_trophies", + claim_7_name: "claim_turf", + claim_9_name: "claim_turf", + claim_10_desc: "claim_cover_operation_description", + claim_10_name: "claim_cover_operation", + claim_11_desc: "claim_protection_racket_description", + claim_11_name: "claim_protection_racket", + claim_12_desc: "claim_infirmary_description", + claim_12_name: "claim_infirmary", + claim_13_desc: "claim_envoy_description", + claim_13_name: "claim_envoy", + claim_14_desc: "claim_cover_identities_description", + claim_14_name: "claim_cover_identities", + claim_15_desc: "claim_city_records_description", + claim_15_name: "claim_city_records", claim_bridge_2_3: 0, claim_bridge_3_4: 0, claim_bridge_6_7: 0, claim_bridge_9_14: 0, claim_bridge_12_13: 0, claim_bridge_13_14: 0, - crew_description: 'Murderers\nfor Hire', - crew_xp_condition: 'Execute a successful accident, disappearance, murder, or ransom operation.', - hunting_grounds_type: 'Hunting Grounds:', - hunting_grounds_description: 'Accident - Disappearance - Murder - Ransom', - upgrade_1_desc: 'Hardened (+1 trauma box)', - upgrade_2_desc: 'Assassin rigging (2 free load of weapons or gear)', - upgrade_2_tall: 'on', - upgrade_3_desc: 'Ironhook Contacts (+1 Tier in prison)', - upgrade_3_tall: 'on', - upgrade_4_desc: 'Elite Skulks', - upgrade_5_desc: 'Elite Thugs', - upgrade_20_check: 'on', - /* Insight */ - upgrade_21_check: 'on' /* Prowess */ - }, - contacts: [ - 'Trev, a gang boss', - 'Lydra, a deal broker', - 'Irimina, a vicious noble', - 'Karlos, a bounty hunter', - 'Exeter, a spirit warden', - 'Sevoy, a merchant lord' - ] + crew_description: "crew_assassins_description", + crew_xp_condition: "crew_assassins_xp_condition", + hunting_grounds_type: "crew_assassins_hunting_grounds_type", + hunting_grounds_description: "crew_assassins_hunting_grounds_description", + upgrade_20_check_1: "on", + upgrade_21_check_1: "on", + xp_condition: "crew_assassins_xp_condition" + }, + upgrades: [{ + name: 'crew_upgrade_hardened', + numboxes: '3' + }, { + name: 'crew_upgrade_assassin_rigging', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_ironhook_contacts', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_elite_skulks', + numboxes: '1' + }, { + name: 'crew_upgrade_elite_thugs', + numboxes: '1', + }] }, bravos: { - abilities: [{ - name: 'Dangerous', - description: 'Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).' - }, - { - name: 'Blood Brothers', - description: 'When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they\'re already thugs, add another type).' - }, - { - name: 'Door Kickers', - description: 'When you execute an assault plan, take +1d to the engagement roll.' - }, - { - name: 'Fiends', - description: 'Fear is as good as respect. You may count each wanted level as if it was turf.' - }, - { - name: 'Forged in the Fire', - description: 'Each PC has been toughened by cruel experience. You get +1d to resistance rolls.' - }, - { - name: 'Patron', - description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?' - }, - { - name: 'War Dogs', - description: 'When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.' - } - ], + abilities: ["dangerous", "blood_brothers", "door_kickers", "fiends", "forged_in_the_fire", "patron", "war_dogs"], base: { - claim_1_desc: '+1 scale for your\nSkulks cohorts', - claim_1_name: 'Barracks', - claim_2_desc: '', - claim_2_name: '\nTurf', - claim_3_desc: '+2 coin for battle\nor extortion', - claim_3_name: 'Terrorized\nCitizens', - claim_4_desc: '+1d gather info\nfor scores', - claim_4_name: 'Informants', - claim_5_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_5_name: 'Protection\nRacket', - claim_6_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_6_name: 'Fighting Pits', - claim_7_desc: '', - claim_7_name: '\nTurf', - claim_9_desc: '', - claim_9_name: '\nTurf', - claim_10_desc: '', - claim_10_name: '\nTurf', - claim_11_desc: '+1d to healing\nrolls', - claim_11_name: 'Infirmary', - claim_12_desc: '-2 heat per score', - claim_12_name: 'Bluecoat\nIntimidation', - claim_13_desc: '+2 coin for lower-\nclass targets', - claim_13_name: 'Street Fence', - claim_14_desc: 'Stockpiles give you\n+1d to acquire\nassets', - claim_14_name: 'Warehouses', - claim_15_desc: '+1d engagement\nfor assault plans', - claim_15_name: 'Bluecoat\nConfederates', + claim_1_desc: "claim_barracks_description", + claim_1_name: "claim_barracks", + claim_2_name: "claim_turf", + claim_3_desc: "claim_terrorized_citizens_description", + claim_3_name: "claim_terrorized_citizens", + claim_4_desc: "claim_informants_description", + claim_4_name: "claim_informants", + claim_5_desc: "claim_protection_racket_description", + claim_5_name: "claim_protection_racket", + claim_6_desc: "claim_fighting_pits_description", + claim_6_name: "claim_fighting_pits", + claim_7_name: "claim_turf", + claim_9_name: "claim_turf", + claim_10_name: "claim_turf", + claim_11_desc: "claim_infirmary_description", + claim_11_name: "claim_infirmary", + claim_12_desc: "claim_bluecoat_intimidation_description", + claim_12_name: "claim_bluecoat_intimidation", + claim_13_desc: "claim_street_fence_description", + claim_13_name: "claim_street_fence", + claim_14_desc: "claim_warehouses_description", + claim_14_name: "claim_warehouses", + claim_15_desc: "claim_bluecoat_confederates_description", + claim_15_name: "claim_bluecoat_confederates", claim_bridge_3_4: 0, claim_bridge_2_7: 0, claim_bridge_12_13: 0, - cohort1_subtype: 'Thugs', - crew_description: 'Mercenaries,\nThugs &\nKillers', - crew_xp_condition: 'Execute a successful battle, extortion, sabotage, or smash & grab operation.', - hunting_grounds_type: 'Hunting Grounds:', - hunting_grounds_description: 'Battle - Extortion - Sabotage - Smash & Grab', - upgrade_1_desc: 'Hardened (+1 trauma box)', - upgrade_2_desc: 'Bravos rigging (2 free load of weapons or armor)', - upgrade_2_tall: 'on', - upgrade_3_desc: 'Ironhook Contacts (+1 Tier in prison)', - upgrade_3_tall: 'on', - upgrade_4_desc: 'Elite Rovers', - upgrade_5_desc: 'Elite Thugs', - upgrade_21_check: 'on' /* Prowess */ - }, - contacts: [ - 'Meg, a pit-fighter', - 'Conway, a bluecoat', - 'Keller, a blacksmith', - 'Tomas, a physicker', - 'Walker, a ward boss', - 'Lutes, a tavern owner' - ] + cohort1_subtype: "thugs", + crew_description: "crew_bravos_description", + crew_xp_condition: "crew_bravos_xp_condition", + hunting_grounds_type: "crew_bravos_hunting_grounds_type", + hunting_grounds_description: "crew_bravos_hunting_grounds_description", + upgrade_21_check_1: "on", + xp_condition: "crew_bravos_xp_condition" + }, + upgrades: [{ + name: 'crew_upgrade_hardened', + numboxes: '3' + }, { + name: 'crew_upgrade_bravos_rigging', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_ironhook_contacts', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_elite_rovers', + numboxes: '1' + }, { + name: 'crew_upgrade_elite_thugs', + numboxes: '1', + }] }, cult: { - abilities: [{ - name: 'Chosen', - description: 'Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).' - }, - { - name: 'Anointed', - description: 'You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.' - }, - { - name: 'Bound in Darkness', - description: 'You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.' - }, - { - name: 'Conviction', - description: 'Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don\'t overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.' - }, - { - name: 'Glory Incarnate', - description: 'Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.' - }, - { - name: 'Sealed in Blood', - description: 'Each human sacrifice yields -3 stress cost for any ritual you perform.' - }, - { - name: 'Zealotry', - description: 'Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.' - } - ], + abilities: ["chosen", "anointed", "bound_in_darkness", "conviction", "glory_incarnate", "sealed_in_blood", "zealotry"], base: { - claim_1_desc: '+1 scale for your\nAdepts cohorts', - claim_1_name: 'Cloister', - claim_2_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_2_name: 'Vice Den', - claim_3_desc: '+2 coin for occult\noperations', - claim_3_name: 'Offertory', - claim_4_desc: '-1 stress cost for\nall arcane powers\nand rituals', - claim_4_name: 'Ancient Obelisk', - claim_5_desc: '+1d to Consort\nw/ arcane entities\non site', - claim_5_name: 'Ancient\nTower', - claim_6_desc: '', - claim_6_name: '\nTurf', - claim_7_desc: '', - claim_7_name: '\nTurf', - claim_9_desc: '', - claim_9_name: '\nTurf', - claim_10_desc: '', - claim_10_name: '\nTurf', - claim_11_desc: '+1d to Attune\non site', - claim_11_name: 'Spirit Well', - claim_12_desc: 'Safe passage in\nthe Deathlands', - claim_12_name: 'Ancient Gate', - claim_13_desc: '+1d to Command\nand Sway on site', - claim_13_name: 'Sanctuary', - claim_14_desc: '+1d to healing\nrolls', - claim_14_name: 'Sacred Nexus', - claim_15_desc: '+1d engagement\nfor occult plans', - claim_15_name: 'Ancient Altar', + claim_1_desc: "claim_cloister_description", + claim_1_name: "claim_cloister", + claim_2_desc: "claim_vice_den_description", + claim_2_name: "claim_vice_den", + claim_3_desc: "claim_offertory_description", + claim_3_name: "claim_offertory", + claim_4_desc: "claim_ancient_obelisk_description", + claim_4_name: "claim_ancient_obelisk", + claim_5_desc: "claim_ancient_tower_description", + claim_5_name: "claim_ancient_tower", + claim_6_name: "claim_turf", + claim_7_name: "claim_turf", + claim_9_name: "claim_turf", + claim_10_name: "claim_turf", + claim_11_desc: "claim_spirit_well_description", + claim_11_name: "claim_spirit_well", + claim_12_desc: "claim_ancient_gate_description", + claim_12_name: "claim_ancient_gate", + claim_13_desc: "claim_sanctuary_description", + claim_13_name: "claim_sanctuary", + claim_14_desc: "claim_sacred_nexus_description", + claim_14_name: "claim_sacred_nexus", + claim_15_desc: "claim_ancient_altar_description", + claim_15_name: "claim_ancient_altar", claim_bridge_3_4: 0, claim_bridge_4_9: 0, claim_bridge_6_11: 0, claim_bridge_12_13: 0, claim_bridge_13_14: 0, - cohort1_subtype: 'Adepts', - crew_description: 'Acolytes\nof a Deity', - crew_xp_condition: 'Advance the agenda of your deity or embody its precepts in action.', - hunting_grounds_type: 'Sacred Sites:', - hunting_grounds_description: 'Acquisition - Augury - Consecration - Sacrifice', - setting_show_deity: 'on', - upgrade_1_desc: 'Ordained (+1 trauma box)', - upgrade_2_desc: 'Cult rigging (2 free load of documents or implements)', - upgrade_2_tall: 'on', - upgrade_3_desc: 'Ritual sanctum in lair', - upgrade_4_desc: 'Elite Adepts', - upgrade_5_desc: 'Elite Thugs', - upgrade_22_check: 'on' /* Resolve */ - }, - contacts: [ - 'Gagan, an academic', - 'Adikin, an occultist', - 'Hutchins, an antiquarian', - 'Moriya, a spirit trafficker', - 'Mateas Kline, a noble', - 'Bennett, an astronomer' - ] + cohort1_subtype: "adepts", + crew_description: "crew_cult_description", + crew_xp_condition: "crew_cult_xp_condition", + hunting_grounds_type: "crew_cult_hunting_grounds_type", + hunting_grounds_description: "crew_cult_hunting_grounds_description", + setting_show_deity: "on", + upgrade_22_check_1: "on", + xp_condition: "crew_cult_xp_condition" + }, + upgrades: [{ + name: 'crew_upgrade_ordained', + numboxes: '3' + }, { + name: 'crew_upgrade_cult_rigging', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_ritual_sanctum_in_lair', + numboxes: '1' + }, { + name: 'crew_upgrade_elite_adepts', + numboxes: '1' + }, { + name: 'crew_upgrade_elite_thugs', + numboxes: '1', + }] }, hawkers: { - abilities: [{ - name: 'Silver Tongues', - description: 'Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).' - }, - { - name: 'Accord', - description: 'Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.' - }, - { - name: 'The Good Stuff', - description: 'Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).' - }, - { - name: 'Ghost Market', - description: 'Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?' - }, - { - name: 'High Society', - description: 'It\'s all about who you know. Take -1 heat during downtime and +1d to gather info about the city\'s elite.' - }, - { - name: 'Hooked', - description: 'Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.' - }, - { - name: 'Patron', - description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?' - } - ], + abilities: ["silver_tongues", "accord", "the_good_stuff", "ghost_market", "high_society", "hooked", "patron"], base: { - claim_1_desc: '', - claim_1_name: '\nTurf', - claim_2_desc: '+1d engagement\nroll for social plans', - claim_2_name: 'Personal\nClothier', - claim_3_desc: '+2 coin for\nshow of force or\nsocialize', - claim_3_name: 'Local Graft', - claim_4_desc: '+1d to Survery or\nHunt on your turf', - claim_4_name: 'Lookouts', - claim_5_desc: '+1d gather info\nfor scores', - claim_5_name: 'Informants', - claim_6_desc: '', - claim_6_name: '\nTurf', - claim_7_desc: '', - claim_7_name: '\nTurf', - claim_9_desc: '', - claim_9_name: '\nTurf', - claim_10_desc: '+1d to Consort\nand Sway on site', - claim_10_name: 'Luxury Venue', - claim_11_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_11_name: 'Foreign Market', - claim_12_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_12_name: 'Vice Den', - claim_13_desc: '+2 coin for product\nsale or supply', - claim_13_name: 'Surplus Caches', - claim_14_desc: '-2 heat per score', - claim_14_name: 'Cover\nOperation', - claim_15_desc: '+1d engagement\nfor deception and\ntransport plans', - claim_15_name: 'Cover Identities', + claim_1_name: "claim_turf", + claim_2_desc: "claim_personal_clothier_description", + claim_2_name: "claim_personal_clothier", + claim_3_desc: "claim_local_graft_description", + claim_3_name: "claim_local_graft", + claim_4_desc: "claim_lookouts_description", + claim_4_name: "claim_lookouts", + claim_5_desc: "claim_informants_description", + claim_5_name: "claim_informants", + claim_6_name: "claim_turf", + claim_7_name: "claim_turf", + claim_9_name: "claim_turf", + claim_10_desc: "claim_luxury_venue_description", + claim_10_name: "claim_luxury_venue", + claim_11_desc: "claim_foreign_market_description", + claim_11_name: "claim_foreign_market", + claim_12_desc: "claim_vice_den_description", + claim_12_name: "claim_vice_den", + claim_13_desc: "claim_surplus_caches_description", + claim_13_name: "claim_surplus_caches", + claim_14_desc: "claim_cover_operation_description", + claim_14_name: "claim_cover_operation", + claim_15_desc: "claim_cover_identities_description", + claim_15_name: "claim_cover_identities", claim_bridge_2_3: 0, claim_bridge_3_4: 0, claim_bridge_6_7: 0, claim_bridge_10_15: 0, claim_bridge_12_13: 0, claim_bridge_13_14: 0, - crew_description: 'Vice\nDealers', - crew_xp_condition: 'Acquire product supply, execute clandestine/covert sales, or secure new territory.', - hunting_grounds_type: 'Sales Territory:', - hunting_grounds_description: 'Sale - Supply - Show of Force - Socialize', - upgrade_1_desc: 'Composed (+1 stress box)', - upgrade_2_desc: 'Hawker\'s rigging (1 carried item is concealed and has no load)', - upgrade_2_tall: 'on', - upgrade_3_desc: 'Ironhook Contacts (+1 Tier in prison)', - upgrade_3_tall: 'on', - upgrade_4_desc: 'Elite Rooks', - upgrade_5_desc: 'Elite Thugs', - upgrade_14_check: 'on', - /* Secure */ - upgrade_22_check: 'on' /* Resolve */ - }, - contacts: [ - 'Rolan Wott, a magistrate', - 'Laroze, a bluecoat', - 'Lydra, a deal broker', - 'Hosley, a smuggler', - 'Anya, a dilettante', - 'Marlo, a gang boss' - ] + crew_description: "crew_hawkers_description", + crew_xp_condition: "crew_hawkers_xp_condition", + hunting_grounds_type: "crew_hawkers_hunting_grounds_type", + hunting_grounds_description: "crew_hawkers_hunting_grounds_description", + upgrade_14_check_1: "on", + upgrade_22_check_1: "on", + xp_condition: "crew_hawkers_xp_condition" + }, + upgrades: [{ + name: 'crew_upgrade_composed', + numboxes: '3' + }, { + name: 'crew_upgrade_hawker\'s_rigging', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_ironhook_contacts', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_elite_rooks', + numboxes: '1' + }, { + name: 'crew_upgrade_elite_thugs', + numboxes: '1', + }] }, shadows: { - abilities: [{ - name: 'Everyone Steals', - description: 'Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).' - }, - { - name: 'Ghost Echoes', - description: 'From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.' - }, - { - name: 'Pack Rats', - description: 'Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.' - }, - { - name: 'Patron', - description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?' - }, - { - name: 'Second Story', - description: 'When you execute a clandestine infiltration, you get +1d to the engagement roll.' - }, - { - name: 'Slippery', - description: 'When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.' - }, - { - name: 'Synchronized', - description: 'When you perform a group action, you may count multiple 6s from different rolls as a critical success.' - } - ], + abilities: ["everyone_steals", "ghost_echoes", "pack_rats", "patron", "second_story", "slippery", "synchronized"], base: { - claim_1_desc: '+1d to Command\nand Sway on site', - claim_1_name: 'Interrogation\nChamber', - claim_2_desc: '', - claim_2_name: '\nTurf', - claim_3_desc: '+2 coin for burglary\nor robbery', - claim_3_name: 'Loyal Fence', - claim_4_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_4_name: 'Gambling Den', - claim_5_desc: '+1d to Consort\nand Sway on site', - claim_5_name: 'Tavern', - claim_6_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_6_name: 'Drug Den', - claim_7_desc: '+1d gather info\nfor scores', - claim_7_name: 'Informants', - claim_9_desc: '', - claim_9_name: '\nTurf', - claim_10_desc: '+1d to Survey or\nHunt on your turf', - claim_10_name: 'Lookouts', - claim_11_desc: 'Body disposal,\n+1d to reduce heat\nafter killing', - claim_11_name: 'Hagfish Farm', - claim_12_desc: '+1d to healing\nrolls', - claim_12_name: 'Infirmary', - claim_13_desc: '+2 coin for espionage\nor sabotage', - claim_13_name: 'Covert Drops', - claim_14_desc: '', - claim_14_name: '\nTurf', - claim_15_desc: '+1d engagement\nfor stealth plans', - claim_15_name: 'Secret\nPathways', + claim_1_desc: "claim_interrogation_chamber_description", + claim_1_name: "claim_interrogation_chamber", + claim_2_name: "claim_turf", + claim_3_desc: "claim_loyal_fence_description", + claim_3_name: "claim_loyal_fence", + claim_4_desc: "claim_gambling_den_description", + claim_4_name: "claim_gambling_den", + claim_5_desc: "claim_tavern_description", + claim_5_name: "claim_tavern", + claim_6_desc: "claim_drug_den_description", + claim_6_name: "claim_drug_den", + claim_7_desc: "claim_informants_description", + claim_7_name: "claim_informants", + claim_9_name: "claim_turf", + claim_10_desc: "claim_lookouts_description", + claim_10_name: "claim_lookouts", + claim_11_desc: "claim_hagfish_farm_description", + claim_11_name: "claim_hagfish_farm", + claim_12_desc: "claim_infirmary_description", + claim_12_name: "claim_infirmary", + claim_13_desc: "claim_covert_drops_description", + claim_13_name: "claim_covert_drops", + claim_14_name: "claim_turf", + claim_15_desc: "claim_secret_pathways_description", + claim_15_name: "claim_secret_pathways", claim_bridge_3_4: 0, claim_bridge_2_7: 0, claim_bridge_9_14: 0, claim_bridge_12_13: 0, - crew_description: 'Thieves,\nSpies, and\nSaboteurs', - crew_xp_condition: 'Execute a successful espionage, sabotage, or theft operation.', - hunting_grounds_type: 'Hunting Grounds:', - hunting_grounds_description: 'Burglary - Espionage - Robbery - Sabotage', - upgrade_1_desc: 'Steady (+1 stress box)', - upgrade_2_desc: 'Thief Rigging (2 free load of tools or gear)', - upgrade_2_tall: 'on', - upgrade_3_desc: 'Underground maps & passkeys', - upgrade_4_desc: 'Elite Rooks', - upgrade_5_desc: 'Elite Skulks', - upgrade_10_check: 'on', - /* Hidden */ - upgrade_21_check: 'on' /* Prowess */ - }, - contacts: [ - 'Dowler, an explorer', - 'Laroze, a bluecoat', - 'Amancio, a deal broker', - 'Fitz, a collector', - 'Adelaide Phroaig, a noble', - 'Rigney, a tavern owner' - ] + crew_description: "crew_shadows_description", + crew_xp_condition: "crew_shadows_xp_condition", + hunting_grounds_type: "crew_shadows_hunting_grounds_type", + hunting_grounds_description: "crew_shadows_hunting_grounds_description", + upgrade_10_check_1: "on", + upgrade_21_check_1: "on", + xp_condition: "crew_shadows_xp_condition" + }, + upgrades: [{ + name: 'crew_upgrade_steady', + numboxes: '3' + }, { + name: 'crew_upgrade_thief_rigging', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_underground_maps_&_passkeys', + numboxes: '1' + }, { + name: 'crew_upgrade_elite_rooks', + numboxes: '1' + }, { + name: 'crew_upgrade_elite_skulks', + numboxes: '1', + }] }, smugglers: { - abilities: [{ - name: 'Like Part of the Family', - description: 'Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.' - }, - { - name: 'All Hands', - description: 'During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.' - }, - { - name: 'Ghost Passage', - description: 'From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to "carry" a second ghost as a passenger within their body.' - }, - { - name: 'Just Passing Through', - description: 'During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.' - }, - { - name: 'Leverage', - description: 'Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.' - }, - { - name: 'Reavers', - description: 'When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.' - }, - { - name: 'Renegades', - description: 'Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).' - } - ], + abilities: ["like_part_of_the_family", "all_hands", "ghost_passage", "just_passing_through", "leverage", "reavers", "renegades"], base: { - claim_1_desc: '', - claim_1_name: '\nTurf', - claim_2_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_2_name: 'Side Business', - claim_3_desc: '+2 coin for high-\nclass targets', - claim_3_name: 'Luxury Fence', - claim_4_desc: '(Tier roll) - Heat =\ncoin in downtime', - claim_4_name: 'Vice Den', - claim_5_desc: '+1d to Consort\nand Sway on site', - claim_5_name: 'Tavern', - claim_6_desc: 'Safe passage in\nthe Deathlands', - claim_6_name: 'Ancient Gate', - claim_7_desc: '', - claim_7_name: '\nTurf', - claim_9_desc: '', - claim_9_name: '\nTurf', - claim_10_desc: '', - claim_10_name: '\nTurf', - claim_11_desc: '+1d engagement\nfor transport plans', - claim_11_name: 'Secret Routes', - claim_12_desc: '+1d gather info\nfor scores', - claim_12_name: 'Informants', - claim_13_desc: 'Your cohorts have\ntheir own vehicles', - claim_13_name: 'Fleet', - claim_14_desc: '-2 heat per score', - claim_14_name: 'Cover\nOperation', - claim_15_desc: 'Stockpiles give you\n+1d to acquire\nassets', - claim_15_name: 'Warehouse', + claim_1_name: "claim_turf", + claim_2_desc: "claim_side_business_description", + claim_2_name: "claim_side_business", + claim_3_desc: "claim_luxury_fence_description", + claim_3_name: "claim_luxury_fence", + claim_4_desc: "claim_vice_den_description", + claim_4_name: "claim_vice_den", + claim_5_desc: "claim_tavern_description", + claim_5_name: "claim_tavern", + claim_6_desc: "claim_ancient_gate_description", + claim_6_name: "claim_ancient_gate", + claim_7_name: "claim_turf", + claim_9_name: "claim_turf", + claim_10_name: "claim_turf", + claim_11_desc: "claim_secret_routes_description", + claim_11_name: "claim_secret_routes", + claim_12_desc: "claim_informants_description", + claim_12_name: "claim_informants", + claim_13_desc: "claim_fleet_description", + claim_13_name: "claim_fleet", + claim_14_desc: "claim_cover_operation_description", + claim_14_name: "claim_cover_operation", + claim_15_desc: "claim_warehouse_description", + claim_15_name: "claim_warehouse", claim_bridge_2_3: 0, claim_bridge_3_4: 0, claim_bridge_6_7: 0, claim_bridge_12_13: 0, claim_bridge_13_14: 0, - cohort1_name: 'Vehicle', - cohort1_subtype: 'Boat - Carriage - Other', - cohort1_type: 'expert', - crew_description: 'Suppliers\nof Illicit\nGoods', - crew_xp_condition: 'Execute a successful smuggling or acquire new clients or contraband sources.', - hunting_grounds_type: 'Cargo Types:', - hunting_grounds_description: 'Arcane/Weird - Arms - Contraband - Passengers', - upgrade_1_desc: 'Steady (+1 stress box)', - upgrade_2_desc: 'Smuggler\'s rigging (2 items carried are perfectly concealed)', - upgrade_2_tall: 'on', - upgrade_3_desc: 'Camouflage (vehicles are perfectly concealed at rest)', - upgrade_3_tall: 'on', - upgrade_4_desc: 'Elite Rovers', - upgrade_5_desc: 'Barge (+mobility for lair)', - upgrade_6_check: 'on', - /* Vehicle */ - upgrade_6_desc: 'Vehicle', - /* change Carriage to Vehicle */ - upgrade_8_desc: 'Vehicle', - /* change Boat to Vehicle */ - upgrade_21_check: 'on' /* Prowess */ - }, - contacts: [ - 'Elynn, a dock worker', - 'Rolan, a drug dealer', - 'Sera, an arms dealer', - 'Nyelle, a spirit trafficker', - 'Decker, an anarchist', - 'Esme, a tavern owner' - ] + cohort1_name: "vehicle", + cohort1_subtype: "boat_carriage_other", + cohort1_type: "expert", + crew_description: "crew_smugglers_description", + crew_xp_condition: "crew_smugglers_xp_condition", + hunting_grounds_type: "crew_smugglers_hunting_grounds_type", + hunting_grounds_description: "crew_smugglers_hunting_grounds_description", + upgrade_6_check_1: "on", + upgrade_6_name: "vehicle", + upgrade_8_name: "vehicle", + upgrade_21_check_1: "on", + xp_condition: "crew_smugglers_xp_condition" + }, + upgrades: [{ + name: 'crew_upgrade_steady', + numboxes: '3' + }, { + name: 'crew_upgrade_smuggler\'s_rigging', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_camouflage', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_elite_rovers', + numboxes: '1' + }, { + name: 'crew_upgrade_barge', + numboxes: '1', + }] + }, + vigilantes: { + abilities: ["as_good_as_your_word", "avengers", "thorn_in_your_side", "misdirection", "uncanny_preparation", "moral_compass", "favors", "roots"], + base: { + claim_1_desc: "claim_fierce_allies_description", + claim_1_name: "claim_fierce_allies", + claim_2_desc: "claim_local_heroes_description", + claim_2_name: "claim_local_heroes", + claim_3_desc: "claim_publicity_description", + claim_3_name: "claim_publicity", + claim_4_desc: "claim_hidden_paths_description", + claim_4_name: "claim_hidden_paths", + claim_5_desc: "claim_catacombs_description", + claim_5_name: "claim_catacombs", + claim_6_desc: "claim_defiant_citizens_description", + claim_6_name: "claim_defiant_citizens", + claim_7_name: "claim_turf", + claim_9_name: "claim_turf", + claim_10_desc: "claim_infirmary_description", + claim_10_name: "claim_infirmary", + claim_11_desc: "claim_above_the_law_description", + claim_11_name: "claim_above_the_law", + claim_12_desc: "claim_bluecoat_confidants_description", + claim_12_name: "claim_bluecoat_confidants", + claim_13_desc: "claim_lookouts_description", + claim_13_name: "claim_lookouts", + claim_14_desc: "claim_the_hookup_description", + claim_14_name: "claim_the_hookup", + claim_15_desc: "claim_doskvol's_most_wanted_description", + claim_15_name: "claim_doskvol's_most_wanted", + claim_bridge_2_3: 0, + claim_bridge_3_4: 0, + claim_bridge_6_11: 0, + claim_bridge_10_15: 0, + claim_bridge_12_13: 0, + claim_bridge_13_14: 0, + cohort1_type: "expert", + crew_description: "crew_vigilantes_description", + crew_xp_condition: "crew_vigilantes_xp_condition", + hunting_grounds_type: "crew_vigilantes_hunting_grounds_type", + hunting_grounds_description: "crew_vigilantes_hunting_grounds_description", + setting_show_origin: "on", + upgrade_22_check_1: "on", + xp_condition: "crew_vigilantes_xp_condition" + }, + upgrades: [{ + name: 'crew_upgrade_unbroken', + numboxes: '3' + }, { + name: 'crew_upgrade_vigilantes_attire', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_irregulars', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_willing_to_fight', + numboxes: '1', + tall: 'on' + }, { + name: 'crew_upgrade_spark-craft_technology', + numboxes: '1', + }] } }, playbookData = { cutter: { - abilities: [{ - name: 'Battleborn', - description: 'You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.' - }, - { - name: 'Bodyguard', - description: 'When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.' - }, - { - name: 'Ghost Fighter', - description: 'You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.' - }, - { - name: 'Leader', - description: 'When you Command a cohort in combat, they continue to fight when they would otherwise break (they\'re not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.' - }, - { - name: 'Mule', - description: 'Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.' - }, - { - name: 'Not to be Trifled With', - description: 'You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.' - }, - { - name: 'Savage', - description: 'When you unleash physical violence, it\'s especially frightening. When you Command a frightened target, take +1d.' - }, - { - name: 'Vigorous', - description: 'You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.' - } - ], + abilities: ["battleborn", "bodyguard", "ghost_fighter", "leader", "mule", "not_to_be_trifled_with", "savage", "vigorous"], base: { - command1: '1', - friends_title: 'Dangerous Friends', - gatherinfo1: 'How can I hurt them?', - gatherinfo2: 'Who\'s most afraid of me?', - gatherinfo3: 'Who\'s most dangerous here?', - gatherinfo4: 'What do they intend to do?', - gatherinfo5: 'How can I get them to [X]?', - gatherinfo6: 'Are they telling the truth?', - item_1_desc: 'Fine heavy weapon', - item_2_desc: 'Fine hand weapon', - item_6_desc: 'Scary weapon or tool', - item_7_desc: 'Manacles & chain', - item_8_desc: 'Rage essence vial', - item_9_desc: 'Spiritbane charm', - playbook_description: 'A Dangerous &\nIntimidating\nFighter', - setting_showitem_0: '0', - setting_showitem_3: '0', - setting_showitem_4: '0', - setting_showitem_5: '0', - setting_traumata_set: 'normal', - setting_vice_type: 'normal', - skirmish1: '1', - skirmish2: '1', - xp_condition: 'You addressed a challenge with violence or coercion.' - }, - friends: [ - 'Marlane, a pugilist', - 'Chael, a vicious thug', - 'Mercy, a cold killer', - 'Grace, an extortionist', - 'Sawtooth, a physicker' - ] + command1: "1", + friends_title: "playbook_cutter_friends_title", + gatherinfo1: "gatherinfo_how_can_I_hurt", + gatherinfo2: "gatherinfo_whos_most_afraid", + gatherinfo3: "gatherinfo_whos_most_dangerous", + gatherinfo4: "gatherinfo_what_do_they_intend", + gatherinfo5: "gatherinfo_how_can_I_get_them", + gatherinfo6: "gatherinfo_are_they_telling", + playbook_description: "playbook_cutter_description", + setting_traumata_set: "normal", + setting_vice_type: "normal", + skirmish1: "1", + skirmish2: "1", + xp_condition: "playbook_cutter_xp_condition" + }, + items: [{ + bold: "on", + name: "playbook_item_fine_hand_weapon", + numboxes: "1" + }, { + bold: "on", + name: "playbook_item_fine_heavy_weapon", + numboxes: "2" + }, { + name: "playbook_item_scary_weapon_or_tool", + numboxes: "1" + }, { + name: "playbook_item_manacles_&_chain", + numboxes: "0" + }, { + name: "playbook_item_rage_essence_vial", + numboxes: "0" + }, { + name: "playbook_item_spiritbane_charm", + numboxes: "0" + }] }, ghost: { - abilities: [{ - name: 'Ghost Form', - description: 'You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You\'re vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.' - }, - { - name: 'Dissipate', - description: 'You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.' - }, - { - name: 'Manifest', - description: 'Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.' - }, - { - name: 'Poltergeist', - description: 'Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).' - }, - { - name: 'Possess', - description: 'You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host\'s will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).' - } - ], + abilities: ["ghost_form", "dissipate", "manifest", "poltergeist", "possess"], base: { - friends_title: 'Enemies & Rivals', - gatherinfo1: 'What do they intend to do?', - gatherinfo2: 'How can I get them to [X]?', - gatherinfo3: 'What are they really feeling?', - gatherinfo4: 'What should I look out for?', - gatherinfo5: 'Where\'s the weakness here?', - gatherinfo6: 'How can I find [X]?', - playbook_description: 'A spirit without a body', - setting_showitem_0: '0', - setting_showitem_1: '0', - setting_showitem_2: '0', - setting_showitem_3: '0', - setting_showitem_4: '0', - setting_showitem_5: '0', - setting_showitem_6: '0', - setting_showitem_7: '0', - setting_showitem_8: '0', - setting_showitem_9: '0', - setting_stress_name: 'Drain', - setting_trauma_name: 'Gloom', - setting_traumata_set: 'ghost', - setting_vice_type: 'ghost', - xp_condition: 'You exacted vengeance upon those whom you deem deserving.', - xp_condition2: 'You expressed your your outrage or anger, or settled scores from your heritage or background.', - xp_condition3: 'You struggled with issues from your need or glooms during the session.' - }, - friends: [] + friends_title: "playbook_ghost_friends_title", + gatherinfo1: "gatherinfo_what_do_they_intend", + gatherinfo2: "gatherinfo_how_can_I_get_them", + gatherinfo3: "gatherinfo_what_are_they_really", + gatherinfo4: "gatherinfo_what_should_I_look", + gatherinfo5: "gatherinfo_wheres_the_weakness", + gatherinfo6: "gatherinfo_how_can_I_find", + playbook_description: "playbook_ghost_description", + setting_stress_label: "drain", + setting_trauma_label: "gloom", + setting_traumata_set: "ghost", + setting_vice_type: "ghost", + xp_condition: "playbook_ghost_xp_condition", + xp_condition2: "playbook_ghost_xp_condition2", + xp_condition3: "playbook_ghost_xp_condition3" + }, + items: [] }, hound: { - abilities: [{ - name: 'Sharpshooter', - description: 'You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.' - }, - { - name: 'Focused', - description: 'You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.' - }, - { - name: 'Ghost Hunter', - description: 'Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.' - }, - { - name: 'Scout', - description: 'When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.' - }, - { - name: 'Survivor', - description: 'From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.' - }, - { - name: 'Tough as Nails', - description: 'Penalties from harm are one level less severe (though level 4 harm is still fatal).' - }, - { - name: 'Vengeful', - description: 'You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.' - } - ], + abilities: ["sharpshooter", "focused", "ghost_hunter", "scout", "survivor", "tough_as_nails", "vengeful"], base: { - friends_title: 'Deadly Friends', - gatherinfo1: 'What do they intend to do?', - gatherinfo2: 'How can I get them to [X]?', - gatherinfo3: 'What are they really feeling?', - gatherinfo4: 'Where are they vulnerable?', - gatherinfo5: 'Where did [X] go?', - gatherinfo6: 'How can I find [X]?', - hunt1: '1', - hunt2: '1', - item_1_desc: 'Fine long rifle', - item_2_desc: 'Fine pair of pistols', - item_5_desc: 'Electroplasmic ammunition', - item_6_desc: 'Spyglass', - item_7_desc: 'A trained hunting pet', - item_8_desc: 'Spiritbane charm', - playbook_description: 'A Deadly\nSharpshooter\nand Tracker', - setting_showitem_0: '0', - setting_showitem_3: '0', - setting_showitem_4: '0', - setting_showitem_9: '0', - setting_traumata_set: 'normal', - setting_vice_type: 'normal', - survey1: '1', - xp_condition: 'You addressed a challenge with tracking or violence.' - }, - friends: [ - 'Steiner, an assassin', - 'Celene, a sentinel', - 'Melvir, a physicker', - 'Veleris, a spy', - 'Casta, a bounty hunter' - ] + friends_title: "playbook_hound_friends_title", + gatherinfo1: "gatherinfo_what_do_they_intend", + gatherinfo2: "gatherinfo_how_can_I_get_them", + gatherinfo3: "gatherinfo_what_are_they_really", + gatherinfo4: "gatherinfo_where_they_vulnerable", + gatherinfo5: "gatherinfo_where_did_x_go", + gatherinfo6: "gatherinfo_how_can_I_find", + hunt1: "1", + hunt2: "1", + playbook_description: "playbook_hound_description", + setting_traumata_set: "normal", + setting_vice_type: "normal", + survey1: "1", + xp_condition: "playbook_hound_xp_condition" + }, + items: [{ + bold: "on", + name: "playbook_item_fine_pair_of_pistols", + numboxes: "1" + }, { + bold: "on", + name: "playbook_item_fine_long_rifle", + numboxes: "2" + }, { + name: "playbook_item_electroplasmic_ammunition", + numboxes: "1" + }, { + name: "playbook_item_a_trained_hunting_pet", + numboxes: "0" + }, { + name: "playbook_item_spyglass", + numboxes: "1" + }, { + name: "playbook_item_spiritbane_charm", + numboxes: "0" + }] }, hull: { - abilities: [{ - name: 'Automaton', - description: 'You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn\'t count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.' - }, - { - name: 'Overcharge', - description: 'Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.' - }, - { - name: 'Compartments', - description: 'Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.' - }, - { - name: 'Electroplasmic Projectors', - description: 'You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.' - }, - { - name: 'Interface', - description: 'You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).' - }, - { - name: 'Secondary Hull', - description: 'Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.' - }, - { - name: 'Frame Upgrade', - description: 'Choose an additional frame feature. This upgrade may be taken up to four times.' - } - ], + abilities: ["automaton", "overcharge", "compartments", "electroplasmic_projectors", "interface", "secondary_hull", "frame_upgrade"], base: { - gatherinfo1: 'What do they intend to do?', - gatherinfo2: 'How can I get them to [X]?', - gatherinfo3: 'What are they really feeling?', - gatherinfo4: 'What should I look out for?', - gatherinfo5: 'Where\'s the weakness here?', - gatherinfo6: 'How can I find [X]?', - playbook_description: 'A spirit animating a clockwork frame', - setting_load_h: '7', - setting_show_frame: 'on', - setting_showitem_0: '0', - setting_showitem_1: '0', - setting_showitem_2: '0', - setting_showitem_3: '0', - setting_showitem_4: '0', - setting_showitem_5: '0', - setting_showitem_6: '0', - setting_showitem_7: '0', - setting_showitem_8: '0', - setting_showitem_9: '0', - setting_stress_name: 'Drain', - setting_trauma_name: 'Wear', - setting_traumata_set: 'hull', - setting_vice_type: 'hull', - xp_condition: 'You fulfilled your functions despite difficulty or danger.', - xp_condition2: 'You suppressed or ignored your former human beliefs, drives, heritage, or background.', - xp_condition3: 'You struggled with issues from your wear during the session.' - }, - friends: [] + gatherinfo1: "gatherinfo_what_do_they_intend", + gatherinfo2: "gatherinfo_how_can_I_get_them", + gatherinfo3: "gatherinfo_what_are_they_really", + gatherinfo4: "gatherinfo_what_should_I_look", + gatherinfo5: "gatherinfo_wheres_the_weakness", + gatherinfo6: "gatherinfo_how_can_I_find", + playbook_description: "playbook_hull_description", + setting_load_h: "7", + setting_show_frame: "on", + setting_stress_label: "drain", + setting_trauma_label: "wear", + setting_traumata_set: "hull", + setting_vice_type: "hull", + xp_condition: "playbook_hull_xp_condition", + xp_condition2: "playbook_hull_xp_condition2", + xp_condition3: "playbook_hull_xp_condition3" + }, + items: [] }, leech: { - abilities: [{ - name: 'Alchemist', - description: 'When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.' - }, - { - name: 'Analyst', - description: 'During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.' - }, - { - name: 'Artificer', - description: 'When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.' - }, - { - name: 'Fortitude', - description: 'You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.' - }, - { - name: 'Ghost Ward', - description: 'You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).' - }, - { - name: 'Physicker', - description: 'You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.' - }, - { - name: 'Saboteur', - description: 'When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.' - }, - { - name: 'Venomous', - description: 'Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.' - } - ], + abilities: ["alchemist", "analyst", "artificer", "fortitude", "ghost_ward", "physicker", "saboteur", "venomous"], base: { - friends_title: 'Clever Friends', - gatherinfo1: 'What do they intend to do?', - gatherinfo2: 'How can I get them to [X]?', - gatherinfo3: 'Are they telling the truth?', - gatherinfo4: 'What can I tinker with here?', - gatherinfo5: 'What might happen if I [X]?', - gatherinfo6: 'How can I find [X]?', - item_0_desc: 'Gadgets', - item_1_desc: 'Fine wrecker tools', - item_2_desc: 'Fine tinkering tools', - item_5_desc: 'Bandolier of alchemicals (3)', - item_6_desc: 'Bandolier of alchemicals (3)', - item_7_desc: 'Blowgun & darts, syringes', - playbook_description: 'A Saboteur and\nTechnician', - setting_showitem_3: '0', - setting_showitem_4: '0', - setting_showitem_8: '0', - setting_showitem_9: '0', - setting_traumata_set: 'normal', - setting_vice_type: 'normal', - tinker1: '1', - tinker2: '1', - wreck1: '1', - xp_condition: 'You addressed a challenge with technical skill or mayhem.' - }, - friends: [ - 'Stazia, an apothecary', - 'Veldren, a psychonaut', - 'Eckerd, a corpse thief', - 'Jul, a blood dealer', - 'Malista, a priestess' - ] + friends_title: "playbook_leech_friends_title", + gatherinfo1: "gatherinfo_what_do_they_intend", + gatherinfo2: "gatherinfo_how_can_I_get_them", + gatherinfo3: "gatherinfo_are_they_telling", + gatherinfo4: "gatherinfo_what_can_I_tinker", + gatherinfo5: "gatherinfo_what_might_happen", + gatherinfo6: "gatherinfo_how_can_I_find", + playbook_description: "playbook_leech_description", + setting_traumata_set: "normal", + setting_vice_type: "normal", + tinker1: "1", + tinker2: "1", + wreck1: "1", + xp_condition: "playbook_leech_xp_condition" + }, + items: [{ + bold: "on", + name: "playbook_item_fine_tinkering_tools", + numboxes: "1" + }, { + bold: "on", + name: "playbook_item_fine_wrecker_tools", + numboxes: "2" + }, { + name: "playbook_item_blowgun_&_darts,_syringes", + numboxes: "0" + }, { + name: "playbook_item_bandolier_of_alchemicals_(3)", + numboxes: "1" + }, { + name: "playbook_item_bandolier_of_alchemicals_(3)", + numboxes: "1" + }, { + name: "playbook_item_gadget", + numboxes: "1" + }] }, lurk: { - abilities: [{ - name: 'Infiltrator', - description: 'You are not a ected by quality or Tier when you bypass security measures.' - }, - { - name: 'Ambush', - description: 'When you attack from hiding or spring a trap, you get +1d.' - }, - { - name: 'Daredevil', - description: 'When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.' - }, - { - name: 'The Devil\'s Footsteps', - description: 'When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.' - }, - { - name: 'Expertise', - description: 'Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.' - }, - { - name: 'Ghost Veil', - description: 'You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost' - }, - { - name: 'Reflexes', - description: 'When there\'s a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).' - }, - { - name: 'Shadow', - description: 'You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.' - } - ], + abilities: ["infiltrator", "ambush", "daredevil", "the_devil's_footsteps", "expertise", "ghost_veil", "reflexes", "shadow"], base: { - friends_title: 'Shady Friends', - finesse1: '1', - gatherinfo1: 'What do they intend to do?', - gatherinfo2: 'How can I get them to [X]?', - gatherinfo3: 'What should I look out for?', - gatherinfo4: 'What\'s the best way in?', - gatherinfo5: 'Where can I hide here?', - gatherinfo6: 'How can I find [X]?', - item_3_desc: 'Fine shadow cloak', - item_4_desc: 'Fine lockpicks', - item_5_desc: 'Light climbing gear', - item_6_desc: 'Dark-sight goggles', - item_7_desc: 'Silence potion vial', - item_8_desc: 'Spiritbane charm', - playbook_description: 'A Stealthy\nInfiltrator\nand Burglar', - prowl1: '1', - prowl2: '1', - setting_showitem_0: '0', - setting_showitem_1: '0', - setting_showitem_2: '0', - setting_showitem_9: '0', - setting_traumata_set: 'normal', - setting_vice_type: 'normal', - xp_condition: 'You addressed a challenge with stealth or evasion.' - }, - friends: [ - 'Telda, a beggar', - 'Darmot, a bluecoat', - 'Frake, a locksmith', - 'Roslyn Kellis, a noble', - 'Petra, a city clerk' - ] + friends_title: "playbook_lurk_friends_title", + finesse1: "1", + gatherinfo1: "gatherinfo_what_do_they_intend", + gatherinfo2: "gatherinfo_how_can_I_get_them", + gatherinfo3: "gatherinfo_what_should_I_look", + gatherinfo4: "gatherinfo_whats_the_best_way", + gatherinfo5: "gatherinfo_where_can_I_hide", + gatherinfo6: "gatherinfo_how_can_I_find", + playbook_description: "playbook_lurk_description", + prowl1: "1", + prowl2: "1", + setting_traumata_set: "normal", + setting_vice_type: "normal", + xp_condition: "playbook_lurk_xp_condition" + }, + items: [{ + bold: "on", + name: "playbook_item_fine_lockpicks", + numboxes: "0" + }, { + bold: "on", + name: "playbook_item_fine_shadow_cloak", + numboxes: "1" + }, { + name: "playbook_item_light_climbing_gear", + numboxes: "1" + }, { + name: "playbook_item_silence_potion_vial", + numboxes: "0" + }, { + name: "playbook_item_dark-sight_goggles", + numboxes: "1" + }, { + name: "playbook_item_spiritbane_charm", + numboxes: "0" + }] }, slide: { - abilities: [{ - name: 'Rook\'s Gambit', - description: 'Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.' - }, - { - name: 'Cloak & Dagger', - description: 'When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.' - }, - { - name: 'Ghost Voice', - description: 'You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.' - }, - { - name: 'Like Looking into a Mirror', - description: 'You can always tell when someone is lying to you.' - }, - { - name: 'A Little Something on the Side', - description: 'At the end of each downtime phase, you earn +2 stash.' - }, - { - name: 'Mesmerism', - description: 'When you Sway someone, you may cause them to forget that it\'s happened until they next interact with you.' - }, - { - name: 'Subterfuge', - description: 'You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.' - }, - { - name: 'Trust in Me', - description: 'You get +1d vs. a target with whom you have an intimate relationship.' - } - ], + abilities: ["rook's_gambit", "cloak_&_dagger", "ghost_voice", "like_looking_into_a_mirror", "a_little_something_on_the_side", "mesmerism", "subterfuge", "trust_in_me"], base: { - friends_title: 'Sly Friends', - consort1: '1', - gatherinfo1: 'What do they intend to do?', - gatherinfo2: 'How can I get them to [X]?', - gatherinfo3: 'Are they telling the truth?', - gatherinfo4: 'What are they really feeling?', - gatherinfo5: 'What do they really care about?', - gatherinfo6: 'How can I blend in here?', - item_3_desc: 'Fine disguise kit', - item_4_desc: 'Fine clothes & jewelry', - item_6_desc: 'A cane-sword', - item_7_desc: 'Fine loaded dice, trick cards', - item_8_desc: 'Trance powder', - item_9_desc: 'Spiritbane charm', - playbook_description: 'A Subtle\nManipulator\nand Spy', - setting_showitem_0: '0', - setting_showitem_1: '0', - setting_showitem_2: '0', - setting_showitem_5: '0', - setting_traumata_set: 'normal', - setting_vice_type: 'normal', - sway1: '1', - sway2: '1', - xp_condition: 'You addressed a challenge with deception or in influence.' - }, - friends: [ - 'Bryl, a drug dealer', - 'Bazso Baz, a gang leader', - 'Klyra, a tavern owner', - 'Nyryx, a prostitute', - 'Harker, a jail-bird' - ] + friends_title: "playbook_slide_friends_title", + consort1: "1", + gatherinfo1: "gatherinfo_what_do_they_intend", + gatherinfo2: "gatherinfo_how_can_I_get_them", + gatherinfo3: "gatherinfo_are_they_telling", + gatherinfo4: "gatherinfo_what_are_they_really", + gatherinfo5: "gatherinfo_what_do_they_really", + gatherinfo6: "gatherinfo_how_can_I_blend", + playbook_description: "playbook_slide_description", + setting_traumata_set: "normal", + setting_vice_type: "normal", + sway1: "1", + sway2: "1", + xp_condition: "playbook_slide_xp_condition" + }, + items: [{ + bold: "on", + name: "playbook_item_fine_clothes_&_jewelry", + numboxes: "0" + }, { + bold: "on", + name: "playbook_item_fine_disguise_kit", + numboxes: "1" + }, { + bold: "on", + name: "playbook_item_fine_loaded_dice,_trick_cards", + numboxes: "0" + }, { + name: "playbook_item_trance_powder", + numboxes: "0" + }, { + name: "playbook_item_a_cane-sword", + numboxes: "1" + }, { + name: "playbook_item_spiritbane_charm", + numboxes: "0" + }] }, spider: { - abilities: [{ - name: 'Foresight', - description: 'Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.' - }, - { - name: 'Calculating', - description: 'Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.' - }, - { - name: 'Connected', - description: 'During downtime, you get +1 result level when you acquire an asset or reduce heat.' - }, - { - name: 'Functioning Vice', - description: 'When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.' - }, - { - name: 'Ghost Contract', - description: 'When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, "Cursed".' - }, - { - name: 'Jail Bird', - description: 'When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).' - }, - { - name: 'Mastermind', - description: 'You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.' - }, - { - name: 'Weaving the Web', - description: 'You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.' - } - ], + abilities: ["foresight", "calculating", "connected", "functioning_vice", "ghost_contract", "jail_bird", "mastermind", "weaving_the_web"], base: { - consort1: '1', - consort2: '1', - friends_title: 'Shrewd Friends', - gatherinfo1: 'What do they want most?', - gatherinfo2: 'What should I look out for?', - gatherinfo3: 'Where\'s the leverage here?', - gatherinfo4: 'How can I discover [X]?', - gatherinfo5: 'What do they intend to do?', - gatherinfo6: 'How can I get them to [X]?', - item_3_desc: 'Fine bottle of whiskey', - item_4_desc: 'Fine cover identity', - item_5_desc: 'Blueprints', - item_7_desc: 'Vial of slumber essence', - item_8_desc: 'Concealed palm pistol', - item_9_desc: 'Spiritbane charm', - playbook_description: 'A Devious\nMastermind', - setting_showitem_0: '0', - setting_showitem_1: '0', - setting_showitem_2: '0', - setting_showitem_6: '0', - setting_traumata_set: 'normal', - setting_vice_type: 'normal', - study1: '1', - xp_condition: 'You addressed a challenge with calculation or conspiracy.' - }, - friends: [ - 'Salia, an information broker', - 'Augus, a master architect', - 'Jennah, a servant', - 'Riven, a chemist', - 'Jeren, a bluecoat archivist' - ] + consort1: "1", + consort2: "1", + friends_title: "playbook_spider_friends_title", + gatherinfo1: "gatherinfo_what_do_they_want", + gatherinfo2: "gatherinfo_what_should_I_look", + gatherinfo3: "gatherinfo_wheres_the_leverage", + gatherinfo4: "gatherinfo_how_can_I_discover", + gatherinfo5: "gatherinfo_what_do_they_intend", + gatherinfo6: "gatherinfo_how_can_I_get_them", + playbook_description: "playbook_spider_description", + setting_traumata_set: "normal", + setting_vice_type: "normal", + study1: "1", + xp_condition: "playbook_spider_xp_condition" + }, + items: [{ + bold: "on", + name: "playbook_item_fine_cover_identity", + numboxes: "0" + }, { + bold: "on", + name: "playbook_item_fine_bottle_of_whiskey", + numboxes: "1" + }, { + name: "playbook_item_blueprints", + numboxes: "1" + }, { + name: "playbook_item_vial_of_slumber_essence", + numboxes: "0" + }, { + name: "playbook_item_concealed_palm_pistol", + numboxes: "0" + }, { + name: "playbook_item_spiritbane_charm", + numboxes: "0" + }] }, whisper: { - abilities: [{ - name: 'Compel', - description: 'You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).' - }, - { - name: 'Ghost Mind', - description: 'You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.' - }, - { - name: 'Iron Will', - description: ' You\'re immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.' - }, - { - name: 'Occultist', - description: 'You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you\'ve consorted with one, you get +1d to command cultists who worship it.' - }, - { - name: 'Ritual', - description: 'You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.' - }, - { - name: 'Strange Methods', - description: 'When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.' - }, - { - name: 'Tempest', - description: 'You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).' - }, - { - name: 'Warded', - description: 'You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.' - } - ], + abilities: ["compel", "ghost_mind", "iron_will", "occultist", "ritual", "strange_methods", "tempest", "warded"], base: { - attune1: '1', - attune2: '1', - friends_title: 'Strange Friends', - gatherinfo1: 'What is arcane or weird here?', - gatherinfo2: 'What echoes in the ghost field?', - gatherinfo3: 'What is hidden or lost here?', - gatherinfo4: 'What do they intend to do?', - gatherinfo5: 'What drives them to do this?', - gatherinfo6: 'How can I reveal [X]?', - item_2_desc: 'Fine lightning hook', - item_3_desc: 'Fine spirit mask', - item_6_desc: 'Spirit bottles (2)', - item_7_desc: 'Electroplasm vials', - item_8_desc: 'Ghost key', - item_9_desc: 'Demonbane charm', - playbook_description: 'An Arcane\nAdept and\nChanneler', - setting_showitem_0: '0', - setting_showitem_1: '0', - setting_showitem_4: '0', - setting_showitem_5: '0', - setting_traumata_set: 'normal', - setting_vice_type: 'normal', - study1: '1', - xp_condition: 'You addressed a challenge with knowledge or arcane power.' - }, - friends: [ - 'Nyryx, a possessor ghost', - 'Scurlock, a vampire', - 'Setarra, a demon', - 'Quellyn, a witch', - 'Flint, a spirit trafficker' - ] + attune1: "1", + attune2: "1", + friends_title: "playbook_whisper_friends_title", + gatherinfo1: "gatherinfo_what_is_arcane", + gatherinfo2: "gatherinfo_what_echoes", + gatherinfo3: "gatherinfo_what_is_hidden", + gatherinfo4: "gatherinfo_what_do_they_intend", + gatherinfo5: "gatherinfo_what_drives_them", + gatherinfo6: "gatherinfo_reveal", + playbook_description: "playbook_whisper_description", + setting_traumata_set: "normal", + setting_vice_type: "normal", + study1: "1", + xp_condition: "playbook_whisper_xp_condition" + }, + items: [{ + bold: "on", + name: "playbook_item_fine_lightning_hook", + numboxes: "1" + }, { + bold: "on", + name: "playbook_item_fine_spirit_mask", + numboxes: "1" + }, { + name: "playbook_item_electroplasm_vials", + numboxes: "0" + }, { + name: "playbook_item_spirit_bottles_(2)", + numboxes: "1" + }, { + name: "playbook_item_ghost_key", + numboxes: "0" + }, { + name: "playbook_item_demonbane_charm", + numboxes: "0" + }] }, vampire: { - abilities: [{ - name: 'Undead', - description: 'You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: "Incapacitated" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.' - }, - { - name: 'Terrible Power', - description: 'Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.' - }, - { - name: 'Arcane Sight', - description: 'Take 1 stress to sense beyond human limits. "Hear" a subject\'s true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.' - }, - { - name: 'A Void in the Echo', - description: 'You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.' - }, - { - name: 'Dark Talent', - description: 'Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you\'ve chosen.' - }, - { - name: 'Sinister Guile', - description: 'During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.' - } - ], + abilities: ["undead", "terrible_power", "arcane_sight", "a_void_in_the_echo", "dark_talent", "sinister_guile"], base: { - friends_title: 'Dark Servants', - gatherinfo1: 'What do they intend to do?', - gatherinfo2: 'How can I get them to [X]?', - gatherinfo3: 'What are they really feeling?', - gatherinfo4: 'What should I look out for?', - gatherinfo5: 'Where\'s the weakness here?', - gatherinfo6: 'How can I find [X]?', - item_3_desc: 'Fine shadow cloak', - item_4_desc: 'Fine clothes and accoutrements', - item_5_desc: 'Fine personal weapon', - item_7_desc: 'Demonbane charm', - item_8_desc: 'Spiritbane charm', - playbook_description: 'A spirit animating an undead body', - setting_extra_stress: '3', - setting_vampirexp: 'on', - setting_showitem_0: '0', - setting_showitem_1: '0', - setting_showitem_2: '0', - setting_showitem_3: 'on', - setting_showitem_4: 'on', - setting_showitem_5: 'on', - setting_showitem_6: '0', - setting_showitem_7: 'on', - setting_showitem_8: 'on', - setting_showitem_9: '0', - setting_show_strictures: 'on', - setting_traumata_set: 'normal', - setting_vice_type: 'vampire', - trauma: '4', - xp_condition: 'You displayed your dominance or slayed without mercy.', - xp_condition2: 'You expressed your beliefs, drives, heritage, or background.', - xp_condition3: 'You struggled with issues from your vice, traumas, or strictures during the session.' - }, - friends: [ - 'Rutherford, a butler', - 'Lylandra, a consort', - 'Kira, a bodyguard', - 'Otto, a coachman', - 'Edrik, an envoy' - ] + friends_title: "playbook_vampire_friends_title", + gatherinfo1: "gatherinfo_what_do_they_intend", + gatherinfo2: "gatherinfo_how_can_I_get_them", + gatherinfo3: "gatherinfo_what_are_they_really", + gatherinfo4: "gatherinfo_what_should_I_look", + gatherinfo5: "gatherinfo_wheres_the_weakness", + gatherinfo6: "gatherinfo_how_can_I_find", + playbook_description: "playbook_vampire_description", + setting_extra_stress: "3", + setting_vampirexp: "on", + setting_show_strictures: "on", + setting_traumata_set: "normal", + setting_vice_type: "vampire", + trauma: "4", + xp_condition: "playbook_vampire_xp_condition", + xp_condition2: "playbook_vampire_xp_condition2", + xp_condition3: "playbook_vampire_xp_condition3" + }, + items: [{ + name: "playbook_item_fine_clothes_and_accoutrements", + numboxes: "0" + }, { + name: "playbook_item_fine_personal_weapon", + numboxes: "1" + }, { + name: "playbook_item_fine_shadow_cloak", + numboxes: "1" + }, { + name: "playbook_item_demonbane_charm", + numboxes: "0" + }, { + name: "playbook_item_spiritbane_charm", + numboxes: "0" + }] } }, factionsData = { factions1: [{ - name: 'The Unseen', + name: 'faction_the_unseen', tier: 'IV', hold: 'S' }, { - name: 'The Hive', + name: 'faction_the_hive', tier: 'IV', hold: 'S' }, { - name: 'The Circle of Flame', + name: 'faction_the_circle_of_flame', tier: 'III', hold: 'S' }, { - name: 'The Silver Nails', + name: 'faction_the_silver_nails', tier: 'III', hold: 'S' }, { - name: 'Lord Scurlock', + name: 'faction_lord_scurlock', tier: 'III', hold: 'S' }, { - name: 'The Crows', + name: 'faction_the_crows', tier: 'II', hold: 'W' }, { - name: 'The Lampblacks', + name: 'faction_the_lampblacks', tier: 'II', hold: 'W' }, { - name: 'The Red Sashes', + name: 'faction_the_red_sashes', tier: 'II', hold: 'W' }, { - name: 'The Dimmer Sisters', + name: 'faction_the_dimmer_sisters', tier: 'II', hold: 'S' }, { - name: 'The Grinders', + name: 'faction_the_grinders', tier: 'II', hold: 'W' }, { - name: 'The Billhooks', + name: 'faction_the_billhooks', tier: 'II', hold: 'W' }, { - name: 'The Wraiths', + name: 'faction_the_wraiths', tier: 'II', hold: 'W' }, { - name: 'The Gray Cloaks', + name: 'faction_the_gray_cloaks', tier: 'II', hold: 'S' }, { - name: 'Ulf Ironborn', + name: 'faction_ulf_ironborn', tier: 'I', hold: 'S' }, { - name: 'The Foghounds', + name: 'faction_the_foghounds', tier: 'I', hold: 'W' }, { - name: 'The Lost', + name: 'faction_the_lost', tier: 'I', hold: 'W' } ], factions2: [{ - name: 'Imperial Military', + name: 'faction_imperial_military', tier: 'VI', hold: 'S' }, { - name: 'City Council', + name: 'faction_city_council', tier: 'V', hold: 'S' }, { - name: 'Ministry of Preservation', + name: 'faction_ministry_of_preservation', tier: 'V', hold: 'S' }, { - name: 'Leviathan Hunters', + name: 'faction_leviathan_hunters', tier: 'V', hold: 'S' }, { - name: 'Ironhook Prison', + name: 'faction_ironhook_prison', tier: 'IV', hold: 'S' }, { - name: 'Sparkwrights', + name: 'faction_sparkwrights', tier: 'IV', hold: 'S' }, { - name: 'Spirit Wardens', + name: 'faction_spirit_wardens', tier: 'IV', hold: 'S' }, { - name: 'Bluecoats', + name: 'faction_bluecoats', tier: 'III', hold: 'S' }, { - name: 'Inspectors', + name: 'faction_inspectors', tier: 'III', hold: 'S' }, { - name: 'Iruvian Consulate', + name: 'faction_iruvian_consulate', tier: 'III', hold: 'S' }, { - name: 'Skovlan Consulate', + name: 'faction_skovlan_consulate', tier: 'III', hold: 'W' }, { - name: 'The Brigade', + name: 'faction_the_brigade', tier: 'II', hold: 'S' }, { - name: 'Severosi Consulate', + name: 'faction_severosi_consulate', tier: 'I', hold: 'S' }, { - name: 'Dagger Isles Consulate', + name: 'faction_dagger_isles_consulate', tier: 'I', hold: 'S' } ], factions3: [{ - name: 'The Foundation', + name: 'faction_the_foundation', tier: 'IV', hold: 'S' }, { - name: 'Dockers', + name: 'faction_dockers', tier: 'III', hold: 'S' }, { - name: 'Gondoliers', + name: 'faction_gondoliers', tier: 'III', hold: 'S' }, { - name: 'Sailors', + name: 'faction_sailors', tier: 'III', hold: 'W' }, { - name: 'Laborers', + name: 'faction_laborers', tier: 'III', hold: 'W' }, { - name: 'Cabbies', + name: 'faction_cabbies', tier: 'II', hold: 'W' }, { - name: 'Cyphers', + name: 'faction_cyphers', tier: 'II', hold: 'S' }, { - name: 'Ink Rakes', + name: 'faction_ink_rakes', tier: 'II', hold: 'W' }, { - name: 'Rail Jacks', + name: 'faction_rail_jacks', tier: 'II', hold: 'W' }, { - name: 'Servants', + name: 'faction_servants', tier: 'II', hold: 'W' } ], factions4: [{ - name: 'The Church of Ecstasy', + name: 'faction_the_church_of_ecstasy', tier: 'IV', hold: 'S' }, { - name: 'The Horde', + name: 'faction_the_horde', tier: 'III', hold: 'S' }, { - name: 'The Path of Echoes', + name: 'faction_the_path_of_echoes', tier: 'III', hold: 'S' }, { - name: 'The Forgotten Gods', + name: 'faction_the_forgotten_gods', tier: 'III', hold: 'W' }, { - name: 'The Reconciled', + name: 'faction_the_reconciled', tier: 'III', hold: 'S' }, { - name: 'Skovlander Refugees', + name: 'faction_skovlander_refugees', tier: 'III', hold: 'W' }, { - name: 'The Weeping Lady', + name: 'faction_the_weeping_lady', tier: 'II', hold: 'S' }, { - name: 'Deathlands Scavengers', + name: 'faction_deathlands_scavengers', tier: 'II', hold: 'W' } ], factions5: [{ - name: 'Whitecrown', + name: 'faction_whitecrown', tier: 'V', hold: 'S' }, { - name: 'Brightstone', + name: 'faction_brightstone', tier: 'IV', hold: 'S' }, { - name: 'Charterhall', + name: 'faction_charterhall', tier: 'IV', hold: 'S' }, { - name: 'Six Towers', + name: 'faction_six_towers', tier: 'III', hold: 'W' }, { - name: 'Silkshore', + name: 'faction_silkshore', tier: 'II', hold: 'S' }, { - name: 'Nightmarket', + name: 'faction_nightmarket', tier: 'II', hold: 'S' }, { - name: 'Crow\'s Foot', + name: 'faction_crow\'s_foot', tier: 'II', hold: 'S' }, { - name: 'The Docks', + name: 'faction_the_docks', tier: 'II', hold: 'S' }, { - name: 'Barrowcleft', + name: 'faction_barrowcleft', tier: 'II', hold: 'S' }, { - name: 'Coalridge', + name: 'faction_coalridge', tier: 'II', hold: 'W' }, { - name: 'Charhollow', + name: 'faction_charhollow', tier: 'I', hold: 'S' }, { - name: 'Dunslough', + name: 'faction_dunslough', tier: 'I', hold: 'W' } @@ -1513,9 +1117,197 @@ var crewData = { 'sway' ] }, - spiritPlaybooks = ['ghost', 'hull', 'vampire']; + itemData = [{ + name: 'a_blade_or_two', + numboxes: '1' + }, + { + name: 'throwing_knives', + numboxes: '1' + }, + { + name: 'a_pistol', + numboxes: '1', + short: 'on' + }, + { + name: 'a_2nd_pistol', + numboxes: '1', + short: 'on' + }, + { + name: 'a_large_weapon', + numboxes: '2' + }, + { + name: 'an_unusual_weapon', + numboxes: '1' + }, + { + name: 'armor', + numboxes: '2', + short: 'on' + }, + { + name: '+heavy', + numboxes: '3', + short: 'on' + }, + { + name: 'burglary_gear', + numboxes: '1' + }, + { + name: 'climbing_gear', + numboxes: '2' + }, + { + name: 'arcane_implements', + numboxes: '1' + }, + { + name: 'documents', + numboxes: '1' + }, + { + name: 'subterfuge_supplies', + numboxes: '1' + }, + { + name: 'demolition_tools', + numboxes: '2' + }, + { + name: 'tinkering_tools', + numboxes: '1' + }, + { + name: 'lantern', + numboxes: '1' + } + ], + spiritPlaybooks = ['ghost', 'hull', 'vampire'], + defaultValues = { + cohort1_name: 'cohort', + contacts_title: 'contacts', + factions_title: 'factions_title', + factions1_header: 'factions1', + factions2_header: 'factions2', + factions3_header: 'factions3', + factions4_header: 'factions4', + factions5_header: 'factions5', + frame: 'frame', + friends_title: 'friends', + setting_stress_label: 'stress', + setting_trauma_label: 'trauma', + upgrade_6_name: 'carriage', + upgrade_7_name: 'documents', + upgrade_8_name: 'boat', + upgrade_9_name: 'gear', + upgrade_10_name: 'hidden', + upgrade_11_name: 'implements', + upgrade_12_name: 'quarters', + upgrade_13_name: 'supplies', + upgrade_14_name: 'secure', + upgrade_15_name: 'tools', + upgrade_16_name: 'vault', + upgrade_17_name: 'weapons', + upgrade_18_name: 'workshop', + upgrade_20_name: 'insight', + upgrade_21_name: 'prowess', + upgrade_22_name: 'resolve', + upgrade_23_name: 'personal', + upgrade_24_name: 'mastery', + xp_condition2: 'xp_beliefs', + xp_condition3: 'xp_vice' + }; +/* NECESSARY DATA TRANSFORMATION */ +/* Translate crewData */ +Object.keys(crewData).forEach(crew => { + let base = crewData[crew].base, + translatedBaseAttributes = [ + ...[...Array(16).keys()].slice(1).map(i => `claim_${i}_name`), + ...[...Array(16).keys()].slice(1).map(i => `claim_${i}_desc`), + 'cohort1_name', + 'cohort1_subtype', + 'crew_description', + 'crew_xp_condition', + 'hunting_grounds_type', + 'hunting_grounds_description', + 'upgrade_6_name', + 'upgrade_8_name' + ]; + Object.keys(base).forEach(attr => { + if (translatedBaseAttributes.includes(attr)) { + base[attr] = getTranslationByKey(base[attr]); + } + }); + crewData[crew].contacts = [...Array(6).keys()].map(i => ({ + name: getTranslationByKey(`crew_${crew}_contact_${i}`) + })); + crewData[crew].abilities = crewData[crew].abilities.map(name => ({ + name: getTranslationByKey(`crew_ability_${name}`), + description: getTranslationByKey(`crew_ability_${name}_description`) + })); + crewData[crew].upgrades.forEach(upgrade => { + upgrade.name = getTranslationByKey(upgrade.name); + upgrade.boxes_chosen = 'on'; + }); +}); +/* Translate itemData */ +itemData.forEach(item => { + item.boxes_chosen = 'on'; + item.name = getTranslationByKey(item.name); +}); +/* Translate defaultValues */ +Object.keys(defaultValues).forEach(k => { + defaultValues[k] = getTranslationByKey(defaultValues[k]); +}); +/* Translate factions */ +Object.keys(factionsData).forEach(x => { + factionsData[x].forEach(faction => { + faction.name = getTranslationByKey(faction.name); + }); +}); +/* Translate playbooks */ +Object.keys(playbookData).forEach(playbook => { + let base = playbookData[playbook].base, + translatedBaseAttributes = [ + 'friends_title', + 'gatherinfo1', + 'gatherinfo2', + 'gatherinfo3', + 'gatherinfo4', + 'gatherinfo5', + 'gatherinfo6', + 'playbook_description', + 'setting_stress_label', + 'setting_trauma_label', + 'xp_condition', + 'xp_condition2', + 'xp_condition3' + ]; + Object.keys(base).forEach(attr => { + if (translatedBaseAttributes.includes(attr)) { + base[attr] = getTranslationByKey(base[attr]); + } + }); + playbookData[playbook].friends = [...Array(5).keys()] + .filter(i => getTranslationByKey(`playbook_${playbook}_friend_${i}`)) + .map(i => ({ + name: getTranslationByKey(`playbook_${playbook}_friend_${i}`) + })); + playbookData[playbook].abilities = playbookData[playbook].abilities.map(name => ({ + name: getTranslationByKey(`playbook_ability_${name}`), + description: getTranslationByKey(`playbook_ability_${name}_description`) + })); + playbookData[playbook].items.forEach(item => { + item.name = getTranslationByKey(item.name); + item.boxes_chosen = 'on'; + }); +}); /* UTILITY FUNCTIONS */ -var setDiceFromTotal = function (name, numDice, upToFive, value) { +var setDiceFromTotal = (name, numDice, upToFive, value) => { 'use strict'; value = value || 1; let setting = {}; @@ -1525,85 +1317,128 @@ var setDiceFromTotal = function (name, numDice, upToFive, value) { setting[`${name}4`] = (numDice > 3) ? value : 0; if (upToFive) { setting[`${name}5`] = (numDice > 4) ? value : 0; - }; + } setAttrs(setting); }, - fillRepeatingSectionFromData = function (sectionName, dataList) { + fillRepeatingSectionFromData = (sectionName, dataList, autoGenerated, callback) => { 'use strict'; - getSectionIDs(`repeating_${sectionName}`, function (idList) { + callback = callback || (() => {}); + getSectionIDs(`repeating_${sectionName}`, idList => { let rowNameAttributes = idList.map(id => `repeating_${sectionName}_${id}_name`); - getAttrs(rowNameAttributes, function (attrs) { - let existingRows = Object.keys(attrs).map(x => attrs[x]); + getAttrs(rowNameAttributes, v => { + let existingRows = Object.keys(v).map(x => v[x]), + createdIDs = []; let setting = dataList.filter(o => !existingRows.includes(o.name)) - .map(function (o) { - let rowID = generateRowID(); - return Object.keys(o).reduce(function (m, key) { + .map(o => { + let rowID; + while (!rowID) { + let newID = generateRowID(); + if (!createdIDs.includes(newID)) { + rowID = newID; + createdIDs.push(rowID); + } + } + let newAttrs = {}; + if (autoGenerated) { + newAttrs[`repeating_${sectionName}_${rowID}_autogen`] = '1'; + } + return Object.keys(o).reduce((m, key) => { m[`repeating_${sectionName}_${rowID}_${key}`] = o[key]; return m; - }, {}); + }, newAttrs); }) - .reduce(function (m, o) { - return Object.assign(m, o); - }, {}); - setAttrs(setting); + .reduce((m, o) => Object.assign(m, o), {}); + setAttrs(setting, {}, callback); }); }); }, - emptyFirstRowIfUnnamed = function (sectionName) { + emptyFirstRowIfUnnamed = sectionName => { 'use strict'; - getSectionIDs(`repeating_${sectionName}`, function (idList) { + getSectionIDs(`repeating_${sectionName}`, idList => { let id = idList[0]; - getAttrs([`repeating_${sectionName}_${id}_name`], function (v) { + getAttrs([`repeating_${sectionName}_${id}_name`], v => { if (!v[`repeating_${sectionName}_${id}_name`]) { removeRepeatingRow(`repeating_${sectionName}_${id}`); - }; + } + }); + }); + }, + deleteAutogenRows = (sectionName, callback) => { + callback = callback || (() => {}); + getSectionIDs(`repeating_${sectionName}`, idList => { + getAttrs(idList.map(id => `repeating_${sectionName}_${id}_autogen`), v => { + idList.forEach(id => { + if (v[`repeating_${sectionName}_${id}_autogen`]) { + removeRepeatingRow(`repeating_${sectionName}_${id}`); + } + }); + callback(); }); }); }; /* DEFAULT FILLS FOR PLAYBOOKS AND CREWS */ +/* Watch repeating rows for changes and set autogen to false if change happens*/ +var RepeatingSectionsToWatchForAutogen = ['ability', 'crewability', 'friend', 'contact', 'playbookitem', 'upgrade']; +RepeatingSectionsToWatchForAutogen.forEach(sectionName => { + on(`change:repeating_${sectionName}`, eventInfo => { + let idMatch = eventInfo.sourceAttribute.match(new RegExp(`^repeating_${sectionName}_(.*?)_`)), + id = idMatch && idMatch[1]; + if (id && eventInfo.sourceType === 'player') { + let setting = {}; + setting[`repeating_${sectionName}_${id}_autogen`] = ''; + setAttrs(setting); + } + }); +}); /* Set some default fields when setting crew type or playbook */ var crewAttributes = [...new Set([].concat(...Object.keys(crewData).map(x => Object.keys(crewData[x].base))))], playbookAttributes = [...new Set([].concat(...Object.keys(playbookData).map(x => Object.keys(playbookData[x].base))))], watchedAttributes = new Set([].concat(crewAttributes, playbookAttributes)); -on('change:crew_type change:playbook', function (event) { +on('change:crew_type change:playbook', event => { 'use strict'; - getAttrs(['crew_type', 'playbook', 'changed_attributes'], function (attrValues) { - let changedAttributes = (attrValues.changed_attributes || '').split(','), + getAttrs(['crew_type', 'playbook', 'changed_attributes'], v => { + let changedAttributes = (v.changed_attributes || '').split(','), data, baseData, sourceName; switch (event.sourceAttribute) { case 'crew_type': - sourceName = attrValues.crew_type.toLowerCase(); + sourceName = v.crew_type.toLowerCase(); if (crewData.hasOwnProperty(sourceName)) { data = crewData[sourceName].base; baseData = crewAttributes; - }; + deleteAutogenRows('contact', () => fillRepeatingSectionFromData('contact', crewData[sourceName].contacts, true)); + deleteAutogenRows('crewability', () => fillRepeatingSectionFromData('crewability', crewData[sourceName].abilities, true)); + deleteAutogenRows('upgrade', () => fillRepeatingSectionFromData('upgrade', crewData[sourceName].upgrades, true)); + } break; case 'playbook': - sourceName = attrValues.playbook.toLowerCase(); + sourceName = v.playbook.toLowerCase(); if (playbookData.hasOwnProperty(sourceName)) { data = playbookData[sourceName].base; baseData = playbookAttributes; - }; + deleteAutogenRows('friend', () => fillRepeatingSectionFromData('friend', playbookData[sourceName].friends, true)); + deleteAutogenRows('ability', () => fillRepeatingSectionFromData('ability', playbookData[sourceName].abilities, true)); + deleteAutogenRows('playbookitem', () => fillRepeatingSectionFromData('playbookitem', playbookData[sourceName].items, true)); + } }; /* Change unset attributes to default */ if (data) { let finalSettings = {}; if (!spiritPlaybooks.includes(sourceName)) { baseData.filter(name => !changedAttributes.includes(name)) - .forEach(name => (finalSettings[name] = '')); + .forEach(name => (finalSettings[name] = defaultValues[name] || '')); }; Object.keys(data).filter(name => !changedAttributes.includes(name)) .forEach(name => (finalSettings[name] = data[name])); setAttrs(finalSettings); - }; + } }); }); /* Watch for changes in auto-set attributes */ -watchedAttributes.forEach(function (name) { +watchedAttributes.forEach(name => { 'use strict'; - on(`change:${name}`, function (eventInfo) { + on(`change:${name}`, eventInfo => { if (eventInfo.sourceType === 'player') { - getAttrs(['changed_attributes'], function (v) { + getAttrs(['changed_attributes'], v => { let changedAttributes = [...new Set(v.changed_attributes.split(',').concat(name))].filter(x => !!x).join(','); setAttrs({ changed_attributes: changedAttributes @@ -1613,90 +1448,88 @@ watchedAttributes.forEach(function (name) { }); }); /* DERIVED DICE NUMBERS */ -var actions1 = Object.keys(actionData).reduce(function (m, k) { +var actions1 = Object.keys(actionData).reduce((m, k) => { m[k] = actionData[k].map(s => `${s}1`); return m; }, {}), actionsFlat = [].concat(...Object.keys(actionData).map(x => actionData[x])), actions1Flat = actionsFlat.map(str => str + '1'), - calculateResistance = function (name) { + calculateResistance = name => { 'use strict'; - getAttrs(actions1[name], function (attrs) { - let numDice = Object.keys(attrs).map(x => attrs[x]).reduce((s, v) => s + parseInt(v || 0), 0); + getAttrs(actions1[name], v => { + let numDice = Object.keys(v).map(x => v[x]).reduce((s, c) => s + parseInt(c || 0), 0); setDiceFromTotal(name, numDice); }); }, - calculateVice = function () { + calculateVice = () => { 'use strict'; - getAttrs(actions1Flat, function (values) { - let numDice = Math.min(...Object.keys(actions1).map(function (name) { - return actions1[name].reduce((s, str) => s + parseInt(values[str] || 0), 0); + getAttrs(actions1Flat, v => { + let numDice = Math.min(...Object.keys(actions1).map(name => { + return actions1[name].reduce((s, str) => s + parseInt(v[str] || 0), 0); })); setDiceFromTotal('vice', numDice); }); }; /* Register attribute/action event handlers */ -Object.keys(actionData).forEach(function (attributeName) { +Object.keys(actionData).forEach(attributeName => { 'use strict'; - actionData[attributeName].forEach(function (actionName) { + actionData[attributeName].forEach(actionName => { on(`change:${actionName}1`, () => calculateResistance(attributeName)); }); - on(`change:${attributeName}1 change:${attributeName}2 change:${attributeName}3 change:${attributeName}4`, calculateVice); + on([1, 2, 3, 4].map(x => `change:${attributeName}${x}`).join(' '), calculateVice); }); /* GENERATE FACTIONS */ -on('change:generate_factions', function (event) { +on('change:generate_factions', () => { 'use strict'; Object.keys(factionsData).forEach(function (sectionName) { fillRepeatingSectionFromData(sectionName, factionsData[sectionName]); }); }); /* GENERATE ABILITIES */ -on('change:generate_abilities', function () { +on('change:generate_abilities', () => { 'use strict'; - getAttrs(['generate_source'], function (v) { + getAttrs(['generate_source'], v => { let sectionName, dataList; if (crewData.hasOwnProperty(v.generate_source)) { sectionName = 'crewability'; dataList = crewData[v.generate_source].abilities; - } else if (playbookData.hasOwnProperty(v.generate_source)) { + } + else if (playbookData.hasOwnProperty(v.generate_source)) { sectionName = 'ability'; dataList = playbookData[v.generate_source].abilities; - }; + } emptyFirstRowIfUnnamed(sectionName); fillRepeatingSectionFromData(sectionName, dataList); }); }); /* GENERATE FRIENDS */ -on('change:generate_friends', function () { +on('change:generate_friends', () => { 'use strict'; - getAttrs(['generate_source'], function (v) { + getAttrs(['generate_source'], v => { let sectionName, dataList; if (crewData.hasOwnProperty(v.generate_source)) { sectionName = 'contact'; - dataList = crewData[v.generate_source].contacts.map(n => ({ - name: n - })); - } else if (playbookData.hasOwnProperty(v.generate_source)) { + dataList = crewData[v.generate_source].contacts; + } + else if (playbookData.hasOwnProperty(v.generate_source)) { sectionName = 'friend'; - dataList = playbookData[v.generate_source].friends.map(n => ({ - name: n - })); - }; + dataList = playbookData[v.generate_source].friends; + } emptyFirstRowIfUnnamed(sectionName); fillRepeatingSectionFromData(sectionName, dataList); }); }); /* CALCULATE WANTED */ -on('change:wanted', function () { +on('change:wanted', () => { 'use strict'; - getAttrs(['wanted'], function (v) { + getAttrs(['wanted'], v => { setDiceFromTotal('wanted', parseInt(v.wanted)); }); }); /* EXTRA STRESS BOXES */ -on('change:setting_extra_stress', function () { +on('change:setting_extra_stress', () => { 'use strict'; - getAttrs(['setting_extra_stress'], function (v) { + getAttrs(['setting_extra_stress'], v => { setDiceFromTotal('setting_extra_stress', parseInt(v.setting_extra_stress), true, 'on'); }); }); @@ -1706,53 +1539,52 @@ var calculateCohortDots = function (t1, t2, t3, t4, imp, type, prefix) { let numDots = parseInt(t1) + parseInt(t2) + parseInt(t3) + parseInt(t4); if (imp === 'on') { numDots = numDots - 1; - }; + } if (type === 'elite' || type === 'expert') { numDots = numDots + 1; - }; + } setDiceFromTotal(`${prefix}die`, numDots, true); }, qualityAttrs = ['crew_tier1', 'crew_tier2', 'crew_tier3', 'crew_tier4', 'cohort1_impaired', 'cohort1_type'], - qualityEvent = qualityAttrs.map(str => `change:${str}`).join(' '), - calculateCohort1Dice = function () { - 'use strict'; - getAttrs(qualityAttrs, function (attrs) { - calculateCohortDots(attrs.crew_tier1, attrs.crew_tier2, attrs.crew_tier3, attrs.crew_tier4, attrs.cohort1_impaired, attrs.cohort1_type, 'cohort1_'); - }); - }; -on(qualityEvent, calculateCohort1Dice); -var repeatingQualityAttrs = ['crew_tier1', 'crew_tier2', 'crew_tier3', 'crew_tier4', 'repeating_cohort:impaired', 'repeating_cohort:type'], - repeatingQualityEvent = repeatingQualityAttrs.map(str => `change:${str}`).join(' '), - calculateRepeatingCohortDice = function () { - 'use strict'; - getSectionIDs('repeating_cohort', function (list) { - list.forEach(function (id) { - let attrList = repeatingQualityAttrs.map(str => str.replace(':', `_${id}_`)); - getAttrs(attrList, function (attrs) { - calculateCohortDots(attrs.crew_tier1, attrs.crew_tier2, attrs.crew_tier3, attrs.crew_tier4, attrs[attrList[4]], attrs[attrList[5]], `repeating_cohort_${id}_`); - }); + qualityEvent = qualityAttrs.map(x => `change:${x}`).join(' '), + repeatingQualityAttrs = ['crew_tier1', 'crew_tier2', 'crew_tier3', 'crew_tier4', 'repeating_cohort:impaired', 'repeating_cohort:type'], + repeatingQualityEvent = repeatingQualityAttrs.map(x => `change:${x}`).join(' '); +on(qualityEvent, () => { + 'use strict'; + getAttrs(qualityAttrs, attrs => { + calculateCohortDots(attrs.crew_tier1, attrs.crew_tier2, attrs.crew_tier3, attrs.crew_tier4, attrs.cohort1_impaired, attrs.cohort1_type, 'cohort1_'); + }); +}); +on(repeatingQualityEvent + ' ' + ['name', 'subtype', 'edges', 'flaws', 'description'].map(x => `change:repeating_cohort:${x}`).join(' '), () => { + 'use strict'; + getSectionIDs('repeating_cohort', list => { + list.forEach(id => { + let attrList = repeatingQualityAttrs.map(str => str.replace(':', `_${id}_`)); + getAttrs(attrList, v => { + calculateCohortDots(v.crew_tier1, v.crew_tier2, v.crew_tier3, v.crew_tier4, v[attrList[4]], v[attrList[5]], `repeating_cohort_${id}_`); }); }); - }; -on(repeatingQualityEvent + ' change:repeating_cohort:name change:repeating_cohort:subtype change:repeating_cohort:edges change:repeating_cohort:flaws change:repeating_cohort:description', calculateRepeatingCohortDice); + }); +}); /* LEFT-FILL CHECKBOXES */ -var handleFourBoxesFill = function (name) { +var handleFourBoxesFill = (name, activeValue) => { 'use strict'; - on(`change:${name}1 change:${name}2 change:${name}3 change:${name}4`, function (event) { - getAttrs([event.sourceAttribute], function (v) { + activeValue = activeValue || '1'; + on(`change:${name}1 change:${name}2 change:${name}3 change:${name}4`, event => { + getAttrs([event.sourceAttribute], v => { let rName = event.sourceAttribute.slice(0, -1); - if (v[event.sourceAttribute] === '1') { + if (v[event.sourceAttribute] === activeValue) { let setting = {}; switch (event.sourceAttribute.slice(-1)) { case '4': - setting[`${rName}3`] = '1'; + setting[`${rName}3`] = activeValue; case '3': - setting[`${rName}2`] = '1'; + setting[`${rName}2`] = activeValue; case '2': - setting[`${rName}1`] = '1'; + setting[`${rName}1`] = activeValue; }; setAttrs(setting); - }; + } if (v[event.sourceAttribute] === '0') { let setting = {}; switch (event.sourceAttribute.slice(-1)) { @@ -1764,7 +1596,7 @@ var handleFourBoxesFill = function (name) { setting[`${rName}4`] = '0'; }; setAttrs(setting); - }; + } }); }); }; @@ -1772,22 +1604,16 @@ var handleFourBoxesFill = function (name) { actionsFlat.forEach(handleFourBoxesFill); /* Crew Tier */ handleFourBoxesFill('crew_tier'); +handleFourBoxesFill('upgrade_24_check_', 'on'); /* Items/Upgrades */ -var itemChecks = [ - 'item_1_check', - 'item_14_check', - 'item_16_check', - 'item_18_check', - 'item_22_check', - 'upgrade_1_check', - 'upgrade_24_check', +var legacyChecks = [ 'bandolier1_check', 'bandolier2_check' ]; -itemChecks.forEach(function (name) { +legacyChecks.forEach(name => { 'use strict'; - on(`change:${name} change:${name}_b change:${name}_c change:${name}_d change:${name}_e`, function (event) { - getAttrs([event.sourceAttribute], function (v) { + on(['', '_b', '_c', '_d', '_e'].map(x => `change:${name}${x}`).join(' '), event => { + getAttrs([event.sourceAttribute], v => { if (v[event.sourceAttribute] === 'on') { let setting = {}; switch (event.sourceAttribute.slice('-1')) { @@ -1801,7 +1627,7 @@ itemChecks.forEach(function (name) { setting[`${name}`] = 'on'; }; setAttrs(setting); - }; + } if (v[event.sourceAttribute] === '0') { let setting = {}; switch (event.sourceAttribute.slice('-1')) { @@ -1815,12 +1641,37 @@ itemChecks.forEach(function (name) { setting[`${name}_e`] = 0; }; setAttrs(setting); - }; + } + }); + }); +}); +['item', 'playbookitem', 'upgrade'].forEach(sectionName => { + on([1, 2, 3].map(x => `change:repeating_${sectionName}:check_${x}`).join(' '), event => { + getAttrs([event.sourceAttribute], v => { + let rName = event.sourceAttribute.slice(0, -1), + setting = {}; + if (v[event.sourceAttribute] === 'on') { + switch (event.sourceAttribute.slice(-1)) { + case '3': + setting[`${rName}2`] = 'on'; + case '2': + setting[`${rName}1`] = 'on'; + }; + } + if (v[event.sourceAttribute] === '0') { + switch (event.sourceAttribute.slice(-1)) { + case '1': + setting[`${rName}2`] = '0'; + case '2': + setting[`${rName}3`] = '0'; + }; + } + setAttrs(setting); }); }); }); /* INITIALISATION AND UPGRADES */ -on('sheet:opened', function () { +on('sheet:opened', () => { 'use strict'; let initialRows = [ 'ability', @@ -1829,88 +1680,387 @@ on('sheet:opened', function () { 'contact' ]; /* Make sure sheet_type is never 0 */ - getAttrs(['sheet_type', 'changed_attributes'], function (v) { + getAttrs(['sheet_type', 'changed_attributes'], v => { if (!['character', 'crew', 'faction'].includes(v.sheet_type)) { setAttrs({ sheet_type: 'character' }); } }); - /* Initial setup */ - getAttrs(['version'], function (v) { - // Setup initial rows in repeating sections - if (!v.version) { - let setting = initialRows.reduce(function (memo, sectionName) { - memo[`repeating_${sectionName}_${generateRowID()}_dummy`] = 1; - return memo; - }, {}); - setAttrs(setting); - }; - // Upgrade to 0.7: Convert legacy faction repeating section to text - if (v.version && v.version.split('.')[0] === '0' && parseInt(v.version.split('.')[1]) < 7) { - getSectionIDs('repeating_faction', function (list) { - let sectionList = ['faction1', 'faction2'].concat(list.map(str => `repeating_faction_${str}`)), - attrList = [].concat(...sectionList.map(str => [`${str}_name`, `${str}_status`, `${str}_description`])); - getAttrs(attrList, function (attrs) { - let output = sectionList.map(function (str) { - return 'Name: ' + attrs[`${str}_name`] + '\n' + - 'Status: ' + (attrs[`${str}_status`] || '') + '\n' + - 'Notes: ' + (attrs[`${str}_description`] || '') + '\n'; - }).join('\n'); - setAttrs({ - faction_notes: output + /* Set up queries */ + setAttrs({ + bonusdice: `?{${getTranslationByKey('bonusdice')}}`, + bonusdice_long: `?{${getTranslationByKey('bonusdice')}|0|1|2|3|4|5|6|-1|-2|-3}`, + effect_query: getTranslationByKey('effect_query'), + notes_query: `?{${getTranslationByKey('notes')}|}`, + numberofdice: `?{${getTranslationByKey('numberofdice')}}`, + numberofdice_long: `?{${getTranslationByKey('numberofdice')}|0|1|2|3|4|5|6}`, + position_query: getTranslationByKey('position_query') + }); + /* Setup and upgrades */ + getAttrs(['version'], v => { + let upgradeSheet = version => { + const versionMajor = version && parseInt(version.split('.')[0]), + versionMinor = version && parseInt(version.split('.')[1]); + // Setup initial rows in repeating sections and generate standard items + if (!version) { + let setting = initialRows.reduce((memo, sectionName) => { + memo[`repeating_${sectionName}_${generateRowID()}_autogen`] = 1; + return memo; + }, {}); + setAttrs(setting); + fillRepeatingSectionFromData('item', itemData); + setAttrs(defaultValues); + console.log('Initialising new sheet'); + } + // Upgrade to 0.7: Convert legacy faction repeating section to text + else if (versionMajor === 0 && versionMinor < 7) { + getSectionIDs('repeating_faction', list => { + let sectionList = ['faction1', 'faction2'].concat(list.map(str => `repeating_faction_${str}`)), + attrList = [].concat(...sectionList.map(str => [`${str}_name`, `${str}_status`, `${str}_description`])); + getAttrs(attrList, v => { + let output = sectionList.map(str => { + return 'Name: ' + v[`${str}_name`] + '\n' + + 'Status: ' + (v[`${str}_status`] || '') + '\n' + + 'Notes: ' + (v[`${str}_description`] || '') + '\n'; + }).join('\n'); + setAttrs({ + faction_notes: output + }); + list.forEach(id => removeRepeatingRow(`repeating_faction_${id}`)); + upgradeSheet('0.7'); + console.log('Updating to 0.7'); }); - setAttrs({ - faction1_name: '', - faction1_status: '', - faction1_description: '', - faction1_expand: '', - faction2_name: '', - faction2_status: '', - faction2_description: '', - faction2_expand: '' + }); + } + // Upgrade to 0.9: Convert ability/friend/crewability/contact first row + else if (versionMajor === 0 && versionMinor < 9) { + let upgradeFunction = _.after(4, () => upgradeSheet('0.9')), + attrs = ['ability1_check', 'ability1_name', 'ability1_description', + 'friend1_status', 'friend1_name', + 'crew_ability1_check', 'crew_ability1_name', 'crew_ability1_description', + 'contact1_check', 'contact1_name' + ]; + getAttrs(attrs, v => { + fillRepeatingSectionFromData('ability', [{ + check: v.ability1_check || '0', + description: v.ability1_description || '', + name: v.ability1_name || '' + }], false, upgradeFunction); + fillRepeatingSectionFromData('friend', [{ + name: v.friend1_name || '', + status: v.friend1_status || '' + }], false, upgradeFunction); + fillRepeatingSectionFromData('crewability', [{ + check: v.crew_ability1_check || '0', + description: v.crew_ability1_description || '', + name: v.crew_ability1_name || '' + }], false, upgradeFunction); + fillRepeatingSectionFromData('contact', [{ + check: v.contact1_check || '0', + name: v.contact1_name || '' + }], false, upgradeFunction); + console.log('Updating to 0.9'); + }); + } + // Upgrade to 1.0: Make sure that resistance values are calculated correctly. + else if (versionMajor === 0) { + Object.keys(actionData).forEach(calculateResistance); + calculateVice(); + upgradeSheet('1.0'); + console.log('Updating to 1.0'); + } + // Upgrade to 1.4: Convert playbook items and repeating items + else if (versionMajor === 1 && versionMinor < 4) { + let upgradeFunction = _.after(2, () => upgradeSheet('1.4')), + indices = [...Array(10).keys()], // [0:9] + allAttrs = [ + ...indices.map(n => `item_${n}_check`), + ...indices.map(n => `item_${n}_desc`), + 'item_0_check_b', + 'item_0_check_c', + 'item_1_check_b' + ]; + getAttrs(allAttrs, v => { + let items = []; + if (v['item_0_desc']) { + items.push({ + check_1: v['item_0_check'] || '0', + name: v['item_0_desc'], + numboxes: '1' + }); + items.push({ + check_1: v['item_0_check_b'] || '0', + name: v['item_0_desc'], + numboxes: '1' + }); + items.push({ + check_1: v['item_0_check_c'] || '0', + name: v['item_0_desc'], + numboxes: '1' + }); + } + if (v['item_1_desc']) { + items.push({ + bold: 'on', + check_1: v['item_1_check'] || '0', + check_2: v['item_1_check_b'] || '0', + name: v['item_1_desc'], + numboxes: '2' + }); + } + ['2', '3', '5', '6'].forEach(index => { + if (v[`item_${index}_desc`]) { + items.push({ + bold: (['2', '3'].includes(index) ? 'on' : '0'), + check_1: v[`item_${index}_check`] || '0', + name: v[`item_${index}_desc`], + numboxes: '1' + }); + } }); - list.forEach(id => removeRepeatingRow(`repeating_faction_${id}`)); + ['4', '7', '8', '9'].forEach(index => { + if (v[`item_${index}_desc`]) { + items.push({ + bold: ((index === '4') ? 'on' : '0'), + check_1: v[`item_${index}_check`] || '0', + name: v[`item_${index}_desc`], + numboxes: '0' + }); + } + }); + items.forEach(obj => { + obj['boxes_chosen'] = 'on'; + }); + fillRepeatingSectionFromData('playbookitem', items, false, upgradeFunction); }); - }); - }; - // Upgrade to 0.9: Convert ability/friend/crewability/contact first row - if (v.version && v.version.split('.')[0] === '0' && parseInt(v.version.split('.')[1]) < 9) { - let attrs = ['ability1_check', 'ability1_name', 'ability1_description', - 'friend1_status', 'friend1_name', - 'crew_ability1_check', 'crew_ability1_name', 'crew_ability1_description', - 'contact1_check', 'contact1_name' - ]; - getAttrs(attrs, function (attrValues) { - fillRepeatingSectionFromData('ability', [{ - check: attrValues.ability1_check, - description: attrValues.ability1_description, - name: attrValues.ability1_name - }]); - fillRepeatingSectionFromData('friend', [{ - name: attrValues.friend1_name, - status: attrValues.friend1_status - }]); - fillRepeatingSectionFromData('crewability', [{ - check: attrValues.crew_ability1_check, - description: attrValues.crew_ability1_description, - name: attrValues.crew_ability1_name - }]); - fillRepeatingSectionFromData('contact', [{ - check: attrValues.contact1_check, - name: attrValues.contact1_name - }]); - }); - }; - // Upgrade to 1.0: Make sure that resistance values are calculated correctly. - if (v.version && parseInt(v.version.split('.')[0]) < 1) { - Object.keys(actionData).forEach(calculateResistance); - calculateVice(); + getSectionIDs('repeating_item', idArray => { + let allAttrs = [ + ...idArray.map(id => `repeating_item_${id}_desc`), + ...idArray.map(id => `repeating_item_${id}_check`), + ...idArray.map(id => `repeating_item_${id}_check_b`) + ]; + getAttrs(allAttrs, v => { + let setting = {}; + idArray.forEach(id => { + setting[`repeating_item_${id}_boxes_chosen`] = 'on'; + setting[`repeating_item_${id}_numboxes`] = '2'; + setting[`repeating_item_${id}_name`] = v[`repeating_item_${id}_desc`] || ''; + setting[`repeating_item_${id}_check_1`] = v[`repeating_item_${id}_check`] || '0'; + setting[`repeating_item_${id}_check_2`] = v[`repeating_item_${id}_check_b`] || '0'; + }); + setAttrs(setting, {}, upgradeFunction); + console.log('Updating to 1.4'); + }); + }); + } + // Upgrade to 1.5: Convert items + else if (versionMajor === 1 && versionMinor < 5) { + let indices = [...Array(25).keys()].slice(10), + allAttrs = [ + ...indices.map(n => `item_${n}_check`), + ...indices.map(n => `item_${n}_desc`), + 'item_14_check_b', + 'item_16_check_b', + 'item_16_check_c', + 'item_16_check_d', + 'item_16_check_e', + 'item_18_check_b', + 'item_22_check_b' + ]; + getAttrs(allAttrs, v => { + let items = [{ + check_1: (v['item_10_check'] || '0'), + name: (v['item_10_desc'] || 'A Blade or Two'), + numboxes: '1' + }, + { + check_1: (v['item_11_check'] || '0'), + name: (v['item_11_desc'] || 'Throwing Knives'), + numboxes: '1' + }, + { + check_1: (v['item_12_check'] || '0'), + name: (v['item_12_desc'] || 'A Pistol'), + numboxes: '1', + short: 'on' + }, + { + check_1: (v['item_13_check'] || '0'), + name: (v['item_13_desc'] || 'A 2nd Pistol'), + numboxes: '1', + short: 'on' + }, + { + check_1: (v['item_14_check'] || '0'), + check_2: (v['item_14_check_b'] || '0'), + name: (v['item_14_desc'] || 'A Large Weapon'), + numboxes: '2' + }, + { + check_1: (v['item_15_check'] || '0'), + name: (v['item_15_desc'] || 'An Unusual Weapon'), + numboxes: '1' + }, + { + check_1: (v['item_16_check'] || '0'), + check_2: (v['item_16_check_b'] || '0'), + name: (v['item_16_desc'] || 'Armor'), + numboxes: '2', + short: 'on' + }, + { + check_1: (v['item_16_check_c'] || '0'), + check_2: (v['item_16_check_d'] || '0'), + check_3: (v['item_16_check_e'] || '0'), + name: (v['item_16_desc_b'] || '+Heavy'), + numboxes: '3', + short: 'on' + }, + { + check_1: (v['item_17_check'] || '0'), + name: (v['item_17_desc'] || 'Burglary Gear'), + numboxes: '1' + }, + { + check_1: (v['item_18_check'] || '0'), + name: (v['item_18_desc'] || 'Climbing Gear'), + numboxes: '2' + }, + { + check_1: (v['item_19_check'] || '0'), + name: (v['item_19_desc'] || 'Arcane Implements'), + numboxes: '1' + }, + { + check_1: (v['item_20_check'] || '0'), + name: (v['item_20_desc'] || 'Documents'), + numboxes: '1' + }, + { + check_1: (v['item_21_check'] || '0'), + name: (v['item_21_desc'] || 'Subterfuge Supplies'), + numboxes: '1' + }, + { + check_1: (v['item_22_check'] || '0'), + check_2: (v['item_22_check_b'] || '0'), + name: (v['item_22_desc'] || 'Demolition Tools'), + numboxes: '2' + }, + { + check_1: (v['item_23_check'] || '0'), + name: (v['item_23_desc'] || 'Tinkering Tools'), + numboxes: '1' + }, + { + check_1: (v['item_24_check'] || '0'), + name: (v['item_24_desc'] || 'Lantern'), + numboxes: '1' + } + ]; + items.forEach(obj => { + obj['boxes_chosen'] = 'on'; + }); + fillRepeatingSectionFromData('item', items, false, () => upgradeSheet('1.5')); + console.log('Updating to 1.5'); + }); + } + // Upgrade to 1.6: Set defaults, convert upgrade names + else if (versionMajor === 1 && versionMinor < 6) { + let upgradeFunction = _.after(3, () => upgradeSheet('1.6')), + upgradeNums = [...Array(25).keys()].slice(1).filter(x => x !== 19), + upgradeAttrs = [ + ...upgradeNums.map(x => `upgrade_${x}_desc`), + ...upgradeNums.map(x => `upgrade_${x}_check`), + 'upgrade_1_check_b', + 'upgrade_1_check_c', + 'upgrade_2_tall', + 'upgrade_3_tall', + 'upgrade_6_check_b', + 'upgrade_8_check_b', + 'upgrade_14_check_b', + 'upgrade_16_check_b', + 'upgrade_24_check_b', + 'upgrade_24_check_c', + 'upgrade_24_check_d', + ...Object.keys(defaultValues) + ]; + getAttrs(upgradeAttrs, v => { + // Repeating / specific upgrades + let upgrades = [{ + check_1: v['upgrade_1_check'] || '0', + check_2: v['upgrade_1_check_b'] || '0', + check_3: v['upgrade_1_check_c'] || '0', + name: v['upgrade_1_desc'] || '', + numboxes: '3' + }, { + check_1: v['upgrade_2_check'] || '0', + name: v['upgrade_2_desc'] || '', + numboxes: '1', + tall: v['upgrade_2_tall'] || '0' + }, { + check_1: v['upgrade_3_check'] || '0', + name: v['upgrade_3_desc'] || '', + numboxes: '1', + tall: v['upgrade_3_tall'] || '0' + }, { + check_1: v['upgrade_4_check'] || '0', + name: v['upgrade_4_desc'] || '', + numboxes: '1' + }, { + check_1: v['upgrade_5_check'] || '0', + name: v['upgrade_5_desc'] || '', + numboxes: '1' + }]; + upgrades.forEach(obj => { + obj['boxes_chosen'] = 'on'; + }); + getSectionIDs('upgrade', idList => { + let allAttrs = [ + ...idList.map(x => `repeating_upgrade_${x}_desc`), + ...idList.map(x => `repeating_upgrade_${x}_check`), + ...idList.map(x => `repeating_upgrade_${x}_check_b`) + ]; + getAttrs(allAttrs, v => { + let setting = {}; + idList.forEach(id => { + setting[`repeating_upgrade_${id}_name`] = v[`repeating_upgrade_${id}_desc`] || ''; + setting[`repeating_upgrade_${id}_check_1`] = v[`repeating_upgrade_${id}_check`] || ''; + setting[`repeating_upgrade_${id}_check_2`] = v[`repeating_upgrade_${id}_check_b`] || ''; + setting[`repeating_upgrade_${id}_numboxes`] = '2'; + setting[`repeating_upgrade_${id}_boxes_chosen`] = 'on'; + }); + setAttrs(setting, {}, upgradeFunction); + fillRepeatingSectionFromData('upgrade', upgrades, false, upgradeFunction); + }); + }); + // Common upgrades + let setting = {}; + upgradeNums.slice(5).forEach(index => { + setting[`upgrade_${index}_name`] = v[`upgrade_${index}_desc`] || ''; + setting[`upgrade_${index}_check_1`] = v[`upgrade_${index}_check`] || '0'; + }); + setting[`upgrade_6_check_2`] = v[`upgrade_6_check_b`] || '0'; + setting[`upgrade_8_check_2`] = v[`upgrade_8_check_b`] || '0'; + setting[`upgrade_14_check_2`] = v[`upgrade_14_check_b`] || '0'; + setting[`upgrade_16_check_2`] = v[`upgrade_16_check_b`] || '0'; + setting[`upgrade_24_check_2`] = v[`upgrade_24_check_b`] || '0'; + setting[`upgrade_24_check_3`] = v[`upgrade_24_check_c`] || '0'; + setting[`upgrade_24_check_4`] = v[`upgrade_24_check_d`] || '0'; + Object.keys(defaultValues).forEach(k => { + setting[k] = v[k] || setting[k] || defaultValues[k]; + }); + setAttrs(setting, {}, upgradeFunction); + console.log('Updating to 1.6'); + }); + } }; + upgradeSheet(v.version); // Set version number setAttrs({ - version: '1.1', - character_sheet: 'Blades in the Dark v1.1' + version: '1.8', + character_sheet: 'Blades in the Dark v1.8' }); }); }); diff --git a/Blades in the Dark/Source/title.html b/Blades in the Dark/Source/title.html index 28cadd449609..654acb2cd752 100644 --- a/Blades in the Dark/Source/title.html +++ b/Blades in the Dark/Source/title.html @@ -3,12 +3,14 @@
    -
    Version
    +
    Version
    - + Character Mode + Crew Mode + Faction Mode
    y @@ -18,29 +20,30 @@
    - Add abilities + Add abilities - Add friends/contacts + Add friends/contacts
    @@ -56,127 +59,95 @@ - Number of stress boxes + Number of stress boxes
    - Show an extra trauma box + Show an extra trauma box
    - Show an extra xp condition + Show an extra xp condition
    - Extra xp boxes for vampires + Extra xp boxes for vampires
    - Show vampire strictures + Show vampire strictures
    - Show frame section (for hulls) + Show frame section (for hulls)
    - - - Show deity fields for crew -
    -
    - - - Show playbook item 0 -
    -
    - - - Show playbook item 1 -
    -
    - - - Show playbook item 2 -
    -
    - + - Show playbook item 3 + Item/upgrade descriptions
    - - - Show playbook item 4 -
    -
    - - - Show playbook item 5 -
    -
    - - - Show playbook item 6 -
    -
    - - - Show playbook item 7 -
    -
    - + - Show playbook item 8 + Show deity fields for crew
    - + - Show playbook item 9 + Show origin field for crew
    - + - Label to use for stress + Label to use for stress
    - + - Label to use for trauma + Label to use for trauma
    - Traumata + Traumata
    - Vice + Vice
    - Load: + Load: - light + light - normal + normal - heavy + heavy
    - Flexible character sheet width (adapts to container) + Flexible character sheet width (adapts to container)
    + + + + + + + +
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b/Blades in the Dark/blades.html index b1591a0cec29..34b7d794546f 100644 --- a/Blades in the Dark/blades.html +++ b/Blades in the Dark/blades.html @@ -1,5 +1,5 @@ -
    Version
    y
    Add abilitiesAdd friends/contacts
    Number of stress boxes
    Show an extra trauma box
    Show an extra xp condition
    Extra xp boxes for vampires
    Show vampire strictures
    Show frame section (for hulls)
    Show deity fields for crew
    Show playbook item 0
    Show playbook item 1
    Show playbook item 2
    Show playbook item 3
    Show playbook item 4
    Show playbook item 5
    Show playbook item 6
    Show playbook item 7
    Show playbook item 8
    Show playbook item 9
    Label to use for stress
    Label to use for trauma
    Traumata
    Vice
    Load: light normal heavy
    Flexible character sheet width (adapts to container)
    You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
    Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
    Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
    ColdHauntedObsessedParanoid
    RecklessSoftUnstableVicious
    ChaoticDestructiveFurious
    ObsessiveTerritorialSavage
    ClankingLeakingFixated
    SmokingSparkingUnstable
    Harm
    3
    Need Help
    2
    -1D
    1
    Less Effect
    Recovery Get treatment in downtime to activate your healing project clock â–º
    Progress01234
    Armor
    +Heavy
    Special
    Coin
    Stash



    Special Abilities
    Mark XP:
    Playbook Advancement
    • Every time you roll a desperate action, mark xp in that action's attribute.
    • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
    Teamwork
    Assist a teammate
    Lead a group action
    Protect a teammate
    Set up a teammate
    Gather Information
    • What's really going on here?
    Strictures
    When you gain a new vampire trait (except veteran), add a stricture.
    Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
    Forbidden: You cannot enter a private residence without permission from the owner.
    Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
    Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
    Bound: Your spirit must remain in this body, or be destroyed.
    Load
    Light
    Normal
    Heavy
    Items(italics don't count for load)
    Alchemicals
    Bandolier
    Bandolier
    When you use a bandolier slot, choose an alchemical:
    • Alcahest
    • Binding Oil
    • Drift Oil
    • Drown Powder
    • Eyeblind Poison
    • Fire Oil
    • Grenade
    • Quicksilver
    • Skullfire Poison
    • Smoke Bomb
    • Spark (drug)
    • Standstill Poison
    • Trance Powder
    Planning & Load
    Choose a plan, provide the detail.
    Choose your load limit for the operation.
    Assault: Point of attack
    Occult: Arcane power
    Deception: Method
    Social: Connection
    Stealth: Entry point
    Transport: Route
    Bonus Die
    +
    Push yourself
    (take 2 ) - or - accept a Devil's Bargain
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Crew sheet
    Rep
    Turf
    Hold
    Weak
    Strong
    Lair
    Heat
    Coin
    Vaults
    Upon crew advance, each PC gets +1 Stash (+2 per Tier)
    Special Abilities
    Mark XP:
    Crew Advancement
    • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
    • Contend with challenges above your current station.
    • Bolster your crew's reputation or develop a new one.
    • Express the goals, drives, inner conflict, or essential nature of the crew.
    Crew Upgrades
    Lair
    Quality
    Training
    Cohorts
    Upgrade Costs
    New Cohort: 2
    Add Type: 2
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Gang
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Generate Factions
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    War
    • When you're at war with any number of factions (status -3), the following penalties apply:
    • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
    • PCs get only one free downtime action instead of two.
    • Take +1 heat from each score.
    • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
    -
    {{charname}}
    {{subtitle}}
    [{{rolltypetext}}]({{rolltypeimage}})
    {{#rollGreater() roll1 0}}{{roll1}}, {{/rollGreater() roll1 0}}{{#rollGreater() roll2 0}}{{roll2}}, {{/rollGreater() roll2 0}}{{#rollGreater() roll3 0}}{{roll3}}, {{/rollGreater() roll3 0}}{{#rollGreater() roll4 0}}{{roll4}}, {{/rollGreater() roll4 0}}{{#rollGreater() roll5 0}}{{roll5}}, {{/rollGreater() roll5 0}}{{#rollGreater() bonusdice 0}}{{bonus1}}, {{/rollGreater() bonusdice 0}}{{#rollGreater() bonusdice 1}}{{bonus2}}, {{/rollGreater() bonusdice 1}}{{#rollGreater() bonusdice 2}}{{bonus3}}, {{/rollGreater() bonusdice 2}}{{#rollGreater() bonusdice 3}}{{bonus4}}, {{/rollGreater() bonusdice 3}}{{#rollGreater() bonusdice 4}}{{bonus5}}, {{/rollGreater() bonusdice 4}}{{#rollGreater() bonusdice 5}}{{bonus6}}, {{/rollGreater() bonusdice 5}}{{#rollGreater() zerodice 0}}
    {{zerodice}}
    Zero Dice - take the lowest result above
    {{/rollGreater() zerodice 0}}
    {{#position}}
    {{position}}
    {{/position}}{{#effect}}
    {{effect}}
    {{/effect}}{{#resist}}{{^short}}
    Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
    {{/short}}{{/resist}}{{#vice}}{{^short}}
    Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
    {{/short}}{{/vice}}{{#notes}}
    {{notes}}
    {{/notes}}
    +
    Version
    Character ModeCrew ModeFaction Mode
    y
    Add abilitiesAdd friends/contacts
    Number of stress boxes
    Show an extra trauma box
    Show an extra xp condition
    Extra xp boxes for vampires
    Show vampire strictures
    Show frame section (for hulls)
    Item/upgrade descriptions
    Show deity fields for crew
    Show origin field for crew
    Label to use for stress
    Label to use for trauma
    Traumata
    Vice
    Load: light normal heavy
    Flexible character sheet width (adapts to container)
    You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
    Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
    Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
    ColdHauntedObsessedParanoid
    RecklessSoftUnstableVicious
    ChaoticDestructiveFurious
    ObsessiveTerritorialSavage
    ClankingLeakingFixated
    SmokingSparkingUnstable
    Harm
    3
    Need Help
    2
    -1D
    1
    Less Effect
    Recovery Get treatment in downtime to activate your healing project clock â–º
    Progress01234
    Armor
    +Heavy
    Special
    Coin
    Stash



    Special Abilities
    Mark XP:
    Playbook Advancement
    • Every time you roll a desperate action, mark xp in that action's attribute.
    • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
    Teamwork
    Assist a teammate
    Lead a group action
    Protect a teammate
    Set up a teammate
    Gather Information
    • What's really going on here?
    Strictures
    When you gain a new vampire trait (except veteran), add a stricture.
    Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
    Forbidden: You cannot enter a private residence without permission from the owner.
    Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
    Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
    Bound: Your spirit must remain in this body, or be destroyed.
    Load
    Light
    Normal
    Heavy
    Items(italics don't count for load)
    How much load?
    boldOK
    How much load?
    shortOK
    Alchemicals
    Bandolier
    Bandolier
    When you use a bandolier slot, choose an alchemical:
    • Alcahest
    • Binding Oil
    • Drift Oil
    • Drown Powder
    • Eyeblind Poison
    • Fire Oil
    • Grenade
    • Quicksilver
    • Skullfire Poison
    • Smoke Bomb
    • Spark (drug)
    • Standstill Poison
    • Trance Powder
    Planning & Load
    Choose a plan, provide the detail.
    Choose your load limit for the operation.
    Assault: Point of attack
    Occult: Arcane power
    Deception: Method
    Social: Connection
    Stealth: Entry point
    Transport: Route
    Bonus Die
    +
    Push yourself
    (take 2 ) - or - accept a Devil's Bargain
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Crew sheet
    Rep
    Turf
    Hold
    Weak
    Strong
    Lair
    Heat
    Coin
    Vaults
    Upon crew advance, each PC gets +1 Stash (+2 per Tier)
    Special Abilities
    Mark XP:
    Crew Advancement
    • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
    • Contend with challenges above your current station.
    • Bolster your crew's reputation or develop a new one.
    • Express the goals, drives, inner conflict, or essential nature of the crew.
    Crew Upgrades
    How many boxes?
    tallOK
    Lair
    Quality
    Training
    Cohorts
    Upgrade Costs
    New Cohort: 2
    Add Type: 2
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Gang
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Generate Factions
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    War
    • When you're at war with any number of factions (status -3), the following penalties apply:
    • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
    • PCs get only one free downtime action instead of two.
    • Take +1 heat from each score.
    • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
    +
    {{charname}}
    {{subtitle}}
    {{#title-text}}{{title}}{{/title-text}}{{^title-text}}{{#rolltypetext}}[{{rolltypetext}}]({{rolltypeimage}}){{/rolltypetext}}{{#title-insight}}{{/title-insight}}{{#title-prowess}}{{/title-prowess}}{{#title-resolve}}{{/title-resolve}}{{#title-hunt}}{{/title-hunt}}{{#title-study}}{{/title-study}}{{#title-survey}}{{/title-survey}}{{#title-tinker}}{{/title-tinker}}{{#title-finesse}}{{/title-finesse}}{{#title-prowl}}{{/title-prowl}}{{#title-skirmish}}{{/title-skirmish}}{{#title-wreck}}{{/title-wreck}}{{#title-attune}}{{/title-attune}}{{#title-command}}{{/title-command}}{{#title-consort}}{{/title-consort}}{{#title-sway}}{{/title-sway}}{{#title-fortune}}{{/title-fortune}}{{#title-vice}}{{/title-vice}}{{#title-crew_tier}}{{/title-crew_tier}}{{#title-entanglement}}{{/title-entanglement}}{{#title-cohort_quality}}{{/title-cohort_quality}}{{/title-text}}
    {{#rollGreater() roll1 0}}{{roll1}}, {{/rollGreater() roll1 0}}{{#rollGreater() roll2 0}}{{roll2}}, {{/rollGreater() roll2 0}}{{#rollGreater() roll3 0}}{{roll3}}, {{/rollGreater() roll3 0}}{{#rollGreater() roll4 0}}{{roll4}}, {{/rollGreater() roll4 0}}{{#rollGreater() roll5 0}}{{roll5}}, {{/rollGreater() roll5 0}}{{#rollGreater() bonusdice 0}}{{bonus1}}, {{/rollGreater() bonusdice 0}}{{#rollGreater() bonusdice 1}}{{bonus2}}, {{/rollGreater() bonusdice 1}}{{#rollGreater() bonusdice 2}}{{bonus3}}, {{/rollGreater() bonusdice 2}}{{#rollGreater() bonusdice 3}}{{bonus4}}, {{/rollGreater() bonusdice 3}}{{#rollGreater() bonusdice 4}}{{bonus5}}, {{/rollGreater() bonusdice 4}}{{#rollGreater() bonusdice 5}}{{bonus6}}, {{/rollGreater() bonusdice 5}}{{#rollGreater() zerodice 0}}
    {{zerodice}}
    Zero Dice - take the lowest result above
    {{/rollGreater() zerodice 0}}
    {{#position}}
    {{position}}
    {{/position}}{{#effect}}
    {{effect}}
    {{/effect}}{{#resist}}{{^short}}
    Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
    {{/short}}{{/resist}}{{#vice}}{{^short}}
    Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
    {{/short}}{{/vice}}{{#notes}}
    {{notes}}
    {{/notes}}
    diff --git a/Blades in the Dark/translation.json b/Blades in the Dark/translation.json new file mode 100644 index 000000000000..814688aff95d --- /dev/null +++ b/Blades in the Dark/translation.json @@ -0,0 +1,968 @@ +{ + "+heavy": "+Heavy", + "12segment": "12-segment", + "4segment": "4-segment", + "6segment": "6-segment", + "8segment": "8-segment", + "Heavy": "Heavy", + "Light": "Light", + "Normal": "Normal", + "a_2nd_pistol": "A 2nd Pistol", + "a_blade_or_two": "A Blade or Two", + "a_large_weapon": "A Large Weapon", + "a_pistol": "A Pistol", + "a_teammate": " a teammate", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_friends_contacts": "Add friends/contacts", + "add_type": "Add Type: 2", + "adepts": "Adepts", + "alcahest": "Alcahest", + "alchemicals": "Alchemicals", + "alias": "Alias", + "an_unusual_weapon": "An Unusual weapon", + "an_upgrade": "An upgrade", + "arcane_implements": "Arcane Implements", + "armor": "Armor", + "assassins": "Assassins", + "assault:": "Assault:", + "assist": "Assist", + "attune": "Attune", + "background": "Background", + "bandolier": "Bandolier", + "bestial:": "Bestial: ", + "binding_oil": "Binding Oil", + "boat": "Boat", + "boat_carriage_other": "Boat - Carriage - Other", + "bold": "bold", + "bolster": "Bolster your crew's reputation or develop a new one.", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "bound:": "Bound: ", + "bravos": "Bravos", + "broken": "Broken", + "burglary_gear": "Burglary Gear", + "carriage": "Carriage", + "chaotic": "Chaotic", + "character_mode": "Character Mode", + "claim_above_the_law": "Above\nthe Law", + "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar": "Ancient Altar", + "claim_ancient_altar_description": "+1d engagement\nfor occult plans", + "claim_ancient_gate": "Ancient Gate", + "claim_ancient_gate_description": "Safe passage in\nthe Deathlands", + "claim_ancient_obelisk": "Ancient Obelisk", + "claim_ancient_obelisk_description": "-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower": "Ancient\nTower", + "claim_ancient_tower_description": "+1d to Consort\nw/ arcane entities\non site", + "claim_barracks": "Barracks", + "claim_barracks_description": "+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates": "Bluecoat\nConfederates", + "claim_bluecoat_confederates_description": "+1d engagement\nfor assault plans", + "claim_bluecoat_confidants": "Bluecoat\nConfidants", + "claim_bluecoat_confidants_description": "-2 heat per score", + "claim_bluecoat_intimidation": "Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description": "-2 heat per score", + "claim_catacombs": "\nCatacombs", + "claim_catacombs_description": "+1d to Study or\nTinker on site", + "claim_city_records": "City Records", + "claim_city_records_description": "+1d engagement\nfor stealth plans", + "claim_cloister": "Cloister", + "claim_cloister_description": "+1 scale for your\nAdepts cohorts", + "claim_cover_identities": "Cover Identities", + "claim_cover_identities_description": "+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation": "Cover\nOperation", + "claim_cover_operation_description": "-2 heat per score", + "claim_covert_drops": "Covert Drops", + "claim_covert_drops_description": "+2 coin for espionage\nor sabotage", + "claim_defiant_citizens": "Defiant\nCitizens", + "claim_defiant_citizens_description": "Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law", + "claim_drug_den": "Drug Den", + "claim_drug_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy": "Envoy", + "claim_envoy_description": "+2 coin for high-\nclass targets", + "claim_fierce_allies": "\nFierce Allies", + "claim_fierce_allies_description": "All your experts\nare loyal", + "claim_fighting_pits": "Fighting Pits", + "claim_fighting_pits_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer": "Fixer", + "claim_fixer_description": "+2 coin for lower-\nclass targets", + "claim_fleet": "Fleet", + "claim_fleet_description": "Your cohorts have\ntheir own vehicles", + "claim_foreign_market": "Foreign Market", + "claim_foreign_market_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den": "Gambling Den", + "claim_gambling_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm": "Hagfish Farm", + "claim_hagfish_farm_description": "Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths": "\nHidden Paths", + "claim_hidden_paths_description": "+1d to Prowl back\nto your lair", + "claim_infirmary": "Infirmary", + "claim_infirmary_description": "+1d to healing\nrolls", + "claim_informants": "Informants", + "claim_informants_description": "+1d gather info\nfor scores", + "claim_interrogation_chamber": "Interrogation\nChamber", + "claim_interrogation_chamber_description": "+1d to Command\nand Sway on site", + "claim_local_graft": "Local Graft", + "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes": "\nLocal Heroes", + "claim_local_heroes_description": "+1d to indulge\nvice", + "claim_lookouts": "Lookouts", + "claim_lookouts_description": "+1d to Survey or\nHunt on your turf", + "claim_loyal_fence": "Loyal Fence", + "claim_loyal_fence_description": "+2 coin for burglary\nor robbery", + "claim_luxury_fence": "Luxury Fence", + "claim_luxury_fence_description": "+2 coin for high-\nclass targets", + "claim_luxury_venue": "Luxury Venue", + "claim_luxury_venue_description": "+1d to Consort\nand Sway on site", + "claim_offertory": "Offertory", + "claim_offertory_description": "+2 coin for occult\noperations", + "claim_personal_clothier": "Personal\nClothier", + "claim_personal_clothier_description": "+1d engagement\nroll for social plans", + "claim_protection_racket": "Protection\nRacket", + "claim_protection_racket_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity": "\nPublicity", + "claim_publicity_description": "+2 rep on\ntakedown scores", + "claim_sacred_nexus": "Sacred Nexus", + "claim_sacred_nexus_description": "+1d to healing\nrolls", + "claim_sanctuary": "Sanctuary", + "claim_sanctuary_description": "+1d to Command\nand Sway on site", + "claim_secret_pathways": "Secret\nPathways", + "claim_secret_pathways_description": "+1d engagement\nfor stealth plans", + "claim_secret_routes": "Secret Routes", + "claim_secret_routes_description": "+1d engagement\nfor transport plans", + "claim_side_business": "Side Business", + "claim_side_business_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well": "Spirit Well", + "claim_spirit_well_description": "+1d to Attune\non site", + "claim_street_fence": "Street Fence", + "claim_street_fence_description": "+2 coin for lower-\nclass targets", + "claim_surplus_caches": "Surplus Caches", + "claim_surplus_caches_description": "+2 coin for product\nsale or supply", + "claim_tavern": "Tavern", + "claim_tavern_description": "+1d to Consort\nand Sway on site", + "claim_terrorized_citizens": "Terrorized\nCitizens", + "claim_terrorized_citizens_description": "+2 coin for battle\nor extortion", + "claim_the_hookup": "The Hookup", + "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets", + "claim_training_rooms": "Training\nRooms", + "claim_training_rooms_description": "+1 scale for your\nSkulks cohorts", + "claim_turf": "\nTurf", + "claim_vice_den": "Vice Den", + "claim_vice_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies": "Victim\nTrophies", + "claim_victim_trophies_description": "+1 rep per score", + "claim_warehouse": "Warehouse", + "claim_warehouse_description": "Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses": "Warehouses", + "claim_warehouses_description": "Stockpiles give you\n+1d to acquire\nassets", + "clanking": "Clanking", + "climbing_gear": "Climbing Gear", + "clock_name": "Clock Name", + "clocks": "Clocks", + "cohort": "Cohort", + "cohorts": "Cohorts", + "cohort_quality": "Cohort Quality", + "coin": "Coin", + "cold": "Cold", + "command": "Command", + "consort": "Consort", + "contact_name": "Contact name", + "contacts": "Contacts", + "crew": "Crew", + "crew_ability_accord": "Accord", + "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands": "All Hands", + "crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed": "Anointed", + "crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word": "As Good as Your Word", + "crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers": "Avengers", + "crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers": "Blood Brothers", + "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness": "Bound in Darkness", + "crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen": "Chosen", + "crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction": "Conviction", + "crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil": "Crow's Veil", + "crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous": "Dangerous", + "crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly": "Deadly", + "crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers": "Door Kickers", + "crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath": "Emberdeath", + "crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals": "Everyone Steals", + "crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors": "Favors", + "crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends": "Fiends", + "crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire": "Forged in the Fire", + "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes": "Ghost Echoes", + "crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market": "Ghost Market", + "crew_ability_ghost_market_description": "Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage": "Ghost Passage", + "crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate": "Glory Incarnate", + "crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society": "High Society", + "crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked": "Hooked", + "crew_ability_hooked_description": "Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through": "Just Passing Through", + "crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage": "Leverage", + "crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family": "Like Part of the Family", + "crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection": "Misdirection", + "crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass": "Moral Compass", + "crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces": "No Traces", + "crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats": "Pack Rats", + "crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron": "Patron", + "crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators": "Predators", + "crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers": "Reavers", + "crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades": "Renegades", + "crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots": "Roots", + "crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood": "Sealed in Blood", + "crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story": "Second Story", + "crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues": "Silver Tongues", + "crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery": "Slippery", + "crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized": "Synchronized", + "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff": "The Good Stuff", + "crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side": "Thorn in your Side", + "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation": "Uncanny Preparation", + "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers": "Vipers", + "crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs": "War Dogs", + "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry": "Zealotry", + "crew_ability_zealotry_description": "Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement": "Crew Advancement ", + "crew_assassins_contact_0": "Trev, a gang boss", + "crew_assassins_contact_1": "Lydra, a deal broker", + "crew_assassins_contact_2": "Irimina, a vicious noble", + "crew_assassins_contact_3": "Karlos, a bounty hunter", + "crew_assassins_contact_4": "Exeter, a spirit warden", + "crew_assassins_contact_5": "Sevoy, a merchant lord", + "crew_assassins_description": "Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description": "Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type": "Hunting Grounds:", + "crew_assassins_xp_condition": "Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0": "Meg, a pit-fighter", + "crew_bravos_contact_1": "Conway, a bluecoat", + "crew_bravos_contact_2": "Keller, a blacksmith", + "crew_bravos_contact_3": "Tomas, a physicker", + "crew_bravos_contact_4": "Walker, a ward boss", + "crew_bravos_contact_5": "Lutes, a tavern owner", + "crew_bravos_description": "Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description": "Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type": "Hunting Grounds:", + "crew_bravos_xp_condition": "Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0": "Gagan, an academic", + "crew_cult_contact_1": "Adikin, an occultist", + "crew_cult_contact_2": "Hutchins, an antiquarian", + "crew_cult_contact_3": "Moriya, a spirit trafficker", + "crew_cult_contact_4": "Mateas Kline, a noble", + "crew_cult_contact_5": "Bennett, an astronomer", + "crew_cult_description": "Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description": "Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type": "Sacred Sites:", + "crew_cult_xp_condition": "Advance the agenda of your deity or embody its precepts in action.", + "crew_description": "A short crew description", + "crew_hawkers_contact_0": "Rolan Wott, a magistrate", + "crew_hawkers_contact_1": "Laroze, a bluecoat", + "crew_hawkers_contact_2": "Lydra, a deal broker", + "crew_hawkers_contact_3": "Hoxley, a smuggler", + "crew_hawkers_contact_4": "Anya, a dilettante", + "crew_hawkers_contact_5": "Marlo, a gang boss", + "crew_hawkers_description": "Vice\nDealers", + "crew_hawkers_hunting_grounds_description": "Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type": "Sales Territory:", + "crew_hawkers_xp_condition": "Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode": "Crew Mode", + "crew_shadows_contact_0": "Dowler, an explorer", + "crew_shadows_contact_1": "Laroze, a bluecoat", + "crew_shadows_contact_2": "Amancio, a deal broker", + "crew_shadows_contact_3": "Fitz, a collector", + "crew_shadows_contact_4": "Adelaide Phroaig, a noble", + "crew_shadows_contact_5": "Rigney, a tavern owner", + "crew_shadows_description": "Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description": "Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type": "Hunting Grounds:", + "crew_shadows_xp_condition": "Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet": "Crew sheet", + "crew_smugglers_contact_0": "Elynn, a dock worker", + "crew_smugglers_contact_1": "Rolan, a drug dealer", + "crew_smugglers_contact_2": "Sera, an arms dealer", + "crew_smugglers_contact_3": "Nyelle, a spirit trafficker", + "crew_smugglers_contact_4": "Decker, an anarchist", + "crew_smugglers_contact_5": "Esme, a tavern owner", + "crew_smugglers_description": "Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description": "Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type": "Cargo Types:", + "crew_smugglers_xp_condition": "Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier": "Crew Tier", + "crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge": "Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging": "Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage": "Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed": "Composed (+1 stress box)", + "crew_upgrade_cult_rigging": "Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts": "Elite Adepts", + "crew_upgrade_elite_rooks": "Elite Rooks", + "crew_upgrade_elite_rovers": "Elite Rovers", + "crew_upgrade_elite_skulks": "Elite Skulks", + "crew_upgrade_elite_thugs": "Elite Thugs", + "crew_upgrade_hardened": "Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging": "Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained": "Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair": "Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology": "Spark-craft Technology", + "crew_upgrade_steady": "Steady (+1 stress box)", + "crew_upgrade_thief_rigging": "Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken": "Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys", + "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)", + "crew_upgrades": "Crew Upgrades", + "crew_vigilantes_contact_0": "Mara, a chief inspector", + "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2": "Soren, a restless ghost", + "crew_vigilantes_contact_3": "Poriso, famous opera singer", + "crew_vigilantes_contact_4": "Anis, a Spirit Warden", + "crew_vigilantes_contact_5": "Badger, a brilliant inventor", + "crew_vigilantes_description": "Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description": "Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type": "Protected Grounds:", + "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult": "Cult", + "cutter": "Cutter", + "deception:": "Deception:", + "deity": "Deity", + "deity_features": "Deity Features", + "demolition_tools": "Demolition Tools", + "description": "Description", + "destructive": "Destructive", + "devils_bargain": "Devil's Bargain", + "documents": "Documents", + "drain": "Drain", + "drift_oil": "Drift Oil", + "drown_powder": "Drown Powder", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite": "Elite", + "entanglement": "Entanglement", + "expert": "Expert", + "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes": "Extra xp boxes for vampires", + "eyeblind_poison": "Eyeblind Poison", + "faction_barrowcleft": "Barrowcleft", + "faction_bluecoats": "Bluecoats", + "faction_brightstone": "Brightstone", + "faction_cabbies": "Cabbies", + "faction_charhollow": "Charhollow", + "faction_charterhall": "Charterhall", + "faction_city_council": "City Council", + "faction_coalridge": "Coalridge", + "faction_crow's_foot": "Crow's Foot", + "faction_cyphers": "Cyphers", + "faction_dagger_isles_consulate": "Dagger Isles Consulate", + "faction_deathlands_scavengers": "Deathlands Scavengers", + "faction_dockers": "Dockers", + "faction_dunslough": "Dunslough", + "faction_gondoliers": "Gondoliers", + "faction_imperial_military": "Imperial Military", + "faction_ink_rakes": "Ink Rakes", + "faction_inspectors": "Inspectors", + "faction_ironhook_prison": "Ironhook Prison", + "faction_iruvian_consulate": "Iruvian Consulate", + "faction_laborers": "Laborers", + "faction_leviathan_hunters": "Leviathan Hunters", + "faction_lord_scurlock": "Lord Scurlock", + "faction_ministry_of_preservation": "Ministry of Preservation", + "faction_mode": "Faction Mode", + "faction_nightmarket": "Nightmarket", + "faction_notes": "Faction notes", + "faction_rail_jacks": "Rail Jacks", + "faction_sailors": "Sailors", + "faction_servants": "Servants", + "faction_severosi_consulate": "Severosi Consulate", + "faction_silkshore": "Silkshore", + "faction_six_towers": "Six Towers", + "faction_skovlan_consulate": "Skovlan Consulate", + "faction_skovlander_refugees": "Skovlander Refugees", + "faction_sparkwrights": "Sparkwrights", + "faction_spirit_wardens": "Spirit Wardens", + "faction_the_billhooks": "The Billhooks", + "faction_the_brigade": "The Brigade", + "faction_the_church_of_ecstasy": "The Church of Ecstasy", + "faction_the_circle_of_flame": "The Circle of Flame", + "faction_the_crows": "The Crows", + "faction_the_dimmer_sisters": "The Dimmer Sisters", + "faction_the_docks": "The Docks", + "faction_the_foghounds": "The Foghounds", + "faction_the_forgotten_gods": "The Forgotten Gods", + "faction_the_foundation": "The Foundation", + "faction_the_gray_cloaks": "The Gray Cloaks", + "faction_the_grinders": "The Grinders", + "faction_the_hive": "The Hive", + "faction_the_horde": "The Horde", + "faction_the_lampblacks": "The Lampblacks", + "faction_the_lost": "The Lost", + "faction_the_path_of_echoes": "The Path of Echoes", + "faction_the_reconciled": "The Reconciled", + "faction_the_red_sashes": "The Red Sashes", + "faction_the_silver_nails": "The Silver Nails", + "faction_the_unseen": "The Unseen", + "faction_the_weeping_lady": "The Weeping Lady", + "faction_the_wraiths": "The Wraiths", + "faction_ulf_ironborn": "Ulf Ironborn", + "faction_whitecrown": "Whitecrown", + "factions1": "Underworld", + "factions2": "Institutions", + "factions3": "Labor & Trade", + "factions4": "The Fringe", + "factions5": "Citizenry", + "factions_title": "Factions of Doskvol", + "finesse": "Finesse", + "fire_oil": "Fire Oil", + "fixated": "Fixated", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "forbidden:": "Forbidden: ", + "fortune": "Fortune", + "frame": "Frame", + "frame_description": "Frame description", + "frame_feature": "Frame feature", + "friend_name": "Friend name", + "friends": "Friends", + "functions": "Functions", + "functions_placeholder": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious": "Furious", + "gang": "Gang", + "gang_type": "Thugs", + "gather_information": "Gather Information", + "gatherinfo_are_they_telling": "Are they telling the truth?", + "gatherinfo_how_can_I_blend": "How can I blend in here?", + "gatherinfo_how_can_I_discover": "How can I discover [X]?", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_how_can_I_hurt": "How can I hurt them?", + "gatherinfo_reveal": "How can I reveal [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_can_I_tinker": "What can I tinker with here?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_do_they_really": "What do they really care about?", + "gatherinfo_what_do_they_want": "What do they want most?", + "gatherinfo_what_drives_them": "What drives them to do this?", + "gatherinfo_what_echoes": "What echoes in the ghost field?", + "gatherinfo_what_is_arcane": "What is arcane or weird here?", + "gatherinfo_what_is_hidden": "What is hidden or lost here?", + "gatherinfo_what_might_happen": "What might happen if I [X]?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_whats_the_best_way": "What's the best way in?", + "gatherinfo_where_can_I_hide": "Where can I hide here?", + "gatherinfo_where_did_x_go": "Where did [X] go?", + "gatherinfo_where_they_vulnerable": "Where are they vulnerable?", + "gatherinfo_wheres_the_leverage": "Where's the leverage here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "gatherinfo_whos_most_afraid": "Who's most afraid of me?", + "gatherinfo_whos_most_dangerous": "Who's most dangerous here?", + "gear": "Gear", + "generate_factions": "Generate Factions", + "ghost": "Ghost", + "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom": "Gloom", + "grenade": "Grenade", + "group_action": "group action", + "harm": "Harm", + "haunted": "Haunted", + "hawkers": "Hawkers", + "heat": "Heat", + "heavy": " heavy", + "heritage": "Heritage", + "hidden": "Hidden", + "hold": "Hold", + "hound": "Hound", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hull": "Hull", + "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt": "Hunt", + "hunting_grounds:": "Hunting Grounds:", + "hunting_grounds_description": "Robbery", + "impaired": "Impaired", + "implements": "Implements", + "indulge_vice": "Indulge Vice", + "insight": "Insight", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "lair": "Lair", + "lantern": "Lantern", + "lead_a": "Lead a ", + "leaking": "Leaking", + "leech": "Leech", + "less_effect": "Less Effect", + "light": " light", + "load": "load", + "load:": "Load: ", + "look": "Look", + "lurk": "Lurk", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "minus1d": "-1D", + "name": "Name", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": " normal", + "notes": "Notes", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "obsessive": "Obsessive", + "occult:": "Occult:", + "ok": "OK", + "origin": "Origin", + "paranoid": "Paranoid", + "personal": "Personal", + "plan_assault": " Point of attack", + "plan_deception": " Method", + "plan_occult": " Arcane power", + "plan_social": " Connection", + "plan_stealth": " Entry point", + "plan_transport": " Route", + "planning_load": "Planning & Load", + "planningdesc_1": "Choose a plan, provide the ", + "planningdesc_2": "detail", + "planningdesc_3": "Choose your ", + "planningdesc_4": " limit for the operation.", + "playbook": "playbook", + "playbook_ability_a_little_something_on_the_side": "A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo": "A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description": "You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist": "Alchemist", + "playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush": "Ambush", + "playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst": "Analyst", + "playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight": "Arcane Sight", + "playbook_ability_arcane_sight_description": "Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer": "Artificer", + "playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton": "Automaton", + "playbook_ability_automaton_description": "You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn": "Battleborn", + "playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard": "Bodyguard", + "playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating": "Calculating", + "playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger": "Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments": "Compartments", + "playbook_ability_compartments_description": "Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel": "Compel", + "playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected": "Connected", + "playbook_ability_connected_description": "During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent": "Dark Talent", + "playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate": "Dissipate", + "playbook_ability_dissipate_description": "You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors": "Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description": "You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise": "Expertise", + "playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused": "Focused", + "playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight": "Foresight", + "playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude": "Fortitude", + "playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade": "Frame Upgrade", + "playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice": "Functioning Vice", + "playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract": "Ghost Contract", + "playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter": "Ghost Fighter", + "playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form": "Ghost Form", + "playbook_ability_ghost_form_description": "You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter": "Ghost Hunter", + "playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind": "Ghost Mind", + "playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil": "Ghost Veil", + "playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice": "Ghost Voice", + "playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward": "Ghost Ward", + "playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator": "Infiltrator", + "playbook_ability_infiltrator_description": "You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface": "Interface", + "playbook_ability_interface_description": "You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will": "Iron Will", + "playbook_ability_iron_will_description": " You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird": "Jail Bird", + "playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader": "Leader", + "playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.", + "playbook_ability_manifest": "Manifest", + "playbook_ability_manifest_description": "Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism": "Mesmerism", + "playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule": "Mule", + "playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with": "Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist": "Occultist", + "playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge": "Overcharge", + "playbook_ability_overcharge_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker": "Physicker", + "playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist": "Poltergeist", + "playbook_ability_poltergeist_description": "Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess": "Possess", + "playbook_ability_possess_description": "You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes": "Reflexes", + "playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual": "Ritual", + "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit": "Rook's Gambit", + "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur": "Saboteur", + "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage": "Savage", + "playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout": "Scout", + "playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull": "Secondary Hull", + "playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow": "Shadow", + "playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter": "Sharpshooter", + "playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile": "Sinister Guile", + "playbook_ability_sinister_guile_description": "During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods": "Strange Methods", + "playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge": "Subterfuge", + "playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor": "Survivor", + "playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest": "Tempest", + "playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power": "Terrible Power", + "playbook_ability_terrible_power_description": "Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps": "The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails": "Tough as Nails", + "playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me": "Trust in Me", + "playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead": "Undead", + "playbook_ability_undead_description": "You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful": "Vengeful", + "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous": "Venomous", + "playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous": "Vigorous", + "playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded": "Warded", + "playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web": "Weaving the Web", + "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement": "Playbook Advancement ", + "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0": "Marlane, a pugilist", + "playbook_cutter_friend_1": "Chael, a vicious thug", + "playbook_cutter_friend_2": "Mercy, a cold killer", + "playbook_cutter_friend_3": "Grace, an extortionist", + "playbook_cutter_friend_4": "Sawtooth, a physicker", + "playbook_cutter_friends_title": "Dangerous Friends", + "playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.", + "playbook_description": "A short playbook description", + "playbook_ghost_description": "A spirit without a body", + "playbook_ghost_friends_title": "Enemies & Rivals", + "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2": "You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.", + "playbook_hound_description": "A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0": "Steiner, an assassin", + "playbook_hound_friend_1": "Celene, a sentinel", + "playbook_hound_friend_2": "Melvir, a physicker", + "playbook_hound_friend_3": "Veleris, a spy", + "playbook_hound_friend_4": "Casta, a bounty hunter", + "playbook_hound_friends_title": "Deadly Friends", + "playbook_hound_xp_condition": "You addressed a challenge with tracking or violence.", + "playbook_hull_description": "A spirit animating a clockwork frame", + "playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword": "A cane-sword", + "playbook_item_a_trained_hunting_pet": "A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes", + "playbook_item_blueprints": "Blueprints", + "playbook_item_concealed_palm_pistol": "Concealed palm pistol", + "playbook_item_dark-sight_goggles": "Dark-sight goggles", + "playbook_item_demonbane_charm": "Demonbane charm", + "playbook_item_electroplasm_vials": "Electroplasm vials", + "playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accoutrements", + "playbook_item_fine_cover_identity": "Fine cover identity", + "playbook_item_fine_disguise_kit": "Fine disguise kit", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_heavy_weapon": "Fine heavy weapon", + "playbook_item_fine_lightning_hook": "Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks": "Fine lockpicks", + "playbook_item_fine_long_rifle": "Fine long rifle", + "playbook_item_fine_pair_of_pistols": "Fine pair of pistols", + "playbook_item_fine_personal_weapon": "Fine personal weapon", + "playbook_item_fine_shadow_cloak": "Fine shadow cloak", + "playbook_item_fine_spirit_mask": "Fine spirit mask", + "playbook_item_fine_tinkering_tools": "Fine tinkering tools", + "playbook_item_fine_wrecker_tools": "Fine wrecker tools", + "playbook_item_gadget": "Gadget", + "playbook_item_ghost_key": "Ghost key", + "playbook_item_light_climbing_gear": "Light climbing gear", + "playbook_item_manacles_&_chain": "Manacles & chain", + "playbook_item_rage_essence_vial": "Rage essence vial", + "playbook_item_scary_weapon_or_tool": "Scary weapon or tool", + "playbook_item_silence_potion_vial": "Silence potion vial", + "playbook_item_spirit_bottles_(2)": "Spirit bottles (2)", + "playbook_item_spiritbane_charm": "Spiritbane charm", + "playbook_item_spyglass": "Spyglass", + "playbook_item_trance_powder": "Trance powder", + "playbook_item_vial_of_slumber_essence": "Vial of slumber essence", + "playbook_leech_description": "A Saboteur and\nTechnician", + "playbook_leech_friend_0": "Stazia, an apothecary", + "playbook_leech_friend_1": "Veldren, a psychonaut", + "playbook_leech_friend_2": "Eckerd, a corpse thief", + "playbook_leech_friend_3": "Jul, a blood dealer", + "playbook_leech_friend_4": "Malista, a priestess", + "playbook_leech_friends_title": "Clever Friends", + "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0": "Telda, a beggar", + "playbook_lurk_friend_1": "Darmot, a bluecoat", + "playbook_lurk_friend_2": "Frake, a locksmith", + "playbook_lurk_friend_3": "Roslyn Kellis, a noble", + "playbook_lurk_friend_4": "Petra, a city clerk", + "playbook_lurk_friends_title": "Shady Friends", + "playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.", + "playbook_slide_description": "A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0": "Bryl, a drug dealer", + "playbook_slide_friend_1": "Bazso Baz, a gang leader", + "playbook_slide_friend_2": "Klyra, a tavern owner", + "playbook_slide_friend_3": "Nyryx, a prostitute", + "playbook_slide_friend_4": "Harker, a jail-bird", + "playbook_slide_friends_title": "Sly Friends", + "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.", + "playbook_spider_description": "A Devious\nMastermind", + "playbook_spider_friend_0": "Salia, an information broker", + "playbook_spider_friend_1": "Augus, a master architect", + "playbook_spider_friend_2": "Jennah, a servant", + "playbook_spider_friend_3": "Riven, a chemist", + "playbook_spider_friend_4": "Jeren, a bluecoat archivist", + "playbook_spider_friends_title": "Shrewd Friends", + "playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description": "A spirit animating an undead body", + "playbook_vampire_friend_0": "Rutherford, a butler", + "playbook_vampire_friend_1": "Lylandra, a consort", + "playbook_vampire_friend_2": "Kira, a bodyguard", + "playbook_vampire_friend_3": "Otto, a coachman", + "playbook_vampire_friend_4": "Edrik, an envoy", + "playbook_vampire_friends_title": "Dark Servants", + "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description": "An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0": "Nyryx, a possessor ghost", + "playbook_whisper_friend_1": "Scurlock, a vampire", + "playbook_whisper_friend_2": "Setarra, a demon", + "playbook_whisper_friend_3": "Quellyn, a witch", + "playbook_whisper_friend_4": "Flint, a spirit trafficker", + "playbook_whisper_friends_title": "Strange Friends", + "playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.", + "position_query": "?{Position|Risky|Controlled|Desperate}", + "progress": "Progress", + "protect": "Protect", + "prowess": "Prowess", + "prowl": "Prowl", + "push_yourself": "Push yourself", + "push_yourself_desc1": " (take 2 ", + "push_yourself_desc2": ") - or - accept a ", + "quality": "Quality", + "quarters": "Quarters", + "quicksilver": "Quicksilver", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": " Get treatment in downtime to activate your healing project clock ►", + "rep": "Rep", + "repelled:": "Repelled: ", + "reputation": "Reputation", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with": "resists a consequence with", + "resolve": "Resolve", + "roll": "Roll", + "roll_fortune": "Roll Fortune", + "roll_their": "Roll their", + "rolls": "Rolls", + "savage": "Savage", + "secure": "Secure", + "set_up_a_teammate": "Set up", + "shadows": "Shadows", + "short": "short", + "show_deity_fields": "Show deity fields for crew", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_frame_section": "Show frame section (for hulls)", + "show_item_description": "Item/upgrade descriptions", + "show_origin_field": "Show origin field for crew", + "show_vampire_strictures": "Show vampire strictures", + "size": "Size", + "skirmish": "Skirmish", + "skullfire_poison": "Skullfire Poison", + "slide": "Slide", + "slumber:": "Slumber: ", + "smoke_bomb": "Smoke Bomb", + "smoking": "Smoking", + "smugglers": "Smugglers", + "social:": "Social:", + "soft": "Soft", + "spark_drug": "Spark (drug)", + "sparking": "Sparking", + "special": "Special", + "special_abilities": "Special Abilities", + "spider": "Spider", + "standstill_poison": "Standstill Poison", + "stash": "Stash", + "status": "Status", + "stealth:": "Stealth:", + "stress": "Stress", + "stress_label": "Label to use for stress", + "strictures": "Strictures", + "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound": "Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden": "You cannot enter a private residence without permission from the owner.", + "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.", + "strong": "Strong", + "study": "Study", + "subterfuge_supplies": "Subterfuge Supplies", + "supplies": "Supplies", + "survey": "Survey", + "sway": "Sway", + "tall": "tall", + "teamwork": "Teamwork", + "territorial": "Territorial", + "three_slot_upgrade": "Three-slot upgrade", + "throwing_knives": "Throwing Knives", + "thugs": "Thugs", + "tier": "Tier", + "tinker": "Tinker", + "tinkering_tools": "Tinkering Tools", + "tools": "Tools", + "training": "Training", + "trance_powder": "Trance Powder", + "transport:": "Transport:", + "trauma": "Trauma", + "trauma_label": "Label to use for trauma", + "traumata": "Traumata", + "turf": "Turf", + "unstable": "Unstable", + "upgrade": "Upgrade", + "upgrade_costs": "Upgrade Costs", + "upon_crew_advance": "Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire": "Vampire", + "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault": "Vault", + "vaults": "Vaults", + "vehicle": "Vehicle", + "version": "Version ", + "vice": "Vice", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Vice / Purveyor", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vigilantes": "Vigilantes", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak": "Weak", + "weapons": "Weapons", + "wear": "Wear", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "whisper": "Whisper", + "workshop": "Workshop", + "wreck": "Wreck", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Bolster your crew's reputation or develop a new one.", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "zerodice": "Zero Dice - take the lowest result above" +} diff --git a/Blades in the Dark/translations/af.json b/Blades in the Dark/translations/af.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/af.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/cs.json b/Blades in the Dark/translations/cs.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/cs.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/da.json b/Blades in the Dark/translations/da.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/da.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/de.json b/Blades in the Dark/translations/de.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/de.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/el.json b/Blades in the Dark/translations/el.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/el.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/en.json b/Blades in the Dark/translations/en.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/en.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/es.json b/Blades in the Dark/translations/es.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/es.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/fr.json b/Blades in the Dark/translations/fr.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/fr.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/he.json b/Blades in the Dark/translations/he.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/he.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/it.json b/Blades in the Dark/translations/it.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/it.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/ja.json b/Blades in the Dark/translations/ja.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/ja.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/ko.json b/Blades in the Dark/translations/ko.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/ko.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/nl.json b/Blades in the Dark/translations/nl.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/nl.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/pt.json b/Blades in the Dark/translations/pt.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/pt.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/ru.json b/Blades in the Dark/translations/ru.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/ru.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/sv.json b/Blades in the Dark/translations/sv.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/sv.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/tr.json b/Blades in the Dark/translations/tr.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/tr.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/zh.json b/Blades in the Dark/translations/zh.json new file mode 100644 index 000000000000..df10e9a73177 --- /dev/null +++ b/Blades in the Dark/translations/zh.json @@ -0,0 +1,968 @@ +{ + "+heavy":"+Heavy", + "12segment":"12-segment", + "4segment":"4-segment", + "6segment":"6-segment", + "8segment":"8-segment", + "Heavy":"Heavy", + "Light":"Light", + "Normal":"Normal", + "a_2nd_pistol":"A 2nd Pistol", + "a_blade_or_two":"A Blade or Two", + "a_large_weapon":"A Large Weapon", + "a_pistol":"A Pistol", + "a_teammate":" a teammate", + "ability_description":"Ability description", + "ability_name":"Ability Name", + "add_abilities":"Add abilities", + "add_friends_contacts":"Add friends/contacts", + "add_type":"Add Type: 2", + "adepts":"Adepts", + "alcahest":"Alcahest", + "alchemicals":"Alchemicals", + "alias":"Alias", + "an_unusual_weapon":"An Unusual weapon", + "an_upgrade":"An upgrade", + "arcane_implements":"Arcane Implements", + "armor":"Armor", + "assassins":"Assassins", + "assault:":"Assault:", + "assist":"Assist", + "attune":"Attune", + "background":"Background", + "bandolier":"Bandolier", + "bestial:":"Bestial: ", + "binding_oil":"Binding Oil", + "boat":"Boat", + "boat_carriage_other":"Boat - Carriage - Other", + "bold":"bold", + "bolster":"Bolster your crew's reputation or develop a new one.", + "bonus_die":"Bonus Die", + "bonusdice":"Bonus dice", + "bound:":"Bound: ", + "bravos":"Bravos", + "broken":"Broken", + "burglary_gear":"Burglary Gear", + "carriage":"Carriage", + "chaotic":"Chaotic", + "character_mode":"Character Mode", + "claim_above_the_law":"Above\nthe Law", + "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar":"Ancient Altar", + "claim_ancient_altar_description":"+1d engagement\nfor occult plans", + "claim_ancient_gate":"Ancient Gate", + "claim_ancient_gate_description":"Safe passage in\nthe Deathlands", + "claim_ancient_obelisk":"Ancient Obelisk", + "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower":"Ancient\nTower", + "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site", + "claim_barracks":"Barracks", + "claim_barracks_description":"+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates":"Bluecoat\nConfederates", + "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans", + "claim_bluecoat_confidants":"Bluecoat\nConfidants", + "claim_bluecoat_confidants_description":"-2 heat per score", + "claim_bluecoat_intimidation":"Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description":"-2 heat per score", + "claim_catacombs":"\nCatacombs", + "claim_catacombs_description":"+1d to Study or\nTinker on site", + "claim_city_records":"City Records", + "claim_city_records_description":"+1d engagement\nfor stealth plans", + "claim_cloister":"Cloister", + "claim_cloister_description":"+1 scale for your\nAdepts cohorts", + "claim_cover_identities":"Cover Identities", + "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation":"Cover\nOperation", + "claim_cover_operation_description":"-2 heat per score", + "claim_covert_drops":"Covert Drops", + "claim_covert_drops_description":"+2 coin for espionage\nor sabotage", + "claim_defiant_citizens":"Defiant\nCitizens", + "claim_defiant_citizens_description":"Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law", + "claim_drug_den":"Drug Den", + "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy":"Envoy", + "claim_envoy_description":"+2 coin for high-\nclass targets", + "claim_fierce_allies":"\nFierce Allies", + "claim_fierce_allies_description":"All your experts\nare loyal", + "claim_fighting_pits":"Fighting Pits", + "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer":"Fixer", + "claim_fixer_description":"+2 coin for lower-\nclass targets", + "claim_fleet":"Fleet", + "claim_fleet_description":"Your cohorts have\ntheir own vehicles", + "claim_foreign_market":"Foreign Market", + "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den":"Gambling Den", + "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm":"Hagfish Farm", + "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths":"\nHidden Paths", + "claim_hidden_paths_description":"+1d to Prowl back\nto your lair", + "claim_infirmary":"Infirmary", + "claim_infirmary_description":"+1d to healing\nrolls", + "claim_informants":"Informants", + "claim_informants_description":"+1d gather info\nfor scores", + "claim_interrogation_chamber":"Interrogation\nChamber", + "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site", + "claim_local_graft":"Local Graft", + "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes":"\nLocal Heroes", + "claim_local_heroes_description":"+1d to indulge\nvice", + "claim_lookouts":"Lookouts", + "claim_lookouts_description":"+1d to Survey or\nHunt on your turf", + "claim_loyal_fence":"Loyal Fence", + "claim_loyal_fence_description":"+2 coin for burglary\nor robbery", + "claim_luxury_fence":"Luxury Fence", + "claim_luxury_fence_description":"+2 coin for high-\nclass targets", + "claim_luxury_venue":"Luxury Venue", + "claim_luxury_venue_description":"+1d to Consort\nand Sway on site", + "claim_offertory":"Offertory", + "claim_offertory_description":"+2 coin for occult\noperations", + "claim_personal_clothier":"Personal\nClothier", + "claim_personal_clothier_description":"+1d engagement\nroll for social plans", + "claim_protection_racket":"Protection\nRacket", + "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity":"\nPublicity", + "claim_publicity_description":"+2 rep on\ntakedown scores", + "claim_sacred_nexus":"Sacred Nexus", + "claim_sacred_nexus_description":"+1d to healing\nrolls", + "claim_sanctuary":"Sanctuary", + "claim_sanctuary_description":"+1d to Command\nand Sway on site", + "claim_secret_pathways":"Secret\nPathways", + "claim_secret_pathways_description":"+1d engagement\nfor stealth plans", + "claim_secret_routes":"Secret Routes", + "claim_secret_routes_description":"+1d engagement\nfor transport plans", + "claim_side_business":"Side Business", + "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well":"Spirit Well", + "claim_spirit_well_description":"+1d to Attune\non site", + "claim_street_fence":"Street Fence", + "claim_street_fence_description":"+2 coin for lower-\nclass targets", + "claim_surplus_caches":"Surplus Caches", + "claim_surplus_caches_description":"+2 coin for product\nsale or supply", + "claim_tavern":"Tavern", + "claim_tavern_description":"+1d to Consort\nand Sway on site", + "claim_terrorized_citizens":"Terrorized\nCitizens", + "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion", + "claim_the_hookup":"The Hookup", + "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets", + "claim_training_rooms":"Training\nRooms", + "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts", + "claim_turf":"\nTurf", + "claim_vice_den":"Vice Den", + "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies":"Victim\nTrophies", + "claim_victim_trophies_description":"+1 rep per score", + "claim_warehouse":"Warehouse", + "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses":"Warehouses", + "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets", + "clanking":"Clanking", + "climbing_gear":"Climbing Gear", + "clock_name":"Clock Name", + "clocks":"Clocks", + "cohort":"Cohort", + "cohorts":"Cohorts", + "cohort_quality":"Cohort Quality", + "coin":"Coin", + "cold":"Cold", + "command":"Command", + "consort":"Consort", + "contact_name":"Contact name", + "contacts":"Contacts", + "crew":"Crew", + "crew_ability_accord":"Accord", + "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands":"All Hands", + "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed":"Anointed", + "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word":"As Good as Your Word", + "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers":"Avengers", + "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers":"Blood Brothers", + "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness":"Bound in Darkness", + "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen":"Chosen", + "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction":"Conviction", + "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.", + "crew_ability_crow's_veil":"Crow's Veil", + "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous":"Dangerous", + "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly":"Deadly", + "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers":"Door Kickers", + "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath":"Emberdeath", + "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals":"Everyone Steals", + "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors":"Favors", + "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends":"Fiends", + "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire":"Forged in the Fire", + "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes":"Ghost Echoes", + "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market":"Ghost Market", + "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage":"Ghost Passage", + "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate":"Glory Incarnate", + "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society":"High Society", + "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked":"Hooked", + "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through":"Just Passing Through", + "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage":"Leverage", + "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family":"Like Part of the Family", + "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection":"Misdirection", + "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass":"Moral Compass", + "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces":"No Traces", + "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats":"Pack Rats", + "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron":"Patron", + "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators":"Predators", + "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers":"Reavers", + "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades":"Renegades", + "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots":"Roots", + "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood":"Sealed in Blood", + "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story":"Second Story", + "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues":"Silver Tongues", + "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery":"Slippery", + "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized":"Synchronized", + "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff":"The Good Stuff", + "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side":"Thorn in your Side", + "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation":"Uncanny Preparation", + "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_vipers":"Vipers", + "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs":"War Dogs", + "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry":"Zealotry", + "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement":"Crew Advancement ", + "crew_assassins_contact_0":"Trev, a gang boss", + "crew_assassins_contact_1":"Lydra, a deal broker", + "crew_assassins_contact_2":"Irimina, a vicious noble", + "crew_assassins_contact_3":"Karlos, a bounty hunter", + "crew_assassins_contact_4":"Exeter, a spirit warden", + "crew_assassins_contact_5":"Sevoy, a merchant lord", + "crew_assassins_description":"Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom", + "crew_assassins_hunting_grounds_type":"Hunting Grounds:", + "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0":"Meg, a pit-fighter", + "crew_bravos_contact_1":"Conway, a bluecoat", + "crew_bravos_contact_2":"Keller, a blacksmith", + "crew_bravos_contact_3":"Tomas, a physicker", + "crew_bravos_contact_4":"Walker, a ward boss", + "crew_bravos_contact_5":"Lutes, a tavern owner", + "crew_bravos_description":"Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab", + "crew_bravos_hunting_grounds_type":"Hunting Grounds:", + "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0":"Gagan, an academic", + "crew_cult_contact_1":"Adikin, an occultist", + "crew_cult_contact_2":"Hutchins, an antiquarian", + "crew_cult_contact_3":"Moriya, a spirit trafficker", + "crew_cult_contact_4":"Mateas Kline, a noble", + "crew_cult_contact_5":"Bennett, an astronomer", + "crew_cult_description":"Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice", + "crew_cult_hunting_grounds_type":"Sacred Sites:", + "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.", + "crew_description":"A short crew description", + "crew_hawkers_contact_0":"Rolan Wott, a magistrate", + "crew_hawkers_contact_1":"Laroze, a bluecoat", + "crew_hawkers_contact_2":"Lydra, a deal broker", + "crew_hawkers_contact_3":"Hoxley, a smuggler", + "crew_hawkers_contact_4":"Anya, a dilettante", + "crew_hawkers_contact_5":"Marlo, a gang boss", + "crew_hawkers_description":"Vice\nDealers", + "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize", + "crew_hawkers_hunting_grounds_type":"Sales Territory:", + "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode":"Crew Mode", + "crew_shadows_contact_0":"Dowler, an explorer", + "crew_shadows_contact_1":"Laroze, a bluecoat", + "crew_shadows_contact_2":"Amancio, a deal broker", + "crew_shadows_contact_3":"Fitz, a collector", + "crew_shadows_contact_4":"Adelaide Phroaig, a noble", + "crew_shadows_contact_5":"Rigney, a tavern owner", + "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage", + "crew_shadows_hunting_grounds_type":"Hunting Grounds:", + "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet":"Crew sheet", + "crew_smugglers_contact_0":"Elynn, a dock worker", + "crew_smugglers_contact_1":"Rolan, a drug dealer", + "crew_smugglers_contact_2":"Sera, an arms dealer", + "crew_smugglers_contact_3":"Nyelle, a spirit trafficker", + "crew_smugglers_contact_4":"Decker, an anarchist", + "crew_smugglers_contact_5":"Esme, a tavern owner", + "crew_smugglers_description":"Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers", + "crew_smugglers_hunting_grounds_type":"Cargo Types:", + "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier":"Crew Tier", + "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge":"Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed":"Composed (+1 stress box)", + "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)", + "crew_upgrade_elite_adepts":"Elite Adepts", + "crew_upgrade_elite_rooks":"Elite Rooks", + "crew_upgrade_elite_rovers":"Elite Rovers", + "crew_upgrade_elite_skulks":"Elite Skulks", + "crew_upgrade_elite_thugs":"Elite Thugs", + "crew_upgrade_hardened":"Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained":"Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_spark-craft_technology":"Spark-craft Technology", + "crew_upgrade_steady":"Steady (+1 stress box)", + "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken":"Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys", + "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)", + "crew_upgrades":"Crew Upgrades", + "crew_vigilantes_contact_0":"Mara, a chief inspector", + "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2":"Soren, a restless ghost", + "crew_vigilantes_contact_3":"Poriso, famous opera singer", + "crew_vigilantes_contact_4":"Anis, a Spirit Warden", + "crew_vigilantes_contact_5":"Badger, a brilliant inventor", + "crew_vigilantes_description":"Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror", + "crew_vigilantes_hunting_grounds_type":"Protected Grounds:", + "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult":"Cult", + "cutter":"Cutter", + "deception:":"Deception:", + "deity":"Deity", + "deity_features":"Deity Features", + "demolition_tools":"Demolition Tools", + "description":"Description", + "destructive":"Destructive", + "devils_bargain":"Devil's Bargain", + "documents":"Documents", + "drain":"Drain", + "drift_oil":"Drift Oil", + "drown_powder":"Drown Powder", + "edges":"Edges", + "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite":"Elite", + "entanglement":"Entanglement", + "expert":"Expert", + "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes":"Extra xp boxes for vampires", + "eyeblind_poison":"Eyeblind Poison", + "faction_barrowcleft":"Barrowcleft", + "faction_bluecoats":"Bluecoats", + "faction_brightstone":"Brightstone", + "faction_cabbies":"Cabbies", + "faction_charhollow":"Charhollow", + "faction_charterhall":"Charterhall", + "faction_city_council":"City Council", + "faction_coalridge":"Coalridge", + "faction_crow's_foot":"Crow's Foot", + "faction_cyphers":"Cyphers", + "faction_dagger_isles_consulate":"Dagger Isles Consulate", + "faction_deathlands_scavengers":"Deathlands Scavengers", + "faction_dockers":"Dockers", + "faction_dunslough":"Dunslough", + "faction_gondoliers":"Gondoliers", + "faction_imperial_military":"Imperial Military", + "faction_ink_rakes":"Ink Rakes", + "faction_inspectors":"Inspectors", + "faction_ironhook_prison":"Ironhook Prison", + "faction_iruvian_consulate":"Iruvian Consulate", + "faction_laborers":"Laborers", + "faction_leviathan_hunters":"Leviathan Hunters", + "faction_lord_scurlock":"Lord Scurlock", + "faction_ministry_of_preservation":"Ministry of Preservation", + "faction_mode":"Faction Mode", + "faction_nightmarket":"Nightmarket", + "faction_notes":"Faction notes", + "faction_rail_jacks":"Rail Jacks", + "faction_sailors":"Sailors", + "faction_servants":"Servants", + "faction_severosi_consulate":"Severosi Consulate", + "faction_silkshore":"Silkshore", + "faction_six_towers":"Six Towers", + "faction_skovlan_consulate":"Skovlan Consulate", + "faction_skovlander_refugees":"Skovlander Refugees", + "faction_sparkwrights":"Sparkwrights", + "faction_spirit_wardens":"Spirit Wardens", + "faction_the_billhooks":"The Billhooks", + "faction_the_brigade":"The Brigade", + "faction_the_church_of_ecstasy":"The Church of Ecstasy", + "faction_the_circle_of_flame":"The Circle of Flame", + "faction_the_crows":"The Crows", + "faction_the_dimmer_sisters":"The Dimmer Sisters", + "faction_the_docks":"The Docks", + "faction_the_foghounds":"The Foghounds", + "faction_the_forgotten_gods":"The Forgotten Gods", + "faction_the_foundation":"The Foundation", + "faction_the_gray_cloaks":"The Gray Cloaks", + "faction_the_grinders":"The Grinders", + "faction_the_hive":"The Hive", + "faction_the_horde":"The Horde", + "faction_the_lampblacks":"The Lampblacks", + "faction_the_lost":"The Lost", + "faction_the_path_of_echoes":"The Path of Echoes", + "faction_the_reconciled":"The Reconciled", + "faction_the_red_sashes":"The Red Sashes", + "faction_the_silver_nails":"The Silver Nails", + "faction_the_unseen":"The Unseen", + "faction_the_weeping_lady":"The Weeping Lady", + "faction_the_wraiths":"The Wraiths", + "faction_ulf_ironborn":"Ulf Ironborn", + "faction_whitecrown":"Whitecrown", + "factions1":"Underworld", + "factions2":"Institutions", + "factions3":"Labor & Trade", + "factions4":"The Fringe", + "factions5":"Citizenry", + "factions_title":"Factions of Doskvol", + "finesse":"Finesse", + "fire_oil":"Fire Oil", + "fixated":"Fixated", + "flaws":"Flaws", + "flexible_width":"Flexible character sheet width (adapts to container)", + "forbidden:":"Forbidden: ", + "fortune":"Fortune", + "frame":"Frame", + "frame_description":"Frame description", + "frame_feature":"Frame feature", + "friend_name":"Friend name", + "friends":"Friends", + "functions":"Functions", + "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious":"Furious", + "gang":"Gang", + "gang_type":"Thugs", + "gather_information":"Gather Information", + "gatherinfo_are_they_telling":"Are they telling the truth?", + "gatherinfo_how_can_I_blend":"How can I blend in here?", + "gatherinfo_how_can_I_discover":"How can I discover [X]?", + "gatherinfo_how_can_I_find":"How can I find [X]?", + "gatherinfo_how_can_I_get_them":"How can I get them to [X]?", + "gatherinfo_how_can_I_hurt":"How can I hurt them?", + "gatherinfo_reveal":"How can I reveal [X]?", + "gatherinfo_what_are_they_really":"What are they really feeling?", + "gatherinfo_what_can_I_tinker":"What can I tinker with here?", + "gatherinfo_what_do_they_intend":"What do they intend to do?", + "gatherinfo_what_do_they_really":"What do they really care about?", + "gatherinfo_what_do_they_want":"What do they want most?", + "gatherinfo_what_drives_them":"What drives them to do this?", + "gatherinfo_what_echoes":"What echoes in the ghost field?", + "gatherinfo_what_is_arcane":"What is arcane or weird here?", + "gatherinfo_what_is_hidden":"What is hidden or lost here?", + "gatherinfo_what_might_happen":"What might happen if I [X]?", + "gatherinfo_what_should_I_look":"What should I look out for?", + "gatherinfo_whats_going_on":"What's really going on here?", + "gatherinfo_whats_the_best_way":"What's the best way in?", + "gatherinfo_where_can_I_hide":"Where can I hide here?", + "gatherinfo_where_did_x_go":"Where did [X] go?", + "gatherinfo_where_they_vulnerable":"Where are they vulnerable?", + "gatherinfo_wheres_the_leverage":"Where's the leverage here?", + "gatherinfo_wheres_the_weakness":"Where's the weakness here?", + "gatherinfo_whos_most_afraid":"Who's most afraid of me?", + "gatherinfo_whos_most_dangerous":"Who's most dangerous here?", + "gear":"Gear", + "generate_factions":"Generate Factions", + "ghost":"Ghost", + "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom":"Gloom", + "grenade":"Grenade", + "group_action":"group action", + "harm":"Harm", + "haunted":"Haunted", + "hawkers":"Hawkers", + "heat":"Heat", + "heavy":" heavy", + "heritage":"Heritage", + "hidden":"Hidden", + "hold":"Hold", + "hound":"Hound", + "how_many_boxes":"How many boxes?", + "how_much_load":"How much load?", + "hull":"Hull", + "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt":"Hunt", + "hunting_grounds:":"Hunting Grounds:", + "hunting_grounds_description":"Robbery", + "impaired":"Impaired", + "implements":"Implements", + "indulge_vice":"Indulge Vice", + "insight":"Insight", + "italics_dont_count":"(italics don't count for load)", + "item_name":"A useful item", + "items":"Items", + "lair":"Lair", + "lantern":"Lantern", + "lead_a":"Lead a ", + "leaking":"Leaking", + "leech":"Leech", + "less_effect":"Less Effect", + "light":" light", + "load":"load", + "load:":"Load: ", + "look":"Look", + "lurk":"Lurk", + "mark_xp:":"Mark XP:", + "mastery":"Mastery", + "minus1d":"-1D", + "name":"Name", + "need_help":"Need Help", + "new_cohort":"New Cohort: 2", + "normal":" normal", + "notes":"Notes", + "number_stress_boxes":"Number of stress boxes", + "numberofdice":"Number of dice", + "obsessed":"Obsessed", + "obsessive":"Obsessive", + "occult:":"Occult:", + "ok":"OK", + "origin":"Origin", + "paranoid":"Paranoid", + "personal":"Personal", + "plan_assault":" Point of attack", + "plan_deception":" Method", + "plan_occult":" Arcane power", + "plan_social":" Connection", + "plan_stealth":" Entry point", + "plan_transport":" Route", + "planning_load":"Planning & Load", + "planningdesc_1":"Choose a plan, provide the ", + "planningdesc_2":"detail", + "planningdesc_3":"Choose your ", + "planningdesc_4":" limit for the operation.", + "playbook":"playbook", + "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo":"A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist":"Alchemist", + "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambush":"Ambush", + "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst":"Analyst", + "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight":"Arcane Sight", + "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer":"Artificer", + "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton":"Automaton", + "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn":"Battleborn", + "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard":"Bodyguard", + "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating":"Calculating", + "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger":"Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments":"Compartments", + "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel":"Compel", + "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected":"Connected", + "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_daredevil":"Daredevil", + "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent":"Dark Talent", + "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate":"Dissipate", + "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise":"Expertise", + "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_focused":"Focused", + "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight":"Foresight", + "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude":"Fortitude", + "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_frame_upgrade":"Frame Upgrade", + "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice":"Functioning Vice", + "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract":"Ghost Contract", + "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter":"Ghost Fighter", + "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form":"Ghost Form", + "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_hunter":"Ghost Hunter", + "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_mind":"Ghost Mind", + "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil":"Ghost Veil", + "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice":"Ghost Voice", + "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward":"Ghost Ward", + "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_infiltrator":"Infiltrator", + "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface":"Interface", + "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will":"Iron Will", + "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird":"Jail Bird", + "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader":"Leader", + "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.", + "playbook_ability_manifest":"Manifest", + "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind":"Mastermind", + "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism":"Mesmerism", + "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_mule":"Mule", + "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist":"Occultist", + "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge":"Overcharge", + "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker":"Physicker", + "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist":"Poltergeist", + "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess":"Possess", + "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_reflexes":"Reflexes", + "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_ritual":"Ritual", + "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit":"Rook's Gambit", + "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur":"Saboteur", + "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage":"Savage", + "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout":"Scout", + "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull":"Secondary Hull", + "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_shadow":"Shadow", + "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter":"Sharpshooter", + "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile":"Sinister Guile", + "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_strange_methods":"Strange Methods", + "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_subterfuge":"Subterfuge", + "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_survivor":"Survivor", + "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest":"Tempest", + "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power":"Terrible Power", + "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_tough_as_nails":"Tough as Nails", + "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me":"Trust in Me", + "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead":"Undead", + "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_vengeful":"Vengeful", + "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous":"Venomous", + "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_vigorous":"Vigorous", + "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded":"Warded", + "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web":"Weaving the Web", + "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement":"Playbook Advancement ", + "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0":"Marlane, a pugilist", + "playbook_cutter_friend_1":"Chael, a vicious thug", + "playbook_cutter_friend_2":"Mercy, a cold killer", + "playbook_cutter_friend_3":"Grace, an extortionist", + "playbook_cutter_friend_4":"Sawtooth, a physicker", + "playbook_cutter_friends_title":"Dangerous Friends", + "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.", + "playbook_description":"A short playbook description", + "playbook_ghost_description":"A spirit without a body", + "playbook_ghost_friends_title":"Enemies & Rivals", + "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.", + "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0":"Steiner, an assassin", + "playbook_hound_friend_1":"Celene, a sentinel", + "playbook_hound_friend_2":"Melvir, a physicker", + "playbook_hound_friend_3":"Veleris, a spy", + "playbook_hound_friend_4":"Casta, a bounty hunter", + "playbook_hound_friends_title":"Deadly Friends", + "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.", + "playbook_hull_description":"A spirit animating a clockwork frame", + "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword":"A cane-sword", + "playbook_item_a_trained_hunting_pet":"A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)", + "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes", + "playbook_item_blueprints":"Blueprints", + "playbook_item_concealed_palm_pistol":"Concealed palm pistol", + "playbook_item_dark-sight_goggles":"Dark-sight goggles", + "playbook_item_demonbane_charm":"Demonbane charm", + "playbook_item_electroplasm_vials":"Electroplasm vials", + "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition", + "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements", + "playbook_item_fine_cover_identity":"Fine cover identity", + "playbook_item_fine_disguise_kit":"Fine disguise kit", + "playbook_item_fine_hand_weapon":"Fine hand weapon", + "playbook_item_fine_heavy_weapon":"Fine heavy weapon", + "playbook_item_fine_lightning_hook":"Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks":"Fine lockpicks", + "playbook_item_fine_long_rifle":"Fine long rifle", + "playbook_item_fine_pair_of_pistols":"Fine pair of pistols", + "playbook_item_fine_personal_weapon":"Fine personal weapon", + "playbook_item_fine_shadow_cloak":"Fine shadow cloak", + "playbook_item_fine_spirit_mask":"Fine spirit mask", + "playbook_item_fine_tinkering_tools":"Fine tinkering tools", + "playbook_item_fine_wrecker_tools":"Fine wrecker tools", + "playbook_item_gadget":"Gadget", + "playbook_item_ghost_key":"Ghost key", + "playbook_item_light_climbing_gear":"Light climbing gear", + "playbook_item_manacles_&_chain":"Manacles & chain", + "playbook_item_rage_essence_vial":"Rage essence vial", + "playbook_item_scary_weapon_or_tool":"Scary weapon or tool", + "playbook_item_silence_potion_vial":"Silence potion vial", + "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)", + "playbook_item_spiritbane_charm":"Spiritbane charm", + "playbook_item_spyglass":"Spyglass", + "playbook_item_trance_powder":"Trance powder", + "playbook_item_vial_of_slumber_essence":"Vial of slumber essence", + "playbook_leech_description":"A Saboteur and\nTechnician", + "playbook_leech_friend_0":"Stazia, an apothecary", + "playbook_leech_friend_1":"Veldren, a psychonaut", + "playbook_leech_friend_2":"Eckerd, a corpse thief", + "playbook_leech_friend_3":"Jul, a blood dealer", + "playbook_leech_friend_4":"Malista, a priestess", + "playbook_leech_friends_title":"Clever Friends", + "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0":"Telda, a beggar", + "playbook_lurk_friend_1":"Darmot, a bluecoat", + "playbook_lurk_friend_2":"Frake, a locksmith", + "playbook_lurk_friend_3":"Roslyn Kellis, a noble", + "playbook_lurk_friend_4":"Petra, a city clerk", + "playbook_lurk_friends_title":"Shady Friends", + "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.", + "playbook_slide_description":"A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0":"Bryl, a drug dealer", + "playbook_slide_friend_1":"Bazso Baz, a gang leader", + "playbook_slide_friend_2":"Klyra, a tavern owner", + "playbook_slide_friend_3":"Nyryx, a prostitute", + "playbook_slide_friend_4":"Harker, a jail-bird", + "playbook_slide_friends_title":"Sly Friends", + "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.", + "playbook_spider_description":"A Devious\nMastermind", + "playbook_spider_friend_0":"Salia, an information broker", + "playbook_spider_friend_1":"Augus, a master architect", + "playbook_spider_friend_2":"Jennah, a servant", + "playbook_spider_friend_3":"Riven, a chemist", + "playbook_spider_friend_4":"Jeren, a bluecoat archivist", + "playbook_spider_friends_title":"Shrewd Friends", + "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description":"A spirit animating an undead body", + "playbook_vampire_friend_0":"Rutherford, a butler", + "playbook_vampire_friend_1":"Lylandra, a consort", + "playbook_vampire_friend_2":"Kira, a bodyguard", + "playbook_vampire_friend_3":"Otto, a coachman", + "playbook_vampire_friend_4":"Edrik, an envoy", + "playbook_vampire_friends_title":"Dark Servants", + "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_whisper_description":"An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0":"Nyryx, a possessor ghost", + "playbook_whisper_friend_1":"Scurlock, a vampire", + "playbook_whisper_friend_2":"Setarra, a demon", + "playbook_whisper_friend_3":"Quellyn, a witch", + "playbook_whisper_friend_4":"Flint, a spirit trafficker", + "playbook_whisper_friends_title":"Strange Friends", + "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.", + "position_query":"?{Position|Risky|Controlled|Desperate}", + "progress":"Progress", + "protect":"Protect", + "prowess":"Prowess", + "prowl":"Prowl", + "push_yourself":"Push yourself", + "push_yourself_desc1":" (take 2 ", + "push_yourself_desc2":") - or - accept a ", + "quality":"Quality", + "quarters":"Quarters", + "quicksilver":"Quicksilver", + "reckless":"Reckless", + "recovery":"Recovery", + "recoveryblurb":" Get treatment in downtime to activate your healing project clock ►", + "rep":"Rep", + "repelled:":"Repelled: ", + "reputation":"Reputation", + "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resists_with":"resists a consequence with", + "resolve":"Resolve", + "roll":"Roll", + "roll_fortune":"Roll Fortune", + "roll_their":"Roll their", + "rolls":"Rolls", + "savage":"Savage", + "secure":"Secure", + "set_up_a_teammate":"Set up", + "shadows":"Shadows", + "short":"short", + "show_deity_fields":"Show deity fields for crew", + "show_extra_trauma_box":"Show an extra trauma box", + "show_extra_xp_condition":"Show an extra xp condition", + "show_frame_section":"Show frame section (for hulls)", + "show_item_description":"Item/upgrade descriptions", + "show_origin_field":"Show origin field for crew", + "show_vampire_strictures":"Show vampire strictures", + "size":"Size", + "skirmish":"Skirmish", + "skullfire_poison":"Skullfire Poison", + "slide":"Slide", + "slumber:":"Slumber: ", + "smoke_bomb":"Smoke Bomb", + "smoking":"Smoking", + "smugglers":"Smugglers", + "social:":"Social:", + "soft":"Soft", + "spark_drug":"Spark (drug)", + "sparking":"Sparking", + "special":"Special", + "special_abilities":"Special Abilities", + "spider":"Spider", + "standstill_poison":"Standstill Poison", + "stash":"Stash", + "status":"Status", + "stealth:":"Stealth:", + "stress":"Stress", + "stress_label":"Label to use for stress", + "strictures":"Strictures", + "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound":"Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden":"You cannot enter a private residence without permission from the owner.", + "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.", + "strong":"Strong", + "study":"Study", + "subterfuge_supplies":"Subterfuge Supplies", + "supplies":"Supplies", + "survey":"Survey", + "sway":"Sway", + "tall":"tall", + "teamwork":"Teamwork", + "territorial":"Territorial", + "three_slot_upgrade":"Three-slot upgrade", + "throwing_knives":"Throwing Knives", + "thugs":"Thugs", + "tier":"Tier", + "tinker":"Tinker", + "tinkering_tools":"Tinkering Tools", + "tools":"Tools", + "training":"Training", + "trance_powder":"Trance Powder", + "transport:":"Transport:", + "trauma":"Trauma", + "trauma_label":"Label to use for trauma", + "traumata":"Traumata", + "turf":"Turf", + "unstable":"Unstable", + "upgrade":"Upgrade", + "upgrade_costs":"Upgrade Costs", + "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)", + "vampire":"Vampire", + "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault":"Vault", + "vaults":"Vaults", + "vehicle":"Vehicle", + "version":"Version ", + "vice":"Vice", + "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor":"Vice / Purveyor", + "viceroll1":"(who currently has ", + "viceroll2":") indulges", + "vicious":"Vicious", + "vigilantes":"Vigilantes", + "wanted":"Wanted", + "wantedroll1":"(who currently have ", + "wantedroll2":") roll for", + "war":"War", + "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3":"PCs get only one free downtime action instead of two.", + "warblurb4":"Take +1 heat from each score.", + "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak":"Weak", + "weapons":"Weapons", + "wear":"Wear", + "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:", + "whisper":"Whisper", + "workshop":"Workshop", + "wreck":"Wreck", + "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.", + "xp_bolster":"Bolster your crew's reputation or develop a new one.", + "xp_contend":"Contend with challenges above your current station.", + "xp_crew_specific":"Enter your crew's specific way to mark XP here.", + "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific":"Enter your playbook's specific way to mark XP here.", + "xp_specific_extra":"Enter another specific way to mark XP here.", + "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice":"You struggled with issues from your vice or traumas during the session.", + "zerodice":"Zero Dice - take the lowest result above" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/zu.json b/Blades in the Dark/translations/zu.json new file mode 100644 index 000000000000..9a6afe8e9da1 --- /dev/null +++ b/Blades in the Dark/translations/zu.json @@ -0,0 +1,968 @@ +{ + "+heavy":"crwdns57203:0crwdne57203:0", + "12segment":"crwdns57204:0crwdne57204:0", + "4segment":"crwdns57205:0crwdne57205:0", + "6segment":"crwdns57206:0crwdne57206:0", + "8segment":"crwdns57207:0crwdne57207:0", + "Heavy":"crwdns57208:0crwdne57208:0", + "Light":"crwdns57209:0crwdne57209:0", + "Normal":"crwdns57210:0crwdne57210:0", + "a_2nd_pistol":"crwdns57211:0crwdne57211:0", + "a_blade_or_two":"crwdns57212:0crwdne57212:0", + "a_large_weapon":"crwdns57213:0crwdne57213:0", + "a_pistol":"crwdns57214:0crwdne57214:0", + "a_teammate":"crwdns57215:0crwdne57215:0", + "ability_description":"crwdns57216:0crwdne57216:0", + "ability_name":"crwdns57217:0crwdne57217:0", + "add_abilities":"crwdns57218:0crwdne57218:0", + "add_friends_contacts":"crwdns57219:0crwdne57219:0", + "add_type":"crwdns57220:0crwdne57220:0", + "adepts":"crwdns57221:0crwdne57221:0", + "alcahest":"crwdns57222:0crwdne57222:0", + "alchemicals":"crwdns57223:0crwdne57223:0", + "alias":"crwdns57224:0crwdne57224:0", + "an_unusual_weapon":"crwdns57225:0crwdne57225:0", + "an_upgrade":"crwdns57226:0crwdne57226:0", + "arcane_implements":"crwdns57227:0crwdne57227:0", + "armor":"crwdns57228:0crwdne57228:0", + "assassins":"crwdns57229:0crwdne57229:0", + "assault:":"crwdns57230:0crwdne57230:0", + 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"strictures_repelled":"crwdns58099:0crwdne58099:0", + "strictures_slumber":"crwdns58100:0crwdne58100:0", + "stricturesblurb":"crwdns58101:0crwdne58101:0", + "strong":"crwdns58102:0crwdne58102:0", + "study":"crwdns58103:0crwdne58103:0", + "subterfuge_supplies":"crwdns58104:0crwdne58104:0", + "supplies":"crwdns58105:0crwdne58105:0", + "survey":"crwdns58106:0crwdne58106:0", + "sway":"crwdns58107:0crwdne58107:0", + "tall":"crwdns58108:0crwdne58108:0", + "teamwork":"crwdns58109:0crwdne58109:0", + "territorial":"crwdns58110:0crwdne58110:0", + "three_slot_upgrade":"crwdns58111:0crwdne58111:0", + "throwing_knives":"crwdns58112:0crwdne58112:0", + "thugs":"crwdns58113:0crwdne58113:0", + "tier":"crwdns58114:0crwdne58114:0", + "tinker":"crwdns58115:0crwdne58115:0", + "tinkering_tools":"crwdns58116:0crwdne58116:0", + "tools":"crwdns58117:0crwdne58117:0", + "training":"crwdns58118:0crwdne58118:0", + "trance_powder":"crwdns58119:0crwdne58119:0", + "transport:":"crwdns58120:0crwdne58120:0", + "trauma":"crwdns58121:0crwdne58121:0", + "trauma_label":"crwdns58122:0crwdne58122:0", + "traumata":"crwdns58123:0crwdne58123:0", + "turf":"crwdns58124:0crwdne58124:0", + "unstable":"crwdns58125:0crwdne58125:0", + "upgrade":"crwdns58126:0crwdne58126:0", + "upgrade_costs":"crwdns58127:0crwdne58127:0", + "upon_crew_advance":"crwdns58461:0crwdne58461:0", + "vampire":"crwdns58129:0crwdne58129:0", + "vampire_viceblurb":"crwdns58130:0crwdne58130:0", + "vault":"crwdns58131:0crwdne58131:0", + "vaults":"crwdns58132:0crwdne58132:0", + "vehicle":"crwdns58133:0crwdne58133:0", + "version":"crwdns58134:0crwdne58134:0", + "vice":"crwdns58135:0crwdne58135:0", + "vice_instructions":"crwdns58136:0crwdne58136:0", + "vice_purveyor":"crwdns58137:0crwdne58137:0", + "viceroll1":"crwdns58138:0crwdne58138:0", + "viceroll2":"crwdns58139:0crwdne58139:0", + "vicious":"crwdns58140:0crwdne58140:0", + "vigilantes":"crwdns58141:0crwdne58141:0", + "wanted":"crwdns58142:0crwdne58142:0", + "wantedroll1":"crwdns58143:0crwdne58143:0", + "wantedroll2":"crwdns58144:0crwdne58144:0", + "war":"crwdns58145:0crwdne58145:0", + "warblurb1":"crwdns58146:0crwdne58146:0", + "warblurb2":"crwdns58147:0crwdne58147:0", + "warblurb3":"crwdns58148:0crwdne58148:0", + "warblurb4":"crwdns58149:0crwdne58149:0", + "warblurb5":"crwdns58150:0crwdne58150:0", + "weak":"crwdns58151:0crwdne58151:0", + "weapons":"crwdns58152:0crwdne58152:0", + "wear":"crwdns58153:0crwdne58153:0", + "when_you_use_bandolier":"crwdns58154:0crwdne58154:0", + "whisper":"crwdns58155:0crwdne58155:0", + "workshop":"crwdns58156:0crwdne58156:0", + "wreck":"crwdns58157:0crwdne58157:0", + "xp_beliefs":"crwdns58158:0crwdne58158:0", + "xp_bolster":"crwdns58159:0crwdne58159:0", + "xp_contend":"crwdns58160:0crwdne58160:0", + "xp_crew_specific":"crwdns58161:0crwdne58161:0", + "xp_desperate":"crwdns58162:0crwdne58162:0", + "xp_express":"crwdns58163:0crwdne58163:0", + "xp_specific":"crwdns58164:0crwdne58164:0", + "xp_specific_extra":"crwdns58165:0crwdne58165:0", + "xp_top":"crwdns58166:0crwdne58166:0", + "xp_vice":"crwdns58167:0crwdne58167:0", + "zerodice":"crwdns58168:0crwdne58168:0" +} \ No newline at end of file diff --git a/Blue Rose/Blue Rose.css b/Blue Rose/Blue Rose.css new file mode 100644 index 000000000000..9132dad3c073 --- /dev/null +++ b/Blue Rose/Blue Rose.css @@ -0,0 +1,870 @@ +.charsheet { + font-family: Georgia; + background: white; + width: 838px; +} + +p { + font-family: Georgia; +} + +.sheet-colrow { + margin-top: 15px; +} + +.sheet-spacer { + border-bottom: 1px none; + margin-bottom: 5px; + margin-top: 2px; +} + +.charsheet textarea { + background: white; + box-shadow: none; + font-size: 12px; + color: #000000; + font-family: Helvetica; + resize: none; + border: none; +} + +.charsheet tbody { + background: white; +} + +.charsheet table { + width: 100%; + border: 2px solid black; +} + +.charsheet td { + background: white; +} + +/* -------------TAB CODE------------- */ +div.sheet-tab-content { display: none; } + +input.sheet-tab1:checked ~ div.sheet-tab1, +input.sheet-tab2:checked ~ div.sheet-tab2, +input.sheet-tab3:checked ~ div.sheet-tab3, +input.sheet-tab4:checked ~ div.sheet-tab4, +{display: block;} + +input.sheet-tab { + width: 150px; + height: 20px; + position: relative; + top: 5px; + left: 2.5px; + margin: -0.5px; + cursor: pointer; + z-index: 1; +} + +input.sheet-tab::before { + content: attr(title); + display: inline-block; + background: #03385a; + border: solid 1px black; + border-top-left-radius: 0px; + border-top-right-radius: 0px; + color: white; + font-size: 16px; + font-weight: bold; + text-align: center; + width: 100%; + height: 20px; +} + +input.sheet-tab:checked::before { + border-bottom-color: #007ab8; +} + +div.sheet-tab-content { + border: 10px solid #010101; + border-top-color: #000; + margin: 2px 0 0 2px; + padding: 5px; + background: white; +} + +/* -------------NAME, BACKGROUND, GENDER, AGE AND APPEARANCE------------- */ +.sheet-characterinfotable { + border: 2px solid black; + width: 300px; + margin-bottom: 5px; +} + +.sheet-characterinfotable td { + border: 2px solid black; +} + +.sheet-basicinfotextbox { + width: 100%; + background: none; + border-style:none; + box-shadow: none; + border-color: #000000; + text-align: left; + font-size:13px; + color: #000000; + font-family: Helvetica; +} + +.sheet-blackbox { + border: 2px solid black; + background-color: #007ab8; + font-weight: 500; + color: white; + font-size: 12px; + text-align: left; + height: 25px; + padding: 3px; + font-family: Georgia; +} + +.sheet-blackbox_alternate { + border: 2px solid black; + background-color: #007ab8; + font-weight: 500; + color: white; + font-size: 13px; + text-align: center; + padding: 3px; +} + +/* -------------SKILLS------------- */ +.sheet-skilltable { + border: 2px solid black; + width: 100%; +} + +.sheet-skilltable td { + border: 2px solid black; +} + +.sheet-skilltable div { + text-align: left; +} + +/* input type text */ +.sheet-skillvaluebox { + font-weight: bold; + background: none; + border: none; + box-shadow: none; + margin: 0px auto 0px auto; + text-align: center; + font-size:50px; + width: 100%; + color: black; + font-family: Helvetica; +} + +/* custom td for skill value in skill */ +.sheet-skillvalue { + width: 90px; +} + +/* for textarea */ +.sheet-focustextarea { + width: 97%; + height: 35px; + text-align: justify; +} + +.sheet-focustextarea::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + + +/* CUSTOM FOCUS CHECKBOX TO CHECK STATE OF THE SKILLFOCUS */ +/* Hide actual radio/checkbox */ +.sheet-focuscheck { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +.sheet-focuscheck + span::before +{ + margin-right: 4px; + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +/* Fake checkbox */ +.sheet-focuscheck + span::before +{ + content: ""; + width: 14px; + height: 14px; + font-size: 12px; + + -moz-border-radius: 3px; + -webkit-border-radius: 3px; + border-radius: 3px; +} + +.sheet-focuscheck:checked + span::before +{ + content: "✓"; + color: green; + font-weight: bold; +} + +/* div for textarea(focuses) and focuses checkboxes */ +.sheet-focusbox { + background: none; + border: none; + background-repeat: no-repeat; + background-position: center; + background-size: contain; + text-align:center; + z-index:0; + position:relative; +} + +.sheet-checkerpose { + background: none; + border: none; + background-repeat: no-repeat; + background-position: center; + background-size: contain; + text-align:center; + padding:0; + right: -2px; + top: 33px; + z-index: 2; + position: absolute; +} +.sheet-bananas { + background: none; + border: none; + box-shadow: none; + background-repeat: no-repeat; + background-position: center; + background-size: contain; + text-align:center; + font-family: Georgia; + color: #000000; + padding: 0; + margin: 0px auto 0px auto; + right: 26px; + z-index: 1; + position: absolute; +} + +.sheet-tagger { + +} +/* --------- XP, CLASS, LEVEL --------- */ + +.sheet-xptable { + border: 2px solid black; +} + +.sheet-xptable td { + border: 2px solid black; +} + +.sheet-blackboxlarge { + border: 2px solid black; + background-color: #007ab8; + font-weight: 500; + color: white; + font-size: 14px; + text-align: center; + height: 25px; + padding: 1px; + font-family: Georgia; +} + +.sheet-class_and_convictionbox { + width: 197px; + background: none; + border-style:none; + box-shadow: none; + border-color: #000000; + text-align: center; + font-size:13px; + color: #000000; + font-family: Helvetica; +} + +.sheet-class-div { + text-align: center; +} + +.sheet-level-div { + text-align: center; +} + +.sheet-conviction-div { + text-align: center; +} + +/* --------- SECONDARY STATS --------- */ +.sheet-2ndstattable { + border: 2px solid black; +} + +.sheet-2ndstattable td { + border: 2px solid black; + text-align:center; +} + +.sheet-2ndstatbox { + text-align:center; +} + +.sheet-otherinput { + width: 50px; + background: none; + border-style:none; + box-shadow: none; + border-color: #000000; + text-align: center; + font-size: 14px; + color: #000000; + font-family: Helvetica; +} + +.sheet-2nd_statstextbox { + width: 75px; + background: none; + border-style:none; + box-shadow: none; + border-color: #000000; + text-align: center; + font-size: 35px; + color: #000000; + font-family: Helvetica; +} + +.sheet-armortypetextarea { + width: 97%; + background: none; + border-style:none; + box-shadow: none; + border-color: #000000; + text-align: center; + font-size: 20px; + font-weight: bold; + color: #000000; + font-family: Helvetica; +} + +.sheet-armortypetextarea::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +/* --------- WEAPONS TABLE --------- */ +.sheet-container { + position: relative; + min-height: 60px; + border-radius: 0px; + border: 1px solid black; + background: white; + width: 468px; +} + +.sheet-weapons-content { + overflow-y: auto; + height: 100%; +} + +.sheet-weaponscont { + border: 2px solid black; + position: relative; +} + +.sheet-weaponstable { + border: 2px solid black; + width: 100%; +} +.sheet-weaponstable td{ + text-align: center; +} + +.sheet-blackbox_alternate2 { + border: 2px solid black; + background-color: #007ab8; + font-weight: 500; + color: white; + font-size: 13px; + text-align: center; + padding: 0px; + margin: 0px; + text-align: center; +} + +.sheet-weaponnametext { + width: 168px; + background: none; + border: none; + border-radius: 0px; + border-bottom: 2px solid; + box-shadow: none; + border-color: #000000; + text-align: left; + font-size: 12px; + color: #000000; + font-family: Helvetica; +} + +.sheet-weaponnametext::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +.sheet-weaponatacktext { + width: 60px; + background: none; + border: none; + border-radius: 0px; + border-bottom: 2px solid; + box-shadow: none; + text-align: center; + font-size: 12px; + color: #000000; + font-family: Helvetica; +} + +.sheet-weaponrangetext { + width: 40px; + background: none; + border: none; + border-radius: 0px; + border-bottom: 2px solid; + box-shadow: none; + text-align: center; + font-size: 12px; + color: #000000; + font-family: Helvetica; +} + +.sheet-weaponrangetext::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +.sheet-weapondamagetext { + width: 60px; + background: none; + border: none; + border-bottom: 2px solid; + border-radius: 0px; + box-shadow: none; + text-align: left; + font-size: 12px; + color: #000000; + font-family: Helvetica; +} + +.sheet-weapondamagetext::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +.sheet-borderdown { + border-bottom: 2px solid black; + font-size: 9px; +} + +.sheet-borderall { + border: 2px solid black; + font-size: 9px; +} + +.sheet-weaponstype { + height: 30px; + width: 98%; + text-align: left; +} + +.sheet-weaponstype::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +.sheet-weapondetails { + height: 30px; + width: 98%; + text-align: center; +} + +.sheet-weapondetails::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +/* -------------RANGED WEAPONS SPECS------------- */ +.sheet-weaponnametext2 { + width: 150px; + background: none; + border: none; + box-shadow: none; + border-color: #000000; + text-align: left; + font-size: 12px; + color: #000000; + font-family: Helvetica; +} + +.sheet-reloadtext { + height: 100%; + width: 85px; + background: none; + border: none; + box-shadow: none; + border-color: #000000; + text-align: left; + font-size: 12px; + color: #000000; + font-family: Helvetica; + -webkit-appearance: none; +} + +.sheet-weaponspecs { + width: 231px; + height: 100%; + text-align: left; + font-size: 12px; + color: #000000; + font-family: Helvetica; +} + +/* -------------SPELLS, CLASSPOWERS AND TALENTS------------- */ +.sheet-spellbox { + width: 100%; + height: 100%; + border: 2px solid black; +} + +.sheet-powerstext { + width: 453px; + height: 150px; + text-align: left; + resize: vertical; +} + +/*------------------------ GRIMOIRE TAB CODES ------------------------*/ +.sheet-spelltable td { + border: 2px solid black; +} +.sheet-spelltable { + border: 2px solid black; + width: 100%; +} + +.sheet-spelltext { + width:110px; + background: none; + border: none; + box-shadow: none; + text-align: left; + font-size: 14px; + color: #000000; + font-family: Helvetica; + padding:0; +} + +.sheet-spelltext::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +.sheet-spellselect2 { + width: 90px; + font-size: 12px; + background: none; + border: none; + box-shadow: none; + text-align: left; + color: #000000; + font-family: Helvetica; + -webkit-appearance: none; + padding:0; +} +.sheet-timetext { + width:100px; + font-size:12px; + border: none; + box-shadow: none; + text-align: left; + font-size: 14px; + color: #000000; + font-family: Helvetica; + padding:0; +} +.sheet-natext { + width:28px; + font-size:12px; + background: none; + border: none; + box-shadow: none; + text-align: left; + font-size: 14px; + color: #000000; + font-family: Helvetica; + padding:0; +} +.sheet-vstext { + width:100px; + font-size:10px; + background: none; + border: none; + box-shadow: none; + text-align: left; + font-size: 14px; + color: #000000; + font-family: Helvetica; + padding:0; +} +.sheet-spelltext { + width:100%; + height: 40px; + resize: vertical; +} +/*------------------------ EQUIPS AND BACKGROUND TAB CODES ------------------------*/ +.sheet-talent { + height: 360px; + position: relative; +} + +.sheet-lefter { + margin-left: 10px; +} + +/* ------------- FAMILY AND TIES, LANGUAGE ------------- */ +.sheet-general { + width: 99%; +} + +.sheet-goalstext { + height: 160px; + width: 99%; + resize: vertical; +} + +.sheet-tiestext::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +.sheet-languages { + height: 60px; + width: 98%; + resize: vertical; +} + +.sheet-concepttext { + height: 180px; + width: 98%; + resize: vertical; +} + +.sheet-tiestext { + height: 120px; + width: 98%; + resize: vertical; +} + +.sheet-tiestext::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +.sheet-featurestextarea { + height: 60px; + width: 98%; + resize: vertical; +} + +.sheet-featurestextarea::placeholder { + color: #c0deed; + font-family: Century Schoolbook; + font-size:14px; +} + +/* ------------- INVENTORY ------------- */ +.sheet-section { + position: relative; + min-height: 30px; + border-radius: 0px; + border: 2px solid black; + background: none; +} + +.sheet-inventory { + margin-top: 15px; + min-height: 200px; + border: 2px solid black; + padding-bottom: 35px; + position: relative; + background: white; +} + +.sheet-inventory-content { + overflow-y: auto; + height: 100%; +} + +.sheet-InventoryName { + border: none; + width: 100%; + font-size: 10px; + font-family: Helvetica; + box-shadow: none; +} +.sheet-InventoryAmount { + border: none; + width: 50px; + font-size: 10px; + font-family: Helvetica; + box-shadow: none; +} + +.sheet-invTable td { + border: 2px solid black; +} + +/*------------------------ TALENTS TAB CODES ------------------------*/ +.sheet-talenttext { + width:300px; + background: none; + border: none; + box-shadow: none; + text-align: left; + font-size: 20px; + color: #000000; + font-family: Helvetica; + padding:0; +} +.sheet-talentnumber { + background: none; + border: 2px solid black; + box-shadow: none; + text-align: center; + font-size: 20px; + color: #000000; + font-family: Helvetica; + padding:0; +} +.sheet-talentselect { + width: 100%; + font-size: 15px; + background: none; + border: none; + box-shadow: none; + text-align: left; + color: #000000; + font-family: Helvetica; + -webkit-appearance: none; + padding:0; +} +.sheet-talentarea { + width:97%; + height: 40px; + resize: vertical; +} +/*------------------------ ROLL TEMPLATES ------------------------*/ + +/* Generic Template */ +.sheet-rolltemplate-blueroseage_generic table { + width:100%; + background-color:white; + border:2px solid #000; + border-spacing: 0; + border-collapse: separate; + border-radius: 5px; + -moz-box-shadow: 2px 2px 5px #000; + -webkit-box-shadow: 2px 2px 5px #000; + box-shadow:2px 2px 5px #000; + overflow: hidden; +} + +.sheet-rolltemplate-blueroseage_generic .sheet-header { + background-color:#000; + margin: 2px 25px 2px 25px; + border: 1px solid #000; + color:white; + font-family:"Helvetica Neue",Helvetica,sans-serif; + font-size:1em; + font-weight:bold; + text-align: center; +} + +.sheet-rolltemplate-blueroseage_generic .sheet-header a{ + color:white; + text-decoration: underline; +} + +.sheet-rolltemplate-blueroseage_generic td { + padding:5px;line-height:1.4em; + vertical-align:top; + text-align:right +} + +.sheet-rolltemplate-blueroseage_generic tr:nth-child(odd) { + background-color:#D3D3D3; +} + +.sheet-rolltemplate-blueroseage_generic td:nth-child(odd) { + text-align:left; + font-weight:bold +} + +.sheet-rolltemplate-blueroseage_generic .inlinerollresult { + color: white; + background-color: #007ab8; + border-color:#007ab8; +} + +.sheet-rolltemplate-blueroseage_generic .inlinerollresult.fullcrit { + color: white; + background-color: #3FB315 +} + +.sheet-rolltemplate-blueroseage_generic .inlinerollresult.fullfail { + color: white; + background-color: #B31515 +} + +.sheet-rolltemplate-blueroseage_generic .inlinerollresult.importantroll { + color: white; + background-color: #4A57ED; +} \ No newline at end of file diff --git a/Blue Rose/Blue Rose.html b/Blue Rose/Blue Rose.html new file mode 100644 index 000000000000..3ea2202f878b --- /dev/null +++ b/Blue Rose/Blue Rose.html @@ -0,0 +1,788 @@ + + + + + + + +
    +
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    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    + + COMMUNICATION + + + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    +
    + + CONSTITUTION + +
    +
    + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    +
    + + DEXTERITY + +
    +
    + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    +
    + + FIGHTING + +
    +
    + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    + + INTELLIGENCE + + + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    +
    + + PERCEPTION + +
    +
    + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    +
    + + STRENGTH + +
    +
    + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + + + + + + +
    +
    + + WILLPOWER + +
    +
    + +
    +
    + +
    +

    Focus?

    +
    +
    +
    +
    +
    + + + +
    +
    + + + + + + + + + + + +
    + CLASS + + LEVEL + + CONVICTION +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    HEALTH DEFENSEARMORSPEEDFATIGUE
    Maximum
    Base
    Shield
    Penalty
    Charge
    Run
    + +
    +
    +
    +
    +
    + + + + + + + +
    + WEAPON + + ATTACK ROLL + + RANGE + + DAMAGE +
    +
    + + + + + + + + + + + + + +
    + + + + + + + + + + + + + +
    + +
    +
    + + + + +
    + +
    +
    +
    +
    +
    + + + + + + + +
    + CLASS POWERS AND ARCANA +
    +
    +
    +
    +
    +
    + + + + + + + +
    + TALENTS +
    + +
    +
    +
    + +
    + +
    + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    HEALTH DEFENSEARMORSPEEDFATIGUE
    Maximum
    Base
    Shield
    Penalty
    Charge
    Run
    + +
    +
    +
    + + + + + + + + + +
    + SPELL + + TYPE + + CASTING TIME + + TN + + TEST +
    +
    + + + + + + + + + + + + +
    + + + + + + + + + + + +
    + +
    +
    +
    +
    + +
    +
    +
    + + + + + + + +
    + CHARACTER +
    + +
    +
    +
    + + + + + + + +
    + BACKGROUND +
    + +
    +
    +
    + + + + + + + +
    + CLASS +
    + +
    +
    +
    + + + + + + + +
    + LEVEL +
    + +
    +
    +
    +
    +
    + + + + + + + +
    + CALLING, DESTINY, FATE AND GOALS +
    + +
    +
    +
    +
    +
    + + + + + + + +
    + LANGUAGES +
    + +
    + +
    +
    + + + + + + + +
    + APPEARANCE +
    + +
    +
    +
    + + + + + + + +
    + CONCEPT +
    + +
    +
    +
    +
    +
    +
    + + + + + + + +
    + RELATIONSHIPS +
    + +
    +
    +
    +
    + + + + + + + + + + + + +
    + EQUIPMENT +
    + Item + + Amount +
    + + + x +
    +
    + + + + + +
    + + + x +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + + + + + + + + + + + + + + +
    + TALENT + + LEVEL + + EFFECT +
    + + + + + +
    + Level Gained     +
    +
    +
    +
    +
    + + + + + + + + + + {{#allprops() character_name character_id name_link}} + + + + + {{/allprops() character_name character_id name_link}} +
    + {{#character_name}} + {{#character_id}}[{{character_name}}](http://journal.roll20.net/character/{{character_id}}){{/character_id}} + {{^character_id}}{{character_name}}{{/character_id}} + {{#name}}:{{/name}} + {{/character_name}} + {{#name}} + {{#name_link}}[{{name}}]({{name_link}}){{/name_link}} + {{^name_link}}{{name}}{{/name_link}} + {{/name}} +
    {{key}}{{value}}
    +
    \ No newline at end of file diff --git a/Blue Rose/Blue Rose.png b/Blue Rose/Blue Rose.png new file mode 100644 index 000000000000..ebe2bbe12c30 Binary files /dev/null and b/Blue Rose/Blue Rose.png differ diff --git a/Blue Rose/sheet.json b/Blue Rose/sheet.json new file mode 100644 index 000000000000..77e2b59b8b00 --- /dev/null +++ b/Blue Rose/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Blue Rose.html", + "css": "Blue Rose.css", + "authors": "Adalberto, Andrew R., Olivier L.-L.", + "roll20userid": "615105, 439089, 594486", + "preview": "Blue Rose.png", + "instructions": "A quick-and-dirty adaptation to Blue Rose of the Fantasy AGE sheet. The Attributes & Abilities in common should transfer if you've been using the latter. Check the check box in skill table in order to add a Focus value to the roll" +} diff --git a/Brigandyne/ReadMe.md b/Brigandyne/ReadMe.md index 439547c0fdb3..8d67edd23b0c 100644 --- a/Brigandyne/ReadMe.md +++ b/Brigandyne/ReadMe.md @@ -12,10 +12,20 @@ Ce jeu s’adresse à tous ceux qui recherchent : + Une magie qui use de formules magiques, où les rimes sont l’élément déclencheur de puissants sortilèges. # Version courante -1.0 [Capture d'écran](brigandyne.jpg) +1.2 [Capture d'écran](brigandyne.jpg) # Notes de version -##v1.0 (2017-03-26) +## v1.2 (2017-05-11) + +* Correction du libellé "Miracles de magie blanche" + +## v1.1 (2017-04-05) + +* Optimisation CSS +* Relocalisation des images sur le github principal de Roll20 +* En cas d'échec à l'attaque, les dégâts de l'arme ne sont plus affichés dans le chat + +## v1.0 (2017-03-26) Création de la feuille. diff --git a/Brigandyne/brigandyne.css b/Brigandyne/brigandyne.css index 8c98c6cd5c00..446a39020eb6 100644 --- a/Brigandyne/brigandyne.css +++ b/Brigandyne/brigandyne.css @@ -20,35 +20,15 @@ div{ background-color: transparent; /* border: 1px solid red; */ } -span.sheet-cyclestate input[type="checkbox"]{ - opacity: 0; - z-index: 20; - width: 18px; - height: 18px; - margin-right: -18px; -} -span.sheet-cyclestate input[type="radio"]{ - z-index: 1; -} -span.sheet-cyclestate input[type="radio"]:not(b), -span.sheet-cyclestate input[type="radio"]:not(b) + span { - display: none; -} -span.sheet-cyclestate input[type="radio"]:checked + span { - display: inline-block; - width: 18px; - text-align: center; - -webkit-user-select: none; - -moz-user-select: none; - font-size: 18px; - color : #231F20; +.sheet-hidden{ + display: none !important; } div.sheet-bgmain{ width: 840px; max-width: 840px; text-align: left; background-color : #BCA87D; - background-image: url('https://raw.githubusercontent.com/NathaTerrien/roll20-wip/master/Brigandyne/brigandyne_bg.jpg'); + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Brigandyne/brigandyne_bg.jpg'); background-repeat:repeat; background-position: top left; background-size: auto; @@ -100,12 +80,12 @@ div.sheet-coldeb{ } div.sheet-colmid{ border-width: 2px 1px 2px 1px; - margin-left: -3px; + margin-left: -2px; } div.sheet-colfin{ border-width: 2px 2px 2px 1px; border-radius: 0px 20px 20px 0px; - margin-left: -3px; + margin-left: -2px; } div.sheet-coltitre{ width: inherit; @@ -298,7 +278,45 @@ input[type="checkbox"].sheet-dispchk:checked + span::before, input[type="radio"].sheet-dispchk:checked + span::before{ content: '✔'; } - +/* ====== cyclecheck ====== */ +div.sheet-cyclecheck { + display: inline-block; +} +div.sheet-cyclecheck input[type="radio"].sheet-cyclecheck, +div.sheet-cyclecheck input[type="checkbox"].sheet-cyclecheck{ + width: 170px; + height: 20px; + display: none; + opacity: 0; + z-index: 1; + margin: 0; + padding: 0; + position: absolute; +} +div.sheet-cyclecheck .sheet-cyclecheck:checked + .sheet-cyclecheck { + display: inline-block; +} +div.sheet-cyclecheck span.sheet-cyclecheck { + text-align: center; + display: inline-block; + color: #231F20; + width: 18px; + height: 18px; + font-size: 18px; + cursor: pointer; +} +div.sheet-cyclecheck input.sheet-cyclecheck[value="-1"]:checked ~ span.sheet-cyclecheck::before { + content: 'â—¼'; +} +div.sheet-cyclecheck input.sheet-cyclecheck[value="0"]:checked ~ span.sheet-cyclecheck::before { + content: 'â˜'; +} +div.sheet-cyclecheck input.sheet-cyclecheck[value="5"]:checked ~ span.sheet-cyclecheck::before { + content: '☑'; +} +div.sheet-cyclecheck input.sheet-cyclecheck[value="10"]:checked ~ span.sheet-cyclecheck::before { + content: '☒'; +} /* ===== AFFICHAGE/MASQUE ===== */ div.sheet-affichage{ display: none; diff --git a/Brigandyne/brigandyne.htm b/Brigandyne/brigandyne.htm index 1493b05e6eee..8f37acf94ce9 100644 --- a/Brigandyne/brigandyne.htm +++ b/Brigandyne/brigandyne.htm @@ -1,50 +1,4 @@ diff --git a/CWOD-DAV20/DAV20.html b/CWOD-DAV20/DAV20.html index 13acebb95506..8ed07e439ad9 100644 --- a/CWOD-DAV20/DAV20.html +++ b/CWOD-DAV20/DAV20.html @@ -67,17 +67,17 @@

    Appearance

    +

    Perception

    Intelligence

    Wits

    -

    Perception

    - +
    - +
    - +
    diff --git a/CWOD-Demon/Demon the Fallen.html b/CWOD-Demon/Demon the Fallen.html index ece0d10285b2..eabaf560bccb 100644 --- a/CWOD-Demon/Demon the Fallen.html +++ b/CWOD-Demon/Demon the Fallen.html @@ -107,11 +107,22 @@

    Appearance

    +

    Perception

    Intelligence

    Wits

    -

    Perception

    +
    + + + + + + + + + +
    @@ -134,17 +145,6 @@

    Perception

    -
    - - - - - - - - - -
    @@ -1493,4 +1493,4 @@

    -

    \ No newline at end of file +

    diff --git a/CWOD-Hunter/Hunter.css b/CWOD-Hunter/Hunter.css new file mode 100644 index 000000000000..45390c863ea1 --- /dev/null +++ b/CWOD-Hunter/Hunter.css @@ -0,0 +1,177 @@ +.charsheet label { + display: inline-block; + width: 75px; + text-align: right; + padding-bottom: 0px; +} + +.charsheet input { + display: inline-block; + width: 160px; +} + +.charsheet { + background-color: white; +} + +.charsheet select { + width: 42px; +} + +/* Hide actual dot/checkbox */ +input[type="radio"], +input[type="checkbox"] +{ + position: absolute; + opacity: 0; + width:15px; + cursor: pointer; + z-index: 1; + margin-top: 6px; +} + +/* Styles common to fake dot and checkbox */ +input[type="radio"] + span::before, +input[type="checkbox"] + span::before +{ + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: middle; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +/* Styles unique to fake dot (checked or left of checked) */ +input[type="radio"] + span::before +{ + content: "•"; + width: 12px; + height: 12px; + font-size: 36px; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} + +/* Styles unique to fake checkbox (unchecked) */ +input[type="checkbox"] + span::before +{ + position:relative; + content: ""; + opacity: .25; + width: 14px; + height: 14px; + font-size: 12px; + + -moz-border-radius: 3px; + -webkit-border-radius: 3px; + border-radius: 3px; +} + +/* Styles unique to fake checkbox (checked) */ +input[type="checkbox"]:checked + span::before +{ + content: "?"; + color: #a00; + + -moz-box-shadow: 0 0 2px transparent; + -webkit-box-shadow: 0 0 2px transparent; + box-shadow: 0 0 2px transparent; +} + +/* Remove dot from all radios _after_ selected one */ +input[type="radio"]:checked ~ input[type="radio"] + span::before +{ + content: ""; +} + +input.sheet-used+span::before +{ + content: "?"; + width: 12px; + height: 12px; + font-size: 12px; + + -moz-border-radius: 0%; + -webkit-border-radius: 0%; + border-radius: 0%; +} + +input.sheet-zero:checked + span::before +{ + opacity: 0; +} + +input.sheet-zero:hover + span::before +{ + opacity: 1; +} + +input.sheet-zero+ span::before +{ + font-size: 12px; + content: "?"; + opacity: 0.25; +} + +input.sheet-DP1Spec + span::before, +input.sheet-DP2Spec + span::before, +input.sheet-DP2Spec + span::before, +input.sheet-DP3Spec + span::before, +input.sheet-DP4Spec + span::before, +input.sheet-DP5Spec + span::before +{ + opacity: 1; + margin-bottom: 10px; +} + +div.sheet-DP1, +div.sheet-DP2, +div.sheet-DP2, +div.sheet-DP3, +div.sheet-DP4, +div.sheet-DP5 +{ + display: inline; +} +div.sheet-DP1wSpec, +div.sheet-DP2wSpec, +div.sheet-DP2wSpec, +div.sheet-DP3wSpec, +div.sheet-DP4wSpec, +div.sheet-DP5wSpec +{ + display: none; +} + +input.sheet-DP1Spec:checked ~ div.sheet-DP1, +input.sheet-DP2Spec:checked ~ div.sheet-DP2, +input.sheet-DP2Spec:checked ~ div.sheet-DP2, +input.sheet-DP3Spec:checked ~ div.sheet-DP3, +input.sheet-DP4Spec:checked ~ div.sheet-DP4, +input.sheet-DP5Spec:checked ~ div.sheet-DP5 +{ + display: none; +} + +input.sheet-DP1Spec:checked ~ div.sheet-DP1wSpec, +input.sheet-DP2Spec:checked ~ div.sheet-DP2wSpec, +input.sheet-DP2Spec:checked ~ div.sheet-DP2wSpec, +input.sheet-DP3Spec:checked ~ div.sheet-DP3wSpec, +input.sheet-DP4Spec:checked ~ div.sheet-DP4wSpec, +input.sheet-DP5Spec:checked ~ div.sheet-DP5wSpec +{ + display: inline; +} \ No newline at end of file diff --git a/CWOD-Hunter/Hunter.html b/CWOD-Hunter/Hunter.html new file mode 100644 index 000000000000..2fde4cfec3b9 --- /dev/null +++ b/CWOD-Hunter/Hunter.html @@ -0,0 +1,1897 @@ +

    + +

    + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + +
    + +

    Attributes

    + +
    +
    +

    Physical

    +
    +
    +

    Social

    +
    +
    +

    Mental

    +
    +
    +
    +
    +

    Strength

    +

    Dexterity

    +

    Stamina

    +
    +
    + + + + + + + + + +
    + + + + + + + + + +
    +
    + + + + + + + + + +
    +
    +
    +

    Charisma

    +

    Manipulation

    +

    Appearance

    +
    +
    + + + + + + + + + +
    + + + + + + + + + +
    +
    + + + + + + + + + + + +
    +
    +
    +
    +
    +

    Perception

    +

    Intelligence

    +

    Wits

    +
    +
    +
    + + + + + + + + + +
    + + + + + + + + + +
    + + + + + + + + + +
    +
    +
    + +
    + +

    Abilities

    +
    +
    +

    Talents

    +
    +
    +

    Skills

    +
    +
    +

    Knowledges

    +
    +
    + +
    +
    +

    Alertness

    +

    Athletics

    +

    Awareness

    +

    Brawl

    +

    Dodge

    +

    Empathy

    +

    Expression

    +

    Intimidation

    +

    Intuition

    +

    Leadership

    +

    Streetwise

    +

    Subterfuge

    +
    +
    + + + + + + + + + + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    +
    +

    Animal Ken

    +

    Craft

    +

    Demolitions

    +

    Drive

    +

    Etiquette

    +

    Firearms

    +

    Melee

    +

    Performance

    +

    Security

    +

    Stealth

    +

    Survival

    +

    Technology

    +
    + +
    + + + + + + + + + + + + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    +
    +
    +
    +

    Academics

    +

    Bureaucracy

    +

    Computer

    +

    Finance

    +

    Investigation

    +

    Law

    +

    Linguistics

    +

    Medicine

    +

    Occult

    +

    Politics

    +

    Research

    +

    Science

    +
    + +
    +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    +
    +
    + +
    + +

    Advantages

    + +
    +
    +

    Backgrounds

    +
    +
    +

    Edges

    +
    +
    +

    Virtues

    +
    +
    + + +
    +
    +

    +
    +
    +

    [Name / Creed / Trigger] Level

    +
    +
    +

    +
    +
    + +
    +
    + + + + + + + +
    + +
    + + + + + + + + + + + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    +
    +
    +
    +
    + + + + + + + +
    + +
    + + + + + + + + + + + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    +
    +
    +
    +
    +

    Mercy Score


    Mercy Spent


    +
    +

    Vision Score


    Vision Spent


    +
    +

    Zeal Score


    Zeal Spent


    +
    + +
    +
    + + +
    + +

    + + +
    + +

    + + +
    +
    +
    +
    + +
    +

    Other Traits

    +
    + + + + + + + + +
    +
    + + + + + + + + + + + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    + +
    + + + + + + + + + + +
    +
    +


    +

    Derrangements

    +
    + + + + + + +
    + +


    + +

    Merits

    + + + + +
    + +
    +
    + +
    +

    Conviction

    + +
    + + + + + + + + + + + + +
    + +
    +

    Willpower

    +
    + + + + + + + + + + + + +
    + +
    + + + + + + + + + + + + +
    + +
    + +
    +

    Weakness

    +
    +
    + +
    +
    + +

    Dice Pools

    +
    Attribute            Ability
    +
    + +
    + + + + + +
    +
    + + + + +

    + + +
    + + + + + +
    + +
    + + + + +

    + + + +
    + + + + + +
    + +
    + + + + +

    + + +
    + + + + +
    + +
    + + + + + +

    + + +
    + + + + +
    + +
    + + + + +
    +
    +
    +

    Equipament

    + + + +
    + +
    +

    Health

    +
    +

    Bruised

    +

    Hurt

    +

    Injured

    +

    Wounded

    +

    Mauled

    +

    Crippled

    +

    Incapacitated

    +
    +
    + +
    + +
    + +
    +

    -1     + +

    + +
    +

    -1     + +

    + +
    +

    -2     + +

    + +
    +

    -2     + +

    + +
    +

    -5     + +

    + +
    + +
    +
    +
    +
    +

    Experience

    +
    +
    + +
    +
    +

    Notes

    + +
    +

    Flaws

    + +
    diff --git a/CWOD-Hunter/Hunter.png b/CWOD-Hunter/Hunter.png new file mode 100644 index 000000000000..bc21bc9a3304 Binary files /dev/null and b/CWOD-Hunter/Hunter.png differ diff --git a/CWOD-Hunter/README.md b/CWOD-Hunter/README.md new file mode 100644 index 000000000000..61ca0bef2e18 --- /dev/null +++ b/CWOD-Hunter/README.md @@ -0,0 +1,4 @@ +Character sheet for Hunter: The Reckoning, by White Wolf Publishing. + +A big thanks goes out to Matt Zaldivar, Brian Shields and Benjamin Bandelow. +I used the exalted sheet and vampire sheet they made as a starting point and as such much, maybe most, of this code it theirs. \ No newline at end of file diff --git a/CWOD-Hunter/sheet.json b/CWOD-Hunter/sheet.json new file mode 100644 index 000000000000..c1f3477de79f --- /dev/null +++ b/CWOD-Hunter/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Hunter.html", + "css": "Hunter.css", + "authors": "Viviane Silva, Fernando Netto, and some coding by Matt Zaldivar, Brian Shields and Benjamin Bandelow, for their Exalted sheet nad Vampire Sheet.", + "roll20userid": "1335803", + "preview": "Hunter.png", + "instructions": "# Hunter: The Reckoning Character Sheet\r For use in the classic World of Darkness. Designed to function much like an actual paper sheet would. With the most notable exception being that you can roll Willpower directy from the sheet. Also, The Dice Pool section in the center at the bottom allow one to select an Attribute and/or Ability to roll; The Other Traits may also be seleceted in the Ability drop down. The check to the left of each die pool selection indicates that the roll has a specialty (i.e. dice will explode) All rolls from the sheet are of the from {Xd10}>Df1 or {Xd10!}>Df1 if special, where X is the number of dice and D is the difficulty. NOTE: These roll do not recognize botches. Further, the rolls will prompt the user to modify the number of dice rolled and set the difficulty. The defaults for these are 0 and 6 respectively. In the 'Edges', you put in the textbox, the name, creed and trigger of each edge, and in Virtues you just enter the number of dots you have in 'Score', and the amount you spent in 'Spent'." +} diff --git a/CWOD-Mage/Mage.html b/CWOD-Mage/Mage.html index ee2d7b08911c..28295fa891a0 100644 --- a/CWOD-Mage/Mage.html +++ b/CWOD-Mage/Mage.html @@ -65,17 +65,17 @@

    Appearance

    +

    Perception

    Intelligence

    Wits

    -

    Perception

    - +
    - +
    - +
    diff --git a/CWOD-V20/V20.html b/CWOD-V20/V20.html index bd3a8b8fd47b..b98f4b836a7d 100644 --- a/CWOD-V20/V20.html +++ b/CWOD-V20/V20.html @@ -4,42 +4,42 @@
    - - - + + +
    - - - + + +
    - - - + + +

    -

    Attributes

    +

    Attributes

    -

    Physical

    +

    Physical

    -

    Social

    +

    Social

    -

    Mental

    +

    Mental

    -

    Strength

    -

    Dexterity

    -

    Stamina

    +

    Strength

    +

    Dexterity

    +

    Stamina

    @@ -51,9 +51,9 @@

    Stamina

    -

    Charisma

    -

    Manipulation

    -

    Appearance

    +

    Charisma

    +

    Manipulation

    +

    Appearance

    @@ -67,48 +67,48 @@

    Appearance

    -

    Intelligence

    -

    Wits

    -

    Perception

    +

    Perception

    +

    Intelligence

    +

    Wits

    - +
    - +
    - +

    -

    Abilities

    +

    Abilities

    -

    Talents

    +

    Talents

    -

    Skills

    +

    Skills

    -

    Knowledges

    +

    Knowledges

    -

    Alertness

    -

    Athletics

    -

    Awareness

    -

    Brawl

    -

    Empathy

    -

    Expression

    -

    Intimidation

    -

    Leadership

    -

    Streetwise

    -

    Subterfuge

    +

    Alertness

    +

    Athletics

    +

    Awareness

    +

    Brawl

    +

    Empathy

    +

    Expression

    +

    Intimidation

    +

    Leadership

    +

    Streetwise

    +

    Subterfuge

    @@ -141,16 +141,16 @@

    Subterfuge

    -

    Animal Ken

    -

    Craft

    -

    Drive

    -

    Etiquette

    -

    Firearms

    -

    Larceny

    -

    Melee

    -

    Performance

    -

    Stealth

    -

    Survival

    +

    Animal Ken

    +

    Craft

    +

    Drive

    +

    Etiquette

    +

    Firearms

    +

    Larceny

    +

    Melee

    +

    Performance

    +

    Stealth

    +

    Survival

    @@ -185,16 +185,16 @@

    Survival

    -

    Academics

    -

    Computer

    -

    Finance

    -

    Investigation

    -

    Law

    -

    Medicine

    -

    Occult

    -

    Politics

    -

    Science

    -

    Technology

    +

    Academics

    +

    Computer

    +

    Finance

    +

    Investigation

    +

    Law

    +

    Medicine

    +

    Occult

    +

    Politics

    +

    Science

    +

    Technology

    @@ -232,17 +232,17 @@

    Technology


    -

    Advantages

    +

    Advantages

    -

    Disciplines

    +

    Disciplines

    -

    Backgrounds

    +

    Backgrounds

    -

    Virtues

    +

    Virtues

    @@ -304,11 +304,11 @@

    Virtues


    -

    Conscience

    -

    Conviction



    -

    Self-Control

    -

    Instinct



    -

    Courage

    +

    Conscience

    +

    Conviction



    +

    Self-Control

    +

    Instinct



    +

    Courage


    @@ -326,7 +326,7 @@

    Courage


    -

    Other Traits

    +

    Other Traits

    @@ -358,7 +358,7 @@

    Other Traits



    -

    Paths

    +

    Paths

    @@ -382,27 +382,27 @@

    Paths



    -

    Merits

    +

    Merits


    -

    Flaws

    +

    Flaws

    -

    Humanity/Path

    +

    Humanity/Path

    -
    - Bearing: +

    -

    Willpower

    +

    Willpower

    @@ -410,54 +410,54 @@

    Willpower



    -

    Blood Pool

    +

    Blood Pool




    -
    Points Per Turn
    +


    -

    Dice Pools

    -
    Attribute            Ability
    +

    Dice Pools

    +
    Attribute            Ability
    - - + +
    - - + +
    - - + +
    - - - + + +
    - - - + + +
    -

    Health

    +

    Health

    -

    Bruised

    -

    Hurt

    -

    Injured

    -

    Wounded

    -

    Mauled

    -

    Crippled

    -

    Incapacitated

    +

    Bruised

    +

    Hurt

    +

    Injured

    +

    Wounded

    +

    Mauled

    +

    Crippled

    +

    Incapacitated

    @@ -484,19 +484,19 @@

    -5    


    -

    Experience

    +

    Experience


    -

    Notes

    +

    Notes

    diff --git a/CWOD-V20/translation.json b/CWOD-V20/translation.json new file mode 100644 index 000000000000..1260e059cd12 --- /dev/null +++ b/CWOD-V20/translation.json @@ -0,0 +1,89 @@ +{ + "name-u": "Name:", + "player-u": "Player:", + "chronicle-u": "Chronicle:", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "perception-u": "Perception", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "craft-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "computer-u": "Computer", + "finance-u": "Finance", + "investigation-u": "Investigation", + "law-u": "Law", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "advantages-u": "Advantages", + "disciplines-u": "Disciplines", + "backgrounds-u": "Backgrounds", + "virtues-u": "Virtues", + "conscience-u": "Conscience", + "convinction-u": "Convinction", + "selfcontrol-u": "Self-Control", + "instinct-u": "Instinct", + "courage-u": "Courage", + "othertraits-u": "Other Traits", + "paths-u": "Paths", + "merits-u": "Merits", + "flaws-u": "Flaws", + "humanitypath-u": "Humanity/path", + "bearing-u": "Bearing:", + "willpower-u": "Willpower", + "bloodpool-u": "Blood Pool", + "pointsperturn-u": "Points Per Turn", + "dicepools-u": "Dice Pools", + "attributeability-u": "Attribute            Ability", + "health-u": "Health", + "bruised-u": "Bruised", + "hurt-u": "Hurt", + "injured-u": "Injured", + "wounded-u": "Wounded", + "mauled-u": "Mauled", + "crippled-u": "Crippled", + "incapacitated-u": "Incapacitated", + "weakness-u": "Weakness", + "experience-u": "Experience", + "notes-u": "Notes" +} diff --git a/CWOD-V20/translations/af.json b/CWOD-V20/translations/af.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/af.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/cs.json b/CWOD-V20/translations/cs.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/cs.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/da.json b/CWOD-V20/translations/da.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/da.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/de.json b/CWOD-V20/translations/de.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/de.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/el.json b/CWOD-V20/translations/el.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/el.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/en.json b/CWOD-V20/translations/en.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/en.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/es.json b/CWOD-V20/translations/es.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/es.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/fr.json b/CWOD-V20/translations/fr.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/fr.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/he.json b/CWOD-V20/translations/he.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/he.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/it.json b/CWOD-V20/translations/it.json new file mode 100644 index 000000000000..6b232ec19f36 --- /dev/null +++ b/CWOD-V20/translations/it.json @@ -0,0 +1,89 @@ +{ + "name-u":"Nome:", + "player-u":"Giocatore:", + "chronicle-u":"Cronaca:", + "nature-u":"Natura:", + "demeanor-u":"Carattere:", + "concept-u":"Profilo:", + "clan-u":"Clan:", + "generation-u":"Generaz.:", + "sire-u":"Sire:", + "attributes-u":"Attributi", + "physical-u":"Fisici", + "social-u":"Sociali", + "mental-u":"Mentali", + "strength-u":"Forza", + "dexterity-u":"Destrezza", + "stamina-u":"Costituzione", + "charisma-u":"Carisma", + "manipulation-u":"Persuasione", + "appearance-u":"Aspetto", + "intelligence-u":"Intelligenza", + "wits-u":"Prontezza", + "perception-u":"Percezione", + "abilities-u":"Abilità", + "talents-u":"Attitudini", + "skills-u":"Capacità", + "knowledges-u":"Conoscenze", + "alertness-u":"Sesto Senso", + "athletics-u":"Atletica", + "awareness-u":"Consapevolezza", + "brawl-u":"Rissa", + "empathy-u":"Empatia", + "expression-u":"Espressività", + "intimidation-u":"Intimidire", + "leadership-u":"Autorità", + "subterfuge-u":"Sotterfugio", + "streetwise-u":"Bassifondi", + "animalken-u":"Affin.Animale", + "craft-u":"Manualità", + "drive-u":"Guidare", + "etiquette-u":"Galateo", + "firearms-u":"Armi da Fuoco", + "larceny-u":"Criminalità", + "melee-u":"A. da Mischia", + "performance-u":"Esp.Artistica", + "stealth-u":"Furtività", + "survival-u":"Sopravvivenza", + "academics-u":"Accademiche", + "computer-u":"Informatica", + "finance-u":"Finanza", + "investigation-u":"Investigare", + "law-u":"Legge", + "medicine-u":"Medicina", + "occult-u":"Occulto", + "politics-u":"Politica", + "science-u":"Scienze", + "technology-u":"Tecnologia", + "advantages-u":"Vantaggi", + "disciplines-u":"Discipline", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtù", + "conscience-u":"Coscienza", + "convinction-u":"Convinzione", + "selfcontrol-u":"Autocontrollo", + "instinct-u":"Istinto", + "courage-u":"Coraggio", + "othertraits-u":"Altri Tratti", + "paths-u":"Sentieri", + "merits-u":"Pregi", + "flaws-u":"Difetti", + "humanitypath-u":"Umanità/sentiero", + "bearing-u":"Atteggiamento:", + "willpower-u":"Volontà", + "bloodpool-u":"Punti Sangue", + "pointsperturn-u":"Sangue per Turno", + "dicepools-u":"Riserve di Dadi", + "attributeability-u":"Attributo            Abilità", + "health-u":"Salute", + "bruised-u":"Contuso", + "hurt-u":"Graffiato", + "injured-u":"Leso", + "wounded-u":"Ferito", + "mauled-u":"Straziato", + "crippled-u":"Menomato", + "incapacitated-u":"Inabilitato", + "weakness-u":"Debolezza", + "experience-u":"Esperienza", + "notes-u":"Annotazioni" +} \ No newline at end of file diff --git a/CWOD-V20/translations/ja.json b/CWOD-V20/translations/ja.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/ja.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/ko.json b/CWOD-V20/translations/ko.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/ko.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/nl.json b/CWOD-V20/translations/nl.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/nl.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/pt.json b/CWOD-V20/translations/pt.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/pt.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/ru.json b/CWOD-V20/translations/ru.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/ru.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/sv.json b/CWOD-V20/translations/sv.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/sv.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/tr.json b/CWOD-V20/translations/tr.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/tr.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/zh.json b/CWOD-V20/translations/zh.json new file mode 100644 index 000000000000..ab4ba6edfc2f --- /dev/null +++ b/CWOD-V20/translations/zh.json @@ -0,0 +1,89 @@ +{ + "name-u":"Name:", + "player-u":"Player:", + "chronicle-u":"Chronicle:", + "nature-u":"Nature:", + "demeanor-u":"Demeanor:", + "concept-u":"Concept:", + "clan-u":"Clan:", + "generation-u":"Generation:", + "sire-u":"Sire:", + "attributes-u":"Attributes", + "physical-u":"Physical", + "social-u":"Social", + "mental-u":"Mental", + "strength-u":"Strength", + "dexterity-u":"Dexterity", + "stamina-u":"Stamina", + "charisma-u":"Charisma", + "manipulation-u":"Manipulation", + "appearance-u":"Appearance", + "intelligence-u":"Intelligence", + "wits-u":"Wits", + "perception-u":"Perception", + "abilities-u":"Abilities", + "talents-u":"Talents", + "skills-u":"Skills", + "knowledges-u":"Knowledges", + "alertness-u":"Alertness", + "athletics-u":"Athletics", + "awareness-u":"Awareness", + "brawl-u":"Brawl", + "empathy-u":"Empathy", + "expression-u":"Expression", + "intimidation-u":"Intimidation", + "leadership-u":"Leadership", + "subterfuge-u":"Subterfuge", + "streetwise-u":"Subterfuge", + "animalken-u":"Animal Ken", + "craft-u":"Craft", + "drive-u":"Drive", + "etiquette-u":"Etiquette", + "firearms-u":"Firearms", + "larceny-u":"Larceny", + "melee-u":"Melee", + "performance-u":"Performance", + "stealth-u":"Stealth", + "survival-u":"Survival", + "academics-u":"Academics", + "computer-u":"Computer", + "finance-u":"Finance", + "investigation-u":"Investigation", + "law-u":"Law", + "medicine-u":"Medicine", + "occult-u":"Occult", + "politics-u":"Politics", + "science-u":"Science", + "technology-u":"Technology", + "advantages-u":"Advantages", + "disciplines-u":"Disciplines", + "backgrounds-u":"Backgrounds", + "virtues-u":"Virtues", + "conscience-u":"Conscience", + "convinction-u":"Convinction", + "selfcontrol-u":"Self-Control", + "instinct-u":"Instinct", + "courage-u":"Courage", + "othertraits-u":"Other Traits", + "paths-u":"Paths", + "merits-u":"Merits", + "flaws-u":"Flaws", + "humanitypath-u":"Humanity/path", + "bearing-u":"Bearing:", + "willpower-u":"Willpower", + "bloodpool-u":"Blood Pool", + "pointsperturn-u":"Points Per Turn", + "dicepools-u":"Dice Pools", + "attributeability-u":"Attribute            Ability", + "health-u":"Health", + "bruised-u":"Bruised", + "hurt-u":"Hurt", + "injured-u":"Injured", + "wounded-u":"Wounded", + "mauled-u":"Mauled", + "crippled-u":"Crippled", + "incapacitated-u":"Incapacitated", + "weakness-u":"Weakness", + "experience-u":"Experience", + "notes-u":"Notes" +} \ No newline at end of file diff --git a/CWOD-V20/translations/zu.json b/CWOD-V20/translations/zu.json new file mode 100644 index 000000000000..378cc2e00af4 --- /dev/null +++ b/CWOD-V20/translations/zu.json @@ -0,0 +1,89 @@ +{ + "name-u":"crwdns58224:0crwdne58224:0", + "player-u":"crwdns58225:0crwdne58225:0", + "chronicle-u":"crwdns58226:0crwdne58226:0", + "nature-u":"crwdns58227:0crwdne58227:0", + "demeanor-u":"crwdns58228:0crwdne58228:0", + "concept-u":"crwdns58229:0crwdne58229:0", + "clan-u":"crwdns58230:0crwdne58230:0", + "generation-u":"crwdns58231:0crwdne58231:0", + "sire-u":"crwdns58232:0crwdne58232:0", + "attributes-u":"crwdns58233:0crwdne58233:0", + "physical-u":"crwdns58312:0crwdne58312:0", + "social-u":"crwdns58235:0crwdne58235:0", + "mental-u":"crwdns58236:0crwdne58236:0", + "strength-u":"crwdns58237:0crwdne58237:0", + "dexterity-u":"crwdns58238:0crwdne58238:0", + "stamina-u":"crwdns58239:0crwdne58239:0", + "charisma-u":"crwdns58240:0crwdne58240:0", + "manipulation-u":"crwdns58241:0crwdne58241:0", + "appearance-u":"crwdns58242:0crwdne58242:0", + "intelligence-u":"crwdns58243:0crwdne58243:0", + "wits-u":"crwdns58244:0crwdne58244:0", + "perception-u":"crwdns58245:0crwdne58245:0", + "abilities-u":"crwdns58246:0crwdne58246:0", + "talents-u":"crwdns58247:0crwdne58247:0", + "skills-u":"crwdns58248:0crwdne58248:0", + "knowledges-u":"crwdns58249:0crwdne58249:0", + "alertness-u":"crwdns58250:0crwdne58250:0", + "athletics-u":"crwdns58251:0crwdne58251:0", + "awareness-u":"crwdns58252:0crwdne58252:0", + "brawl-u":"crwdns58253:0crwdne58253:0", + "empathy-u":"crwdns58254:0crwdne58254:0", + "expression-u":"crwdns58255:0crwdne58255:0", + "intimidation-u":"crwdns58256:0crwdne58256:0", + "leadership-u":"crwdns58257:0crwdne58257:0", + "subterfuge-u":"crwdns58313:0crwdne58313:0", + "streetwise-u":"crwdns58314:0crwdne58314:0", + "animalken-u":"crwdns58259:0crwdne58259:0", + "craft-u":"crwdns58260:0crwdne58260:0", + "drive-u":"crwdns58261:0crwdne58261:0", + "etiquette-u":"crwdns58262:0crwdne58262:0", + "firearms-u":"crwdns58263:0crwdne58263:0", + "larceny-u":"crwdns58264:0crwdne58264:0", + "melee-u":"crwdns58265:0crwdne58265:0", + "performance-u":"crwdns58266:0crwdne58266:0", + "stealth-u":"crwdns58267:0crwdne58267:0", + "survival-u":"crwdns58268:0crwdne58268:0", + "academics-u":"crwdns58269:0crwdne58269:0", + "computer-u":"crwdns58270:0crwdne58270:0", + "finance-u":"crwdns58271:0crwdne58271:0", + "investigation-u":"crwdns58272:0crwdne58272:0", + "law-u":"crwdns58273:0crwdne58273:0", + "medicine-u":"crwdns58274:0crwdne58274:0", + "occult-u":"crwdns58275:0crwdne58275:0", + "politics-u":"crwdns58276:0crwdne58276:0", + "science-u":"crwdns58277:0crwdne58277:0", + "technology-u":"crwdns58278:0crwdne58278:0", + "advantages-u":"crwdns58279:0crwdne58279:0", + "disciplines-u":"crwdns58280:0crwdne58280:0", + "backgrounds-u":"crwdns58281:0crwdne58281:0", + "virtues-u":"crwdns58282:0crwdne58282:0", + "conscience-u":"crwdns58283:0crwdne58283:0", + "convinction-u":"crwdns58284:0crwdne58284:0", + "selfcontrol-u":"crwdns58285:0crwdne58285:0", + "instinct-u":"crwdns58286:0crwdne58286:0", + "courage-u":"crwdns58287:0crwdne58287:0", + "othertraits-u":"crwdns58288:0crwdne58288:0", + "paths-u":"crwdns58289:0crwdne58289:0", + "merits-u":"crwdns58290:0crwdne58290:0", + "flaws-u":"crwdns58291:0crwdne58291:0", + "humanitypath-u":"crwdns58292:0crwdne58292:0", + "bearing-u":"crwdns58315:0crwdne58315:0", + "willpower-u":"crwdns58293:0crwdne58293:0", + "bloodpool-u":"crwdns58294:0crwdne58294:0", + "pointsperturn-u":"crwdns58295:0crwdne58295:0", + "dicepools-u":"crwdns58296:0crwdne58296:0", + "attributeability-u":"crwdns58297:0crwdne58297:0", + "health-u":"crwdns58298:0crwdne58298:0", + "bruised-u":"crwdns58299:0crwdne58299:0", + "hurt-u":"crwdns58300:0crwdne58300:0", + "injured-u":"crwdns58301:0crwdne58301:0", + "wounded-u":"crwdns58302:0crwdne58302:0", + "mauled-u":"crwdns58303:0crwdne58303:0", + "crippled-u":"crwdns58304:0crwdne58304:0", + "incapacitated-u":"crwdns58305:0crwdne58305:0", + "weakness-u":"crwdns58306:0crwdne58306:0", + "experience-u":"crwdns58307:0crwdne58307:0", + "notes-u":"crwdns58308:0crwdne58308:0" +} \ No newline at end of file diff --git a/CWOD-Vampire/Vampire.html b/CWOD-Vampire/Vampire.html index 1585f580b7b2..4f34ed6e81fa 100644 --- a/CWOD-Vampire/Vampire.html +++ b/CWOD-Vampire/Vampire.html @@ -117,11 +117,22 @@

    Appearance

    +

    Perception

    Intelligence

    Wits

    -

    Perception

    +
    + + + + + + + + + +
    @@ -142,17 +153,6 @@

    Perception

    -
    - - - - - - - - - -
    diff --git a/CWOD-W20/W20.css b/CWOD-W20/W20.css index 905311fcddb8..b1ea357174a7 100644 --- a/CWOD-W20/W20.css +++ b/CWOD-W20/W20.css @@ -14,8 +14,9 @@ div.sheet-core-content { display: none; } .charsheet { - background: url('http://i.imgur.com/Gqhoqv5.jpg'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/CWOD-W20/character_sheet_background.jpg'); background-size:100%; + background-repeat: repeat-y; width:840px; } @@ -143,7 +144,7 @@ div.sheet-core-content { } /*-----End of Sheet Table-----*/ .sheet-formsbanner { - background: url('http://www.allmystery.de/i/t6ea465_Full_Moon_Offering_I_by_fobiapharmer.jpg') no-repeat; + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/CWOD-W20/five_forms.jpg') no-repeat; background-size:100%; } @@ -466,7 +467,7 @@ input.sheet-claw[type="checkbox"] { /* Fake checkbox */ input.sheet-claw[type="checkbox"] + span::before { - background:url('http://mongoosemachine.com/images/interface/claw-mark-mid-left.png') no-repeat; + background:url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/CWOD-W20/claw-mark-mid-left.png') no-repeat; background-size:100%; width: 30px; height: 30px; @@ -480,7 +481,7 @@ input.sheet-claw[type="checkbox"] + span::before { } input.sheet-claw[type="checkbox"]:checked + span::before { - background:url('http://pngimg.com/upload/scratches_PNG6175.png') no-repeat; + background:url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/CWOD-W20/claw-mark-mid-left.png') no-repeat; background-size:100%; content:""; width: 30px; @@ -542,6 +543,48 @@ input.sheet-no:checked ~ span.sheet-no, input.sheet-yes:checked ~ span.sheet-yes { display: inline-block; } + +/*------------Static/Dynamic--*/ +input.sheet-Dynamic-switch { + width: 30px; + height: 20px; + position: absolute; + z-index: 1; + opacity: 0; +} + +span.sheet-Dynamic-switch{ + display: none; + position: absolute; +} + +textarea.sheet-Dynamic-switch, +div[data-groupname="repeating_merits"], +div[data-groupname="repeating_flaws"]{ + display: none; +} + +input.sheet-static { + z-index: 2; +} +input.sheet-static:checked + input.sheet-dynamic, +input.sheet-dynamic:checked + input.sheet-static { + z-index: 3; +} + +input.sheet-static:checked ~ span.sheet-static, +input.sheet-dynamic:checked ~ span.sheet-dynamic, +input.sheet-static:checked ~ textarea.sheet-static +{ + display: inline-block; +} + +input.sheet-dynamic:checked ~ div[data-groupname="repeating_merits"], +input.sheet-dynamic:checked ~ div[data-groupname="repeating_flaws"] +{ + display: inline; +} + /*------------Forms-----------*/ /* Hide actual normal radio */ input.sheet-normal[type="radio"] @@ -700,7 +743,6 @@ button[type=roll].sheet-initiative:before { button[type=roll].sheet-initiative { background-image: none; - background: transparent; font-family:"RufscriptRegular"; color:black; font-size:1.2em; @@ -735,7 +777,6 @@ button[type=roll].sheet-adv:before { button[type=roll].sheet-adv { background-image: none; - background: transparent; font-family:"RufscriptRegular"; color:black; font-size:1.4em; @@ -830,7 +871,7 @@ button[type=roll].sheet-weaponroll:active { width: 189px; height: 189px; padding: 2px; - background: url(http://i.imgur.com/xBk4U1p.jpg) top left; + background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/CWOD-W20/template_background.jpg) top left; background-size: 189px 189px; background-repeat: no-repeat; font-family: "Courier New", Courier, monospace; @@ -888,7 +929,7 @@ button[type=roll].sheet-weaponroll:active { width: 250px; height: 250px; padding: 2px; - background: url(http://i.imgur.com/xBk4U1p.jpg) top left; + background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/CWOD-W20/template_background.jpg) top left; background-size: 250px 250px; background-repeat: no-repeat; font-family: "Courier New", Courier, monospace; diff --git a/CWOD-W20/W20.html b/CWOD-W20/W20.html index ac57657dc4f8..f729d0b73315 100644 --- a/CWOD-W20/W20.html +++ b/CWOD-W20/W20.html @@ -17,9 +17,8 @@
    -

    - -

    +
    +

    Name:

    @@ -169,17 +168,17 @@

    Attributes

    - Intelligence + Perception - - - - -   - - - - + + + + +   + + + + @@ -207,17 +206,17 @@

    Attributes

    - Wits + Intelligence - - - - -   - - - - + + + + +   + + + + @@ -245,17 +244,17 @@

    Attributes

    - Perception + Wits - - - - -   - - - - + + + + +   + + + + @@ -701,8 +700,8 @@

    Knowledges


    -

    Dice Pools

    +

    Dice Pools

    @@ -714,7 +713,8 @@

    Dice Pools

    - + + @@ -1514,12 +1514,44 @@

    Other Traits


    + + + Static + Dynamic +

    Merits

    - + +
    + + + +
    + + + Static + Dynamic +

    Flaws

    - + +
    + + + +

    @@ -2163,7 +2195,7 @@

    Combat

    - + > - + @@ -2210,7 +2242,7 @@

    Combat

    - + - + @@ -2257,7 +2289,7 @@

    Combat

    - + - + @@ -2304,7 +2336,7 @@

    Combat

    - + - + @@ -2351,7 +2383,7 @@

    Combat

    - + - + @@ -2398,7 +2430,7 @@

    Combat

    - + - + @@ -2445,7 +2477,7 @@

    Combat

    - + - +
    Roll Difficulty Query? Specialization
    @@ -2177,7 +2209,7 @@

    Combat

    @@ -2224,7 +2256,7 @@

    Combat

    @@ -2271,7 +2303,7 @@

    Combat

    @@ -2318,7 +2350,7 @@

    Combat

    @@ -2365,7 +2397,7 @@

    Combat

    @@ -2412,7 +2444,7 @@

    Combat

    @@ -2459,7 +2491,7 @@

    Combat


    @@ -2494,7 +2526,7 @@

    Brawling & Clawing

    Strength +1 - + @@ -2512,7 +2544,7 @@

    Brawling & Clawing

    Strength +2 - + @@ -2530,7 +2562,7 @@

    Brawling & Clawing

    Special - + @@ -2548,7 +2580,7 @@

    Brawling & Clawing

    Strength +2 - + @@ -2566,7 +2598,7 @@

    Brawling & Clawing

    Strength - + @@ -2584,7 +2616,7 @@

    Brawling & Clawing

    Strength +1 - + @@ -2602,7 +2634,7 @@

    Brawling & Clawing

    Strength - +
    diff --git a/CWOD-W20/WerewolfApocalypseRevisedLogo.png b/CWOD-W20/WerewolfApocalypseRevisedLogo.png new file mode 100644 index 000000000000..bf8d9cc16e4c Binary files /dev/null and b/CWOD-W20/WerewolfApocalypseRevisedLogo.png differ diff --git a/CWOD-W20/character_sheet_background.jpg b/CWOD-W20/character_sheet_background.jpg new file mode 100644 index 000000000000..8ce9480fe536 Binary files /dev/null and b/CWOD-W20/character_sheet_background.jpg differ diff --git a/CWOD-W20/claw-mark-mid-left.png b/CWOD-W20/claw-mark-mid-left.png new file mode 100644 index 000000000000..0283ebca6eca Binary files /dev/null and b/CWOD-W20/claw-mark-mid-left.png differ diff --git a/CWOD-W20/five_forms.jpg b/CWOD-W20/five_forms.jpg new file mode 100644 index 000000000000..188e5d97d7ae Binary files /dev/null and b/CWOD-W20/five_forms.jpg differ diff --git a/CWOD-W20/scratches.png b/CWOD-W20/scratches.png new file mode 100644 index 000000000000..265e6b37354f Binary files /dev/null and b/CWOD-W20/scratches.png differ diff --git a/New World of Darkness Official/xBk4U1p.jpg b/CWOD-W20/template_background.jpg similarity index 100% rename from New World of Darkness Official/xBk4U1p.jpg rename to CWOD-W20/template_background.jpg diff --git a/CWOD-Werewolf-Rokea/Rokea_logo.png b/CWOD-Werewolf-Rokea/Rokea_logo.png new file mode 100644 index 000000000000..c4f3c03fde87 Binary files /dev/null and b/CWOD-Werewolf-Rokea/Rokea_logo.png differ diff --git a/CWOD-Werewolf-Rokea/Werewolf-Rokea.css b/CWOD-Werewolf-Rokea/Werewolf-Rokea.css new file mode 100644 index 000000000000..c5b9cbae9e84 --- /dev/null +++ b/CWOD-Werewolf-Rokea/Werewolf-Rokea.css @@ -0,0 +1,191 @@ +.charsheet label { + display: inline-block; + width: 75px; + text-align: right; + padding-bottom: 0px; +} + +.charsheet input { + display: inline-block; + width: 155px; +} + +.charsheet { + background-color: white; +} + +.charsheet select { + width: 42px; +} + +/* Hide actual dot/checkbox */ +input[type="radio"], +input[type="checkbox"] +{ + position: absolute; + opacity: 0; + width:15px; + cursor: pointer; + z-index: 1; + margin-top: 6px; +} + +/* Styles common to fake dot and checkbox */ +input[type="radio"] + span::before, +input[type="checkbox"] + span::before +{ + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: middle; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +/* Styles unique to fake dot (checked or left of checked) */ +input[type="radio"]+ span::before +{ + content: "•"; + width: 12px; + height: 12px; + font-size: 36px; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} + +/* Styles unique to fake checkbox (unchecked) */ +input[type="checkbox"] + span::before +{ + position:relative; + content: ""; + opacity: .25; + width: 14px; + height: 14px; + font-size: 12px; + + -moz-border-radius: 3px; + -webkit-border-radius: 3px; + border-radius: 3px; +} + +/* Styles unique to fake checkbox (checked) */ +input[type="checkbox"]:checked + span::before +{ + content: "✖"; + color: #a00; + + -moz-box-shadow: 0 0 2px transparent; + -webkit-box-shadow: 0 0 2px transparent; + box-shadow: 0 0 2px transparent; +} + +/* Remove dot from all radios _after_ selected one */ +input[type="radio"]:checked ~ input[type="radio"]+ span::before +{ + content: ""; +} + +input.sheet-used+span::before +{ + content: "✖"; + width: 12px; + height: 12px; + font-size: 12px; + + -moz-border-radius: 0%; + -webkit-border-radius: 0%; + border-radius: 0%; +} + +input.sheet-zero:checked + span::before +{ + opacity: 0; +} + +input.sheet-zero:hover + span::before +{ + opacity: 1; +} + +input.sheet-zero+ span::before +{ + font-size: 12px; + content: "✖"; + opacity: 0.25; +} + +input.sheet-DP1Spec + span::before, +input.sheet-DP2Spec + span::before, +input.sheet-DP2Spec + span::before, +input.sheet-DP3Spec + span::before, +input.sheet-DP4Spec + span::before, +input.sheet-DP5Spec + span::before +{ + opacity: 1; + margin-bottom: 10px; +} + +div.sheet-DP1, +div.sheet-DP2, +div.sheet-DP2, +div.sheet-DP3, +div.sheet-DP4, +div.sheet-DP5 +{ + display: inline; +} +div.sheet-DP1wSpec, +div.sheet-DP2wSpec, +div.sheet-DP2wSpec, +div.sheet-DP3wSpec, +div.sheet-DP4wSpec, +div.sheet-DP5wSpec +{ + display: none; +} + +input.sheet-DP1Spec:checked ~ div.sheet-DP1, +input.sheet-DP2Spec:checked ~ div.sheet-DP2, +input.sheet-DP2Spec:checked ~ div.sheet-DP2, +input.sheet-DP3Spec:checked ~ div.sheet-DP3, +input.sheet-DP4Spec:checked ~ div.sheet-DP4, +input.sheet-DP5Spec:checked ~ div.sheet-DP5 +{ + display: none; +} + +input.sheet-DP1Spec:checked ~ div.sheet-DP1wSpec, +input.sheet-DP2Spec:checked ~ div.sheet-DP2wSpec, +input.sheet-DP2Spec:checked ~ div.sheet-DP2wSpec, +input.sheet-DP3Spec:checked ~ div.sheet-DP3wSpec, +input.sheet-DP4Spec:checked ~ div.sheet-DP4wSpec, +input.sheet-DP5Spec:checked ~ div.sheet-DP5wSpec +{ + display: inline; +} + +input.sheet-forms +{ + width: 118px; +} + +input.sheet-forms + span::before +{ + margin-left: 53px; + margin-right: 53px; + content: ""; +} + +input.sheet-forms:checked + span::before{ content: "•"; } diff --git a/CWOD-Werewolf-Rokea/Werewolf-Rokea.html b/CWOD-Werewolf-Rokea/Werewolf-Rokea.html new file mode 100644 index 000000000000..d6f9c915f3d0 --- /dev/null +++ b/CWOD-Werewolf-Rokea/Werewolf-Rokea.html @@ -0,0 +1,565 @@ +

    + +

    + +
    +

    Name:

    +

    Player:

    +

    Chronicle:

    +
    +
    + + + +
    +
    +

    Breed:

    +

    Auspice:

    +

    Species:

    +
    +
    + + + +
    +
    +

    Slew Name:

    +

    Slew Totem:

    +

    Concept:

    +
    +
    + + + +
    + +
    + +

    Attributes

    + +
    +
    +

    Physical

    +
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    Social

    +
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    Mental

    +
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    Strength

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    Dexterity

    +

    Stamina

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    + +
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    +
    +
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    Charisma

    +

    Manipulation

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    Appearance

    +
    +
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    +
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    Perception

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    Intelligence

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    Wits

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    Abilities

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    Talents

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    Skills

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    Knowledges

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    Alertness

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    Athletics

    +

    Brawl

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    Dodge

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    Empathy

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    Expression

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    Intimidation

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    Primal-Urge

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    Streetwise

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    Subterfuge

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    Animal Ken

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    Craft

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    Firearms

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    Leadership

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    Melee

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    Performance

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    Seafaring

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    Survival

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    Science

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    Advantages

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    Backgrounds

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    Gifts

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    Gifts

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    Renown

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    Valor

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    Harmony

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    Innovation

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    + +
    +

    +

    Other Traits

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    +
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    + +
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    + +
    +


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    +

    Rank

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    +

    Rage

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    +

    +

    Gnosis

    +
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    +
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    +

    +

    Willpower

    +
    + + +
    +
    + +
    +

    +

    Dice Pools

    +
    Attribute            Ability
    +
    + +
    + + + +
    +
    + + + +

    + + +
    + + + +
    +
    + + + +

    + + +
    + + + +
    +
    + + + +

    + + +
    + + + +
    +
    + + + +

    + + +
    + + + +
    +
    + + + +
    +
    +
    + +
    +

    Health

    +
    +

    Bruised

    +

    Hurt

    +

    Injured

    +

    Wounded

    +

    Mauled

    +

    Crippled

    +

    Incapacitated

    +
    +
    +
    + +
    +
    +

    -1     +

    +
    +

    -1     +

    +
    +

    -2     +

    +
    +

    -2     +

    +
    +

    -5     +

    +
    + +
    +
    +
    +

    Experience

    +
    +
    + +

    +

    Notes

    + +
    +

    +
    +

    Merits

    + +
    +

    Flaws

    + +
    +
    +

    Forms

    +
    + +
    +
    +

    Homid




    + No Change



    + Difficuly: 6 +
    +
    +

    Glabrus

    + Strength(+2) + Dexterity(0/+1) + Stamina(+2) + Manipulation(-2) + Appearance(-2)


    + Difficulty: 9 +
    +
    +

    Gladius

    + Strength(+3) + Dexterity(-1/+2) + Stamina(+2) + Manipulation(-4) + Appearance 0 + Bite: Str+1(Agg)



    + Difficulty: 6
    + INCITE LESSER
    + DELIRIUM +
    +
    +

    Chasmus

    + Strength(+4) + Dexterity(+1) + Stamina(+3) + Manipulation(-4) +
    + Bite: Str+1(Agg)

    + Difficulty: 7
    + INCITE DELIRIUM
    + IN HUMANS +
    +
    +

    Squamus

    + Strength(+2) + Dexterity(+3) + Stamina(+2) + Manipulation(-4) +
    + Bite: Str(Lethal)




    + Difficulty: 6 +
    +
    diff --git a/CWOD-Werewolf-Rokea/Werewolf-Rokea.png b/CWOD-Werewolf-Rokea/Werewolf-Rokea.png new file mode 100644 index 000000000000..8030c24b12a5 Binary files /dev/null and b/CWOD-Werewolf-Rokea/Werewolf-Rokea.png differ diff --git a/CWOD-Werewolf-Rokea/sheet.json b/CWOD-Werewolf-Rokea/sheet.json new file mode 100644 index 000000000000..b1de205397e5 --- /dev/null +++ b/CWOD-Werewolf-Rokea/sheet.json @@ -0,0 +1,7 @@ +{ + "html": "Werewolf-Rokea.html", + "css": "Werewolf-Rokea.css", + "authors": "Alan Tenore. Copied and adapted from Matt Zaldivar's Werewolf sheet.", + "preview": "Werewolf-Rokea.png", + "instructions": "# Werewolf: The Apocalypse - Rokea Character Sheet\r Modified from Matt's original to handle all the different traits and different forms of the Rokea.\r\r Instructions from original sheet:\r Designed to function much like an actual paper sheet would. With the most notable exception being that you can roll Rage, Gnosis, and Willpower directy from the sheet. Also, The Dice Pool section in the center at the bottom allows one to select an Attribute and/or Ability to roll; The Other Traits may also be seleceted in the Ability drop down. The check to the left of each die pool selection indicates that the roll has a specialty (i.e. dice will explode) All rolls from the sheet are of the from {Xd10}>Df1 or {Xd10!}>Df1 if special, where X is the number of dice and D is the difficulty. NOTE: These roll do not recognize botches. Further, the rolls will prompt the user to modify the number of dice rolled and set the difficulty. The defaults for these are 0 and 6 respectively. The Forms area at the bottom is intended to help keep track of your current form and remind you of the statistical changes, these buttons do not change any rolls." +} diff --git a/CWOD-Werewolf/Werewolf.html b/CWOD-Werewolf/Werewolf.html index 0c92e8ff8a14..7769662d2ae9 100644 --- a/CWOD-Werewolf/Werewolf.html +++ b/CWOD-Werewolf/Werewolf.html @@ -82,17 +82,17 @@

    Appearance

    +

    Perception

    Intelligence

    Wits

    -

    Perception

    - +
    - +
    - +
    diff --git a/CahiersDuVastemonde/ReadMe.md b/CahiersDuVastemonde/ReadMe.md index 07998362d7ee..35c1d557c029 100644 --- a/CahiersDuVastemonde/ReadMe.md +++ b/CahiersDuVastemonde/ReadMe.md @@ -11,5 +11,5 @@ Soutenez le développement des Cahiers du Vastemonde sur [Tipee](https://www.tip # Notes de version -##v1.0 (2016-02-20) +## v1.0 (2016-02-20) Création de la fiche. diff --git a/CahiersDuVastemonde/sheet.json b/CahiersDuVastemonde/sheet.json index aba078b0b4c3..24d414884716 100644 --- a/CahiersDuVastemonde/sheet.json +++ b/CahiersDuVastemonde/sheet.json @@ -1,8 +1,9 @@ { "html": "vastemonde.htm", "css": "vastemonde.css", - "authors": "Nathanael TERRIEN", + "authors": "Natha", "roll20userid": "75857", "preview": "vastemonde.png", - "instructions": "Feuille de Personnage VF (avec jets intégrés) pour les [Cahiers du Vastemonde](http://legrumph.org/Terrier/?Les-Cahiers-du-Vastemonde/Les-Cahiers-du-Vastemonde) de John Grümph. v1.0 (20/02/2016)." + "instructions": "Feuille de Personnage VF (avec jets intégrés) pour les [Cahiers du Vastemonde](http://legrumph.org/Terrier/?Les-Cahiers-du-Vastemonde/Les-Cahiers-du-Vastemonde) de John Grümph. v1.0 (20/02/2016). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/CahiersDuVastemonde/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Call_of_Cthulhu_6th_Ed/translations/it.json b/Call_of_Cthulhu_6th_Ed/translations/it.json index 9a039fe5912e..0afb6d4af9ab 100644 --- a/Call_of_Cthulhu_6th_Ed/translations/it.json +++ b/Call_of_Cthulhu_6th_Ed/translations/it.json @@ -1,5 +1,5 @@ { - "APP":"APP", + "APP":"FAS", "CON":"CON", "DEX":"DEX", "EDU":"EDU", diff --git a/Call_of_Cthulhu_7th_Ed/coc_7th_ed.css b/Call_of_Cthulhu_7th_Ed/coc_7th_ed.css index f50a88cdedae..1756dc14ef03 100644 --- a/Call_of_Cthulhu_7th_Ed/coc_7th_ed.css +++ b/Call_of_Cthulhu_7th_Ed/coc_7th_ed.css @@ -178,3 +178,118 @@ texarea.sheet-backstory-box { border: 2px solid black; background: #BEBEBE; } +/* smaller rolltemplate */ +.sheet-rolltemplate-coc-1 table { + width: 100%; + border: 1px solid black; + color: black; + background: #FFFFFF; +} +.sheet-rolltemplate-coc-1 caption { + text-align: center; + background: black; + color: white; + font-weight: bold; + padding: 2px; + border: 1px solid black; + line-height: 1.6em; +} +.sheet-rolltemplate-coc-1 td { + padding: 2px; + border-bottom: 1px solid black; +} +.sheet-rolltemplate-coc-1 td.sheet-template_label { + font-weight: bold; +} +.sheet-rolltemplate-coc-1 td.sheet-template_value { + text-align: center; +} +.sheet-rolltemplate-coc-1 .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-coc-1 .inlinerollresult.fullcrit { + border: 2px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-coc-1 .inlinerollresult.fullfail { + border: 2px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-coc-1 .inlinerollresult.importantroll { + border: 2px solid black; + background: #BEBEBE; +} + +.sheet-rolltemplate-coc-attack-1 table { + width: 100%; + border: 1px solid black; + color: black; + background: #FFFFFF; +} +.sheet-rolltemplate-coc-attack-1 caption { + text-align: center; + background: black; + color: white; + font-weight: bold; + padding: 2px; + border: 1px solid black; + line-height: 1.6em; +} +.sheet-rolltemplate-coc-attack-1 td { + padding: 2px; + border-bottom: 1px solid black; +} +.sheet-rolltemplate-coc-attack-1 td.sheet-template_label { + font-weight: bold; +} +.sheet-rolltemplate-coc-attack-1 td.sheet-template_value { + text-align: center; +} +.sheet-rolltemplate-coc-attack-1 .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-coc-attack-1 .inlinerollresult.fullcrit { + border: 2px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-coc-attack-1 .inlinerollresult.fullfail { + border: 2px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-coc-attack-1 .inlinerollresult.importantroll { + border: 2px solid black; + background: #BEBEBE; +} +/* Buttons */ +button[type=roll].sheet-old-roll { + color: #BEBEBE; + background-color: #BEBEBE; + font-weight: bold; + text-align:center; + width: 20px; + height: 20px; + margin: 0.0; + padding: 0.0em; + border: 1px solid black; + border-radius: 5px; +} +button[type=roll].sheet-new-roll { + color: #18650D; + background-color: #18650D; + font-weight: bold; + text-align:center; + width: 20px; + height: 20px; + margin: 0.0; + padding: 0.0em; + border: 1px solid black; + border-radius: 5px; +} \ No newline at end of file diff --git a/Call_of_Cthulhu_7th_Ed/coc_7th_ed.html b/Call_of_Cthulhu_7th_Ed/coc_7th_ed.html index db65ba68d68c..84d5a06cabac 100644 --- a/Call_of_Cthulhu_7th_Ed/coc_7th_ed.html +++ b/Call_of_Cthulhu_7th_Ed/coc_7th_ed.html @@ -39,37 +39,60 @@

    Characteristics

    STR -
    @@ -314,109 +365,127 @@

    Investigator Skills Intimidate(15%) -

    @@ -426,31 +495,36 @@

    Investigator Skills Spot Hidden(25%) -

    @@ -531,8 +612,8 @@

    Weapons

    - - + + @@ -543,8 +624,11 @@

    Weapons

    WeaponWeapon Skill Damage Range
    - - + + @@ -556,8 +640,11 @@

    Weapons

    +
    - - + +
    +
    - - + +
    +
    - - + +
    +
    - - + +
    +
    - - + + + diff --git a/ChroniquesGalactiques/ReadMe.md b/ChroniquesGalactiques/ReadMe.md index 56d47e44dc8c..c4ab934c6637 100644 --- a/ChroniquesGalactiques/ReadMe.md +++ b/ChroniquesGalactiques/ReadMe.md @@ -13,10 +13,10 @@ Le jeu complet est paru dans le magazine [Casus Belli](http://www.black-book-edi # Notes de version -##v1.1 (2016-07-13) +## v1.1 (2016-07-13) * Ajout d'une section répétable de jets paramétrables (+description) dans la section Capacités (Voies) -##v1.0 (2016-07-11) +## v1.0 (2016-07-11) -Création de la feuille. +Création de la feuille.w diff --git a/ChroniquesGalactiques/sheet.json b/ChroniquesGalactiques/sheet.json index 95260adcba0f..4c5e80c4dbbd 100644 --- a/ChroniquesGalactiques/sheet.json +++ b/ChroniquesGalactiques/sheet.json @@ -1,8 +1,9 @@ { "html": "cog.htm", "css": "cog.css", - "authors": "Nathanael TERRIEN", + "authors": "Natha", "roll20userid": "75857", "preview": "cog_v1.png", - "instructions": "Feuille de Personnage (incluant quelques jets) pour Chroniques Galactiques (Chroniques Oubliées Science-Fiction) paru dans le magazine Casus Belli 17,18 et 19 (http://www.black-book-editions.fr/catalogue.php?id=207). v1.1 (Juillet 2016)." + "instructions": "Feuille de Personnage (incluant quelques jets) pour Chroniques Galactiques (Chroniques Oubliées Science-Fiction) paru dans le magazine Casus Belli 17,18 et 19 (http://www.black-book-editions.fr/catalogue.php?id=207). v1.1 (Juillet 2016). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesGalactiques/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/ChroniquesOubliees/ReadMe.md b/ChroniquesOubliees/ReadMe.md index 0e0755cdcbdb..09f75e205e40 100644 --- a/ChroniquesOubliees/ReadMe.md +++ b/ChroniquesOubliees/ReadMe.md @@ -13,7 +13,7 @@ Le jeu complet, des suppléments et des téléchargements grat # Notes de version -##v1.7 (2016-11-27) +## v1.7 (2016-11-27) * Ajout de l'état Normal ou Affaibli : les D20 des Tests deviennent des D12 à l'état Affaibli (y compris pour les Attaques et les Jets de Capacités) * Ajout de zones de saisie des Malus d'Armure et Bouclier aux Tests de DEX @@ -23,7 +23,7 @@ Le jeu complet, des suppléments et des téléchargements grat * S-Supérieure OU Héroïque : les Tests se font avec 2D20 dont on garde le meilleur * H-Supérieure ET Héroîque : les Tests se font avec 2D20 dont on garde le meilleur, et s'il est inférieur à 10, le jet "prend 10". -##v1.6 (2016-11-01) +## v1.6 (2016-11-01) * Légère refonte de la mise en page * Ajout d'un champ "Portée" pour les Armes/Attaques @@ -31,27 +31,27 @@ Le jeu complet, des suppléments et des téléchargements grat * Ajout du nom du personnage sur le template de chat de tous les jets * Ajout d'une zone de notes/divers -##v1.5 (2016-07-13) +## v1.5 (2016-07-13) * Ajout d'une zone texte de saisie des RD (Réductions de dégâts) à titre indicatif (pas d'effet mécanique) * Ajout d'une section répétable de jets paramétrables (+description) dans la section Capacités (Voies) -##v1.4 (2016-07-09) +## v1.4 (2016-07-09) * Niveau renseigné par défaut à 1 sur un nouveau personnage, pour éviter les erreurs de jet de dés * Quelques austements visuels * Hébergement des images sur Github plutôt que G+ -##v1.3 (2015-11-06) +## v1.3 (2015-11-06) * Gestion de la règle optionnelle des caractéristiques supérieures * Affichage des dégâts doublés sur attaque critique -##v1.2 (2015-07-27) +## v1.2 (2015-07-27) Amélioration de la lisibilité des infos-bulles des jets de dé. -##v1.1 (2015-07-06) +## v1.1 (2015-07-06) Correction du jet de Dextérité et de l'info-bulle "Récupération". -##v1.0 (2015-06-27). +## v1.0 (2015-06-27). Création. diff --git a/ChroniquesOubliees/sheet.json b/ChroniquesOubliees/sheet.json index 6302cec55cd9..9c0314a99d91 100644 --- a/ChroniquesOubliees/sheet.json +++ b/ChroniquesOubliees/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "co_v2.png", - "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20/OGL 3.5. Feuille version 1.7 (27 Novembre 2016)." + "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20/OGL 3.5. Feuille version 1.7 (27 Novembre 2016). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/CypherSystem/ReadMe.md b/CypherSystem/ReadMe.md index 99c234ba7fd1..a5d2c9a6eeff 100644 --- a/CypherSystem/ReadMe.md +++ b/CypherSystem/ReadMe.md @@ -42,10 +42,10 @@ Set up the API script: # Release Notes -##Release 1.6 (February 21st, 2016) +## Release 1.6 (February 21st, 2016) Cosmetic changes, to ease access to the delete button on repeatable sections, and diminish repeatable sections line height. -##Release 1.5 (December 21st, 2015) +## Release 1.5 (December 21st, 2015) * New "Attacks" section (one per stat), with integrated rolls, taking in account skill level, costs, damage etc. * Stat and skill rolls don't ask/use damage effort anymore (use the new attack sections/rolls instead) @@ -55,20 +55,20 @@ Cosmetic changes, to ease access to the delete button on repeatable sections, an * Added info button to equipment and consummables * Damage track taken in account for effort cost calculation -##Release 1.4 (November 21st, 2015) +## Release 1.4 (November 21st, 2015) [See detailed post on the Roll20 forum](https://app.roll20.net/forum/post/2357046/cypher-system-core-rule-book-sheet/?pageforid=2645489#post-2645489) * New setting to choose the roll parameters type: via the Action section or Roll Queries * New button to show Special Abilitie, Cyphers, or Artefacts details in the chat -##Release 1.3 (October 25th, 2015) +## Release 1.3 (October 25th, 2015) * Corrected roll with difficulty and inability: now compute the total difficulty * Replace "Action" parameter inputs by drop-down lists, to ensure that Roll20 updates correctly the attributes * Negative edge allowed (handicaps) * Removed the word "target" from the HTML and template roll code to avoid confusion with the Roll20 keyword "Target", allowing to create custom macros -##Release 1.2 (October 4th, 2015) +## Release 1.2 (October 4th, 2015) The optional [API script](https://github.com/Roll20/roll20-api-scripts/blob/master/CypherSystemSheet/cyphersystemsheet.js) must be updated in version 1.2. * It's now possible to change the style/look of the PC sheet (to the ones of the generic Cypher System, Numenéra or The Strange), or turn it into an NPC sheet. @@ -76,12 +76,12 @@ The optional [API script](https://github.com/Roll20/roll20-api-scripts/blob/mast * New "Artifact" repeating section with integrated Depletion roll. * Recovery roll template now shows a API button to update the sheet to the next recovery step -##Release 1.1 (September 2015) +## Release 1.1 (September 2015) Layout changes: larger stat pools and slightly smaller buttons. Addition of 2 API buttons: reset Action parameters, and reset/complete rest of the character. The optional [API script](https://github.com/Roll20/roll20-api-scripts/blob/master/CypherSystemSheet/cyphersystemsheet.js) must be updated. -##Release 1.0 (September 2015) +## Release 1.0 (September 2015) Creation of the sheet. Big thanks to the beta testers: llothos, Darcy R., Clay and The Ghost DM! diff --git a/CypherSystem/sheet.json b/CypherSystem/sheet.json index 0dd6b184aca5..18cc5ec14734 100644 --- a/CypherSystem/sheet.json +++ b/CypherSystem/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "CypherSystem.png", - "instructions": "v1.6 (2015-02-21) To set up a token that's linked to the character sheet, and optionally for API scripts to enhance rolls, check the README.md file at https://github.com/Roll20/roll20-character-sheets/blob/master/CypherSystem/ReadMe.md." + "instructions": "v1.6 (2015-02-21) To set up a token that's linked to the character sheet, and optionally for API scripts to enhance rolls, check the [README](https://github.com/Roll20/roll20-character-sheets/blob/master/CypherSystem/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/CypherSystemFrench/ReadMe.md b/CypherSystemFrench/ReadMe.md index 5164e71a8054..328a9abe0c01 100644 --- a/CypherSystemFrench/ReadMe.md +++ b/CypherSystemFrench/ReadMe.md @@ -53,10 +53,10 @@ Le script API permet que l'état du personnage soit automatiquement mis &a # Notes de version -##Version 1.6 (21 Février 2016) +## Version 1.6 (21 Février 2016) Changements esthétiques, pour faciliter l'accès au bouton de suppression de ligne répétable, et diminuer la hauteur des lignes répétables. -##Version 1.5 (21 Décembre 2015) +## Version 1.5 (21 Décembre 2015) * Nouvelles sections "Attaques" (1 par caractéristique) avec jets intégrés, prenant en compte le niveau de compétence, le coûts, les dégats etc. * Les jets de Caractéristiques et Compétences ne demandent plus/n'utilisent plus les efforts aux dégâts (utilisez les nouvelles sections Attaques en lieu et place) @@ -66,20 +66,20 @@ Changements esthétiques, pour faciliter l'accès au bouton de suppression de li * Nouveaux boutons d'info pour l'équipement (divers et consommables) * Correction d'un bug : le calcul du coût des efforts prend désormais en compte correctement le Curseur de Dégâts du personnage -##Version 1.4 (21 Novembre 2015) +## Version 1.4 (21 Novembre 2015) [Voir le détail sur le forum Roll20](https://app.roll20.net/forum/post/2357046/cypher-system-core-rule-book-sheet/?pageforid=2645489#post-2645489) * Nouvelle option de la feuille pour choisir le type de paramétrage des jets : via la section Action ou via Questions (type macro) * Nouveaux boutons pour montrer dans le chat le détails des Aptitudes Spéciales, Cyphers et Artefacts -##Version 1.3 (25 Octobre 2015) +## Version 1.3 (25 Octobre 2015) * Correction des jets avec Difficulté et Incapacité : la difficulté finale est correctement affichée, * Action : champs de saisie remplacés par des listes déroulantes pour une meilleure prise en compte des mises à jour par Roll20, * Possibilité de saisir des Avantages négatifs (handicaps), * Remplacement du mot-clé "Target" dans le code HTML et template permettant l'utilisation de macros custom. -##Version 1.2 (4 Octobre 2015) +## Version 1.2 (4 Octobre 2015) Le script API doit être mis à jour en version 1.2. * Possibilité de changer le style / l'apparence de la feuille d'un PJ (en choisissant Cypher System, Numenéra ou The Strange) ou en feuille de PNJ. @@ -87,5 +87,5 @@ Le script API doit être mis à jour en version 1.2. * Ajout d'une section pour la saisie des Artéfacts, avec un bouton de jet d'épuisement. * Ajout d'un bouton API au template de Jet de Guérison pour mettre à jour l'étape suivante sur la feuille de personnage. -##Version 1.1 (Septembre 2015) +## Version 1.1 (Septembre 2015) Création de la FdP VF. diff --git a/CypherSystemFrench/sheet.json b/CypherSystemFrench/sheet.json index eddbb885b4c8..5639b25ad6a4 100644 --- a/CypherSystemFrench/sheet.json +++ b/CypherSystemFrench/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "CypherSystem.png", - "instructions": "v1.6 (2015-02-21) Lisez le ficher README.md (https://github.com/Roll20/roll20-character-sheets/blob/master/CypherSystemFrench/ReadMe.md) pour mettre en place un pion avec la feuille de personnage, et éventuellement ajouter les scripts API accompagnant la fiche de personnage." + "instructions": "v1.6 (2015-02-21) Lisez le ficher [README](https://github.com/Roll20/roll20-character-sheets/blob/master/CypherSystemFrench/ReadMe.md) pour mettre en place un pion avec la feuille de personnage, et éventuellement ajouter les scripts API accompagnant la fiche de personnage." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/D&D_3-5/translations/pt.json b/D&D_3-5/translations/pt.json index 01d1c1d16aec..914b7f623999 100644 --- a/D&D_3-5/translations/pt.json +++ b/D&D_3-5/translations/pt.json @@ -7,7 +7,7 @@ "experience-points":"Pontos de Experiência", "homeland":"Terra Natal", "race":"Race", - "type":"Type", + "type":"Tipo", "colossal":"Colossal", "gargantuan":"Gigantesco", "huge":"Enorme", @@ -17,26 +17,26 @@ "tiny":"Tiny", "diminutive":"Diminutive", "fine":"Fine", - "size":"Size", + "size":"Tamanho", "gender":"Gender", - "alignment":"Alignment", - "deity":"Deity", - "class":"Class", - "level":"Level", + "alignment":"Alinhamento", + "deity":"Divindade", + "class":"Classe", + "level":"Nível", "hit-dice-i":"HD", - "age":"Age", - "height":"Height", - "weight":"Weight", - "eyes":"Eyes", - "hair":"Hair", - "stats":"Stats", - "weapons":"Weapons", - "armor-class-i":"AC", - "equipment":"Equipment", + "age":"Idade", + "height":"Altura", + "weight":"Peso", + "eyes":"Olhos", + "hair":"Cabelo", + "stats":"Estatísticas", + "weapons":"Armas", + "armor-class-i":"CA", + "equipment":"Equipamento", "skills":"Skills", "spells":"Spells", - "notes":"Notes", - "miscellaneous":"Misc", + "notes":"Notas", + "miscellaneous":"Outros", "all":"All", "abilities":"Abilities", "ability-scores":"Ability Scores", @@ -45,21 +45,21 @@ "modifier":"Mod", "base":"Base", "temporary":"Temp", - "strength-i":"STR", - "note":"Note", - "dexterity-i":"DEX", + "strength-i":"FOR", + "note":"Nota", + "dexterity-i":"DES", "constitution-i":"CON", "intelligence-i":"INT", - "wisdom-i":"WIS", - "charisma-i":"CHA", + "wisdom-i":"SAB", + "charisma-i":"CAR", "show-ability-macros":"Show Ability Macros", - "hit-points-i":"HP", - "hit-points":"Hit Points", - "current-hit-points":"Current HP", + "hit-points-i":"PV", + "hit-points":"Pontos de Vida", + "current-hit-points":"PV Atual", "max":"Max", - "nonlethal-damage":"Nonlethal Damage", - "initiative-u":"INITIATIVE", - "dexterity-modifier":"Dex Mod", + "nonlethal-damage":"Dano Não-letal", + "initiative-u":"INICIATIVA", + "dexterity-modifier":"Mod de Des", "miscellaneous-modifier-a":"Misc Mod", "speed-u":"SPEED", "speed":"Speed", @@ -97,49 +97,49 @@ "miscellaneous-modifier-s":"Misc
    Modifier", "temporary-modifier-s":"Temp
    Modifier", "fortitude":"Fortitude", - "constitution":"Constitution", - "reflex":"Reflex", - "dexterity":"Dexterity", - "will":"Will", - "wisdom":"Wisdom", + "constitution":"Constituição", + "reflex":"Reflexo", + "dexterity":"Destreza", + "will":"Vontade", + "wisdom":"Sabedoria", "show-save-macros":"Show Save Macros", "spell-resistance":"Spell Resist", "arcane-spell-failure":"Arcane Spell Failure", - "base-attack":"Base Attack", + "base-attack":"Ataque Base", "grapple":"Grapple", "base-attack-bonus-epic-attack-bonus-i":"BAB+ EAB", - "strength-modifier-a":"Str Mod", + "strength-modifier-a":"Mod de For", "base-attack-bonus-epic-attack-bonus-a":"Base AB
    + Epic AB", - "strength-modifier":"Strength
    Modifier", - "size-modifier":"Size
    Modifier", + "strength-modifier":"Modificador de
    Força", + "size-modifier":"Modificador de
    Tamanho", "miscellaneous-modifier":"Misc
    Modifier", - "temporary-modifier":"Temp
    Modifier", - "melee":"Melee", - "attack-bonus":"Attack Bonus", - "ranged":"Ranged", + "temporary-modifier":"Modificador
    Temporário", + "melee":"Corpo-a-Corpo", + "attack-bonus":"Bônus de Ataque", + "ranged":"À Distância", "show-grapple-and-base-attack-bonus-macros":"Show Grapple and Base Attack Macros", - "epic-levels":"Epic Levels", + "epic-levels":"Níveis Épicos", "epic-save-bonus":"Epic Save Bonus", "epic-attack-bonus":"Epic Attack Bonus", - "languages":"Languages", - "racial-abilities":"Racial Abilities", - "class-abilities":"Class Abilities", + "languages":"Idiomas", + "racial-abilities":"Habilidades Raciais", + "class-abilities":"Habilidades de Classe", "feats":"Feats", "other":"Other", - "weapon":"Weapon", + "weapon":"Arma", "weapon-enhancement-a":"Weapon Enh", "weapon-focus-s":"Weapon
    Focus", "weapon-specialization-as":"Weapon
    Specialize", - "critical":"Critical", - "range":"Range", - "ammunition":"Ammunition", + "critical":"Crítico", + "range":"À Distância", + "ammunition":"Munição", "attack-ability":"Attack Ability", "damage-ability":"Damage Ability", "special-properties":"Special Properties", - "strength-a":"Str", - "dexterity-a":"Dex", - "half-strength":"1/2 Str", - "strength-and-half-strength":"Str+1/2Str", + "strength-a":"For", + "dexterity-a":"Des", + "half-strength":"1/2 For", + "strength-and-half-strength":"For+1/2For", "attack-calculation-a":"Attack Calc", "macro":"Macro", "full-attack-macro":"Full Attack Macro", diff --git a/D&D_3-5/translations/zh.json b/D&D_3-5/translations/zh.json index 006e82586a78..9dc18e95b63b 100644 --- a/D&D_3-5/translations/zh.json +++ b/D&D_3-5/translations/zh.json @@ -2,53 +2,53 @@ "pc":"PC ", "npc":"NPC", "header":"Header", - "character-name":"Character Name", - "player-name":"Player Name", + "character-name":"角色姓å", + "player-name":"玩家姓å", "experience-points":"Experience Points", - "homeland":"Homeland", - "race":"Race", + "homeland":"故鄉", + "race":"種æ—", "type":"Type", - "colossal":"Colossal", - "gargantuan":"Gargantuan", - "huge":"Huge", - "large":"Large", + "colossal":"超巨型", + "gargantuan":"巨型", + "huge":"超大型", + "large":"大型", "medium":"Medium", - "small":"Small", - "tiny":"Tiny", - "diminutive":"Diminutive", - "fine":"Fine", - "size":"Size", - "gender":"Gender", - "alignment":"Alignment", - "deity":"Deity", - "class":"Class", - "level":"Level", + "small":"å°åž‹", + "tiny":"超å°åž‹", + "diminutive":"微型", + "fine":"超微型", + "size":"體型", + "gender":"性別", + "alignment":"陣營", + "deity":"ä¿¡ä»°", + "class":"è·æ¥­", + "level":"等級", "hit-dice-i":"HD", - "age":"Age", - "height":"Height", - "weight":"Weight", + "age":"年齡", + "height":"身高", + "weight":"é«”é‡", "eyes":"Eyes", - "hair":"Hair", + "hair":"髮色", "stats":"Stats", "weapons":"Weapons", "armor-class-i":"AC", "equipment":"Equipment", - "skills":"Skills", - "spells":"Spells", + "skills":"技能", + "spells":"法術", "notes":"Notes", "miscellaneous":"Misc", "all":"All", "abilities":"Abilities", - "ability-scores":"Ability Scores", + "ability-scores":"屬性值", "ability":"Ability", "total":"Total", "modifier":"Mod", "base":"Base", "temporary":"Temp", - "strength-i":"STR", + "strength-i":"力é‡", "note":"Note", - "dexterity-i":"DEX", - "constitution-i":"CON", + "dexterity-i":"æ•æ·", + "constitution-i":"體質", "intelligence-i":"INT", "wisdom-i":"WIS", "charisma-i":"CHA", @@ -80,14 +80,14 @@ "ability-modifier-a":"Ability Mod", "armor-bonus-a":"Armor Bns", "size-modifier-a":"Size Mod", - "dodge":"Dodge", + "dodge":"é–ƒé¿", "natural-armor-a":"Nat. Armor", - "deflection":"Deflection", + "deflection":"åæ–œ", "armor-check-penalty-i":"AC Pen", "touch-u":"TOUCH", "flat-footed-u":"FLAT-FOOTED", "immobile":"Immobile", - "damage-reduction":"Damage Reduction", + "damage-reduction":"傷害減å…", "saves-combat-notes":"Saves, Combat, Notes", "saving-throws-s":"Saving
    Throws", "base-save-s":"Base
    Save", @@ -96,14 +96,14 @@ "magic-modifier":"Magic
    Modifier", "miscellaneous-modifier-s":"Misc
    Modifier", "temporary-modifier-s":"Temp
    Modifier", - "fortitude":"Fortitude", - "constitution":"Constitution", - "reflex":"Reflex", - "dexterity":"Dexterity", - "will":"Will", - "wisdom":"Wisdom", + "fortitude":"強韌", + "constitution":"體質", + "reflex":"åå°„", + "dexterity":"æ•æ·", + "will":"æ„å¿—", + "wisdom":"感知", "show-save-macros":"Show Save Macros", - "spell-resistance":"Spell Resist", + "spell-resistance":"法術抗力", "arcane-spell-failure":"Arcane Spell Failure", "base-attack":"Base Attack", "grapple":"Grapple", @@ -114,17 +114,17 @@ "size-modifier":"Size
    Modifier", "miscellaneous-modifier":"Misc
    Modifier", "temporary-modifier":"Temp
    Modifier", - "melee":"Melee", + "melee":"近戰", "attack-bonus":"Attack Bonus", - "ranged":"Ranged", + "ranged":"é ç¨‹", "show-grapple-and-base-attack-bonus-macros":"Show Grapple and Base Attack Macros", "epic-levels":"Epic Levels", "epic-save-bonus":"Epic Save Bonus", "epic-attack-bonus":"Epic Attack Bonus", - "languages":"Languages", + "languages":"語言", "racial-abilities":"Racial Abilities", "class-abilities":"Class Abilities", - "feats":"Feats", + "feats":"專長", "other":"Other", "weapon":"Weapon", "weapon-enhancement-a":"Weapon Enh", @@ -253,7 +253,7 @@ "balance":"Balance", "bluff":"Bluff", "charisma-a":"Cha", - "concentration":"Concentration", + "concentration":"專注", "constitution-a":"Con", "craft":"Craft", "decipher-script":"Decipher Script", diff --git a/D&D_BECM/BDnDSheet.html b/D&D_BECM/BDnDSheet.html index 0ad32a87a592..616fbbbfd66f 100644 --- a/D&D_BECM/BDnDSheet.html +++ b/D&D_BECM/BDnDSheet.html @@ -77,7 +77,7 @@

    Abilities

    - +
    Attack Dam. Open Doors
    @@ -88,7 +88,7 @@

    Abilities

    - +
    Languages
    @@ -99,7 +99,7 @@

    Abilities

    - +
    Save vs. Spells
    @@ -110,7 +110,7 @@

    Abilities

    - +
    Missile Attack AC
    @@ -121,7 +121,7 @@

    Abilities

    - +
    Hit Points/Level
    @@ -132,7 +132,7 @@

    Abilities

    - +
    Reactions
    @@ -149,35 +149,35 @@

    Saving Throws

    Death Ray or Poison
    - +
    Magic Wands
    - +
    Paralysis or Turn to Stone
    - +
    Dragon's Breath
    - +
    Rod Staff Spell
    - +
    @@ -227,7 +227,7 @@

    General Skills x

    - +
    @@ -740,7 +740,7 @@

    Wrestling g


    Bonus
    - +
    @@ -761,7 +761,7 @@

    Initiative t


    Bonus
    - +
    @@ -1081,8 +1081,8 @@

    Spell Book g
    -
    -
    +
    +
    Spellcast macro display options
    @@ -1091,7 +1091,7 @@

    Spell Book gAttack roll

    Saving throw
    Healing
    -
    Damage
    +
    Damage
    Effects
    @@ -1254,8 +1254,8 @@

    Spell Book g
    -
    -
    +
    +
    Spellcast macro display options
    @@ -1264,7 +1264,7 @@

    Spell Book gAttack roll

    Saving throw
    Healing
    -
    Damage
    +
    Damage
    Effects
    @@ -1427,8 +1427,8 @@

    Spell Book g
    -
    -
    +
    +
    Spellcast macro display options
    @@ -1600,8 +1600,8 @@

    Spell Book g

    -
    -
    +
    +
    Spellcast macro display options
    @@ -1773,8 +1773,8 @@

    Spell Book g

    -
    -
    +
    +
    Spellcast macro display options
    @@ -1946,8 +1946,8 @@

    Spell Book g

    -
    -
    +
    +
    Spellcast macro display options
    @@ -1956,7 +1956,7 @@

    Spell Book gAttack roll

    Saving throw
    Healing
    -
    Damage
    +
    Damage
    Effects
    @@ -2119,8 +2119,8 @@

    Spell Book g
    -
    -
    +
    +
    Spellcast macro display options
    @@ -2292,8 +2292,8 @@

    Spell Book g

    -
    -
    +
    +
    Spellcast macro display options
    @@ -2302,7 +2302,7 @@

    Spell Book gAttack roll

    Saving throw
    Healing
    -
    Damage
    +
    Damage
    Effects
    @@ -2465,8 +2465,8 @@

    Spell Book g
    -
    -
    +
    +
    Spellcast macro display options
    @@ -2638,8 +2638,8 @@

    Spell Book g

    -
    -
    +
    +
    Spellcast macro display options
    @@ -2648,7 +2648,7 @@

    Spell Book gAttack roll

    Saving throw
    Healing
    -
    Damage
    +
    Damage
    Effects
    diff --git a/D&D_BECM/sheet.json b/D&D_BECM/sheet.json index 14b99437acca..fc7ca71a908e 100644 --- a/D&D_BECM/sheet.json +++ b/D&D_BECM/sheet.json @@ -1,7 +1,8 @@ { "html": "BDnDSheet.html", "css": "BDnDSheet.css", - "authors": "Allen Maher", + "authors": "Allen Maher, Aqua Alex", + "roll20userid": "1048758", "preview": "BDnDpreview.png", - "instructions": "This sheet is for the Rules Cyclopedia version of Basic D&D (BECM). It supports skills, weapon mastery, and Warmachine rules. It does not currently support Imortals rules." + "instructions": "This sheet is for the Rules Cyclopedia version of Basic D&D (BECM). It supports skills, weapon mastery, and Warmachine rules. It does not currently support Imortals rules. I WISH TO MAKE SOME MORE CHANGES LIKE ACTUALLY MAKING ROLLS ON THIEF SKILLS AND TURN UNDED, please let me know if you are opposed to this" } diff --git a/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.css b/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.css new file mode 100644 index 000000000000..a2b3e7fdeb91 --- /dev/null +++ b/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.css @@ -0,0 +1,3950 @@ +/* Dungeon Crawl Classics: Tabbed Character Sheet CSS */ +/* Version 1.0 */ + +/* overall wrapper to fix moving width issues with overflow on hidden sections */ +.charsheet .sheet-overall-wrapper { + max-width: 832px; +} + +/* Tweak repeating section buttons so they have a bottom margin and dont overflow when in edit mode. */ +.charsheet div[class^="repcontrol"] { + margin-bottom: 5px; +} + +.charsheet div[class="repcontainer editmode"] ~ div[class^="repcontrol"] button[class="btn repcontrol_add"] { + display: inline-block!important; + visibility: hidden; +} + +/* TEMPLATES */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-wrapper { + /*background:url(http://i.imgur.com/vhOjjFg.png) top center repeat;*/ + font-size: 10px; + width:95%; + + -webkit-border-radius: 0px; + -moz-border-radius: 0px; + border-radius: 0px; + + border: black 1px solid; + padding: 5px 0px; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +/*Background Hugh */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-BgHugh { + background:url(http://i.imgur.com/vhOjjFg.png) top center repeat; +} + +/*Background Shana */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-BgShana { + background:url(http://i.imgur.com/6CVs6k5.png) top center repeat; +} + +/*Background Alamanter */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-BgAlamanter { + background:url(http://i.imgur.com/QRJAoeh.png) top center repeat; +} + +/*Background Sezrakan */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-BgSezrakan { + background:url(http://i.imgur.com/gMvfavL.png) top center repeat; +} + +/*Background Farrah */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-BgFarrah { + background:url(http://i.imgur.com/eiKLejB.png) top center repeat; +} + +/*Background Chuck */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-BgChuck { + background:url(http://i.imgur.com/VxDDc1X.png) top center repeat; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-header { + text-align: center; + position: relative; + color: #5c5c5c; + margin: 0 -10px 10px -10px; + padding: 5px 0; +} + +/* Combat header*/ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-header.sheet-combat { + color: #2C5D28; +} + +/* Ability check header */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-header.sheet-stat{ + color: #113982; +} + +/* Saving throw header */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-header.sheet-save{ + color: #5D2828; +} + +/* Class Ability header */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-header.sheet-class{ + color: #5C5C5C; +} + +/* Spell header */ +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-header.sheet-spell{ + color: #540B7F; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-rollname { + font-weight: bold; + font-size: 1.4em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + /*max-width: 120px;*/ + padding: 2px 2px 2px 0px; + +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-rollname-wide { + font-weight: bold; + font-size: 1.4em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + padding: 2px 2px 2px 0px + +} + + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-rollresult { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + margin-top: 2px; + font-size: 1.2em; + font-weight: bold; + +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-textresult { + color: blue; + font-weight: bold; + font-size: 1.2em; + +} + +.sheet-rolltemplate-DccTabbed .sheet-main-content { + +} + +.sheet-rolltemplate-DccTabbed .sheet-main-content hr.sheet-roll { + width: 80%; + margin-left: auto; + margin-right: auto; + + color: #D64541; + background-color: #D64541; + height: 1px; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-success { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + color: blue; + font-weight: bold; + font-size: 1.2em; + text-align: center; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-fail { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + color: mediumvioletred; + font-weight: bold; + font-size: 1.2em; + text-align: center; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-critsuccess { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + color: blue; + font-weight: bold; + font-size: 1.2em; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-critfail { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + color: mediumvioletred; + font-weight: bold; + font-size: 1.2em; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-title { + font-size: 1.6em; + font-weight: bold; + text-align: center; + margin-left: 15px; + margin-right: 15px; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-name { + font-size: 1.2em; + text-align: center; + font-style: italic; + font-weight: bold; + margin-left: 15px; + margin-right: 15px; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-info { + font-size: 1.1em; + text-align: center; + font-style: italic; + font-weight: bold; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-infoNB { + font-size: 1.1em; + text-align: center; + font-style: italic; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-textSM { + font-size: 1.1em; + text-align: center; + /*font-weight: bold;*/ +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-flarecombat { + color: #2C5D28; + font-size: 1.2em; + text-align: center; + /*font-style: italic;*/ + font-weight: bold; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-flareclass { + color: #540B7F; + font-size: 1.2em; + text-align: center; + /*font-style: italic;*/ + font-weight: bold; +} +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-line { + border-width: 0px 0px 2px 0px; + border-color: black; + border-top-style: none; + border-right-style: none; + border-left-style: none; + border-bottom-style: solid; + margin-right: 20px; + margin-left: 20px; +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-key { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + max-width: 120px; + padding: 2px 2px 2px 0px; + +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-key-wide { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + padding: 2px 2px 2px 0px + +} + + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-value { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + margin-top: 2px ; + +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-emote { + font-style: italic; + font-weight: bold; + font-size: 11px; + font-family: Arial; + text-align: center; + + border: green 1px dashed; + border-radius: 5px; + + padding: 0px 5px; + margin: 0px 5px 5px 5px; + +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-textbox { + font-size: 11px; + font-family: Arial; + text-align: center; + + border: black 1px solid; + border-radius: 5px; + + padding: 0px 5px; + margin: 0px 5px 5px 5px; + +} + +.sheet-rolltemplate-DccTabbed .sheet-RollTemp-textboxBlue { + font-size: 1.3em; + font-family: Arial; + color: blue; + text-align: center; + + border: blue 1px solid; + border-radius: 5px; + + padding: 0px 5px; + margin: 0px 5px 5px 5px; + +} +/*END Templates*/ + +/* STYLE 2 */ + + +/* Fake tabs style1 (reskinned radio button; fixed to work properly in firefox */ +div.sheet-maintab-content +{ + display: none; + /*visibility: hidden; + opacity: 0; + max-height: 0; + overflow: hidden; */ +} + +input.sheet-zero:checked ~ div.sheet-zero, +input.sheet-player:checked ~ div.sheet-player, +input.sheet-monster:checked ~ div.sheet-monster +{ + display: block; + /*max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; + overflow: auto;*/ +} + +input.sheet-maintab +{ + /*width: 70px; + height: 20px; + position: relative; + top: 5px; + left: 6px; + margin: -1.5px; + cursor: pointer; + opacity: 0; + z-index: 9999;*/ + width: 20%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} +span.sheet-maintab { + /*text-align: center; + display: inline-block; + font-size: 13px; + background: black; + color: white; + font-weight: bold; + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -75px;*/ + text-align: center; + display: inline-block; + width: 20%; + height: 16px; + font-size: 9px; + + background: #65763c; + color: white; + font-weight: bold; + border-radius: 4px; + margin-left: -20% +} + +.charsheet input.sheet-maintab:checked + span.sheet-player, +.charsheet input.sheet-maintab:checked + span.sheet-zero, +.charsheet input.sheet-maintab:checked + span.sheet-monster { + background: #93537c; + color: white; + border-radius: 4px; +} + +input.sheet-maintab::before +{ + content: attr(title); + + border: solid 1px #a8a8a8; + border-bottom-color: black; + text-align: center; + display: inline-block; + + background: #fff; + background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -webkit-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -ms-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -o-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + + width: 50px; + height: 20px; + font-size: 18px; +} + +input.sheet-maintab:checked::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -webkit-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -ms-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -o-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + border-bottom-color: #fff; +} + +input.sheet-maintab:not(:first-child)::before +{ + border-left: none; +} + +div.sheet-maintab-content +{ + border: 1px solid #a8a8a8; + border-top-color: #000; + margin: 2px 0 0 5px; + padding: 5px; +} + + + +label, +label div +{ + font-size: 12px; + font-weight: normal; +} + + +/* Main Sheet Tabs */ +.charsheet div[class^="sheet-section"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} + +.charsheet input.sheet-tab1:checked ~ div.sheet-section-core, +.charsheet input.sheet-tab2:checked ~ div.sheet-section-background, +.charsheet input.sheet-tab3:checked ~ div.sheet-section-class, +.charsheet input.sheet-tab4:checked ~ div.sheet-section-weapons, +.charsheet input.sheet-tab5:checked ~ div.sheet-section-spellbook, +.charsheet input.sheet-tab6:checked ~ div.sheet-section-armor, +.charsheet input.sheet-tab7:checked ~ div.sheet-section-inventory { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; + overflow: auto; +} + +.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-tab { + width: 87px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 13px; + background: #4a6486; + color: white; + font-weight: bold; + border-radius: 4px; + + width: 87px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -91px; +} + +.charsheet input.sheet-tab1:checked + span.sheet-tab1, +.charsheet input.sheet-tab2:checked + span.sheet-tab2, +.charsheet input.sheet-tab3:checked + span.sheet-tab3, +.charsheet input.sheet-tab4:checked + span.sheet-tab4, +.charsheet input.sheet-tab5:checked + span.sheet-tab5, +.charsheet input.sheet-tab6:checked + span.sheet-tab6, +.charsheet input.sheet-tab7:checked + span.sheet-tab7, +.charsheet input.sheet-tab99:checked + span.sheet-tab99 { + background: #ab8b57; + color: white; + border-radius: 4px; +} + +/* END Main sheet tabs */ + +/* Graphic Boxes */ + +.charsheet .sheet-2colrow .sheet-col { + width: calc(50% - 3px) !important; + height: 32px; + margin-right: 2px !important; +} + +.charsheet .sheet-2colrow .sheet-col:last-child { + margin-right: 0 !important; +} + +.charsheet input.sheet-AC, +.charsheet input.sheet-HP { + margin-top: 16px; + margin-bottom: 34px; + padding: 0px; + height: 44px; + width: 48px; + font-size: 21px; + line-height: 48px; + font-weight: bold; + vertical-align: middle; + text-align: center; + border: 0; +} + +.charsheet .sheet-MonsterColumn { + display: inline-block; + zoom: 1; + *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; + width: 28%; + line-height: 3.5em; +} + +.charsheet input.sheet-ACMonster, +.charsheet input.sheet-HPMonster { + margin-top: 16px; + margin-bottom: 34px; + padding: 0px; + height: 44px; + width: 48px; + font-size: 2.5em; + line-height: 48px; + font-weight: bold; + vertical-align: middle; + text-align: center; + border: 0; +} + +.charsheet .sheet-ACBG { + background: url('http://i.imgur.com/6lUoOzW.png') no-repeat 20% 0% / 6.6em auto; +} + +.charsheet .sheet-HPBG { + background: url('http://i.imgur.com/37exssR.png') no-repeat 20% 0% / 6.6em auto; +} + +.charsheet .sheet-ACBGMonster { + background: url('http://i.imgur.com/6lUoOzW.png') no-repeat 20% 0% / 8.6em auto; +} + +.charsheet .sheet-HPBGMonster { + background: url('http://i.imgur.com/37exssR.png') no-repeat 20% 0% / 8.3em auto; +} + +/* END Graphic Boxes */ + +/* Inspiration button Settings */ + +.charsheet input.sheet-inspiration { + width: 80%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + +.charsheet span.sheet-inspiration-tab::before { + content: "No"; +} + +.charsheet span.sheet-inspiration-tab { + text-align: center; + display: inline-block; + width: 80%; + height: 20px; + font-size: 13px; + + background: #8c6075; + color: white; + font-weight: bold; + border-radius: 4px; + margin-left: -80% +} + +.charsheet input.sheet-inspiration:checked + span.sheet-inspiration-tab { + background: #879a6a; + color: white; + border-radius: 4px; +} + +.charsheet input.sheet-inspiration:checked + span.sheet-inspiration-tab::before { + content: "Yes" +} + +.charsheet .sheet-inspiration-label { + text-align: center; + font-weight: bold; + font-style: italic; +} + +/* END Inspiration button Settings */ + +/* Spell Page Settings */ +.charsheet div[class^="sheet-spell-page"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} + +.charsheet input.sheet-spelltab0:checked ~ div.sheet-spell-page0, +.charsheet input.sheet-spelltab1:checked ~ div.sheet-spell-page1, +.charsheet input.sheet-spelltab2:checked ~ div.sheet-spell-page2, +.charsheet input.sheet-spelltab3:checked ~ div.sheet-spell-page3, +.charsheet input.sheet-spelltab4:checked ~ div.sheet-spell-page4, +.charsheet input.sheet-spelltab5:checked ~ div.sheet-spell-page5 { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-spelltab99:checked ~ div[class^="sheet-spell-page"] { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-spelltab0:checked ~ span.sheet-spelltab0, +.charsheet input.sheet-spelltab1:checked ~ span.sheet-spelltab1, +.charsheet input.sheet-spelltab2:checked ~ span.sheet-spelltab2, +.charsheet input.sheet-spelltab3:checked ~ span.sheet-spelltab3, +.charsheet input.sheet-spelltab4:checked ~ span.sheet-spelltab4, +.charsheet input.sheet-spelltab5:checked ~ span.sheet-spelltab5, +.charsheet input.sheet-spelltab99:checked ~ span.sheet-spelltab99 + { + background: rgb(0,158,115); + color: white; + border-radius: 4px; +} + +.charsheet input.sheet-spellpagetab { + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +.charsheet span.sheet-spellpagetab { + text-align: center; + display: inline-block; + font-size: 13px; + background: rgb(86,180,233); + color: white; + font-weight: bold; + border-radius: 4px; + + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -73px; +} +/* END Spell Page Settings */ + +/* Borders for spell page and class action repeating section rows */ +div[data-groupname^="repeating_spellbook"] .repitem, +div[data-groupname^="repeating_divinespellbook"] .repitem, +div[data-groupname^="repeating_mutations"] .repitem, +.sheet-zero-row { + border: 1px solid #000000; + border-radius: 12px; + margin-left: 1px; + margin-bottom: 5px; + background: #eee; +} + + +/* spell type tab Settings */ + +.charsheet div[class^="sheet-spell-type"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} + +.charsheet input.sheet-spelltypeManifestation:checked ~ div.sheet-spell-type-Manifestation, +.charsheet input.sheet-spelltypeMercurialMagic:checked ~ div.sheet-spell-type-MercurialMagic, +/*.charsheet input.sheet-spelltypeCorruption:checked ~ div.sheet-spell-type-Corruption,*/ +.charsheet input.sheet-spelltypeDescription:checked ~ div.sheet-spell-type-Description { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-spelltypeManifestation:checked ~ span.sheet-spelltypeManifestation, +.charsheet input.sheet-spelltypeMercurialMagic:checked ~ span.sheet-spelltypeMercurialMagic, +/*.charsheet input.sheet-spelltypeCorruption:checked ~ span.sheet-spelltypeCorruption,*/ +.charsheet input.sheet-spelltypeDescription:checked ~ span.sheet-spelltypeDescription { + background: #879a6a; + color: white; + border-radius: 4px; +} + +.charsheet input.sheet-spelltypeGeneralCleric:checked ~ div.sheet-spell-type-GeneralCleric, +.charsheet input.sheet-spelltypeManifestCleric:checked ~ div.sheet-spell-type-ManifestCleric { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-spelltypeGeneralCleric:checked ~ span.sheet-spelltypeGeneralCleric, +.charsheet input.sheet-spelltypeManifestCleric:checked ~ span.sheet-spelltypeManifestCleric { + background: #879a6a; + color: white; + border-radius: 4px; +} + +.charsheet input.sheet-spelltypetab { + width: 100px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 999; +} + +.charsheet span.sheet-spelltypetab { + text-align: center; + display: inline-block; + font-size: 12px; + background: #8c6075; + color: white; + font-weight: bold; + border-radius: 4px; + + width: 100px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -100px; +} + +/* END spell type tab Settings */ + +/* Mutation tab Settings */ +.charsheet input.sheet-subMutation1:checked ~ div.sheet-spell-type-subMutation1, +.charsheet input.sheet-subMutation2:checked ~ div.sheet-spell-type-subMutation2, +.charsheet input.sheet-subMutation3:checked ~ div.sheet-spell-type-subMutation3, +.charsheet input.sheet-subMutation4:checked ~ div.sheet-spell-type-subMutation4 { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-subMutation1:checked ~ span.sheet-subMutation1, +.charsheet input.sheet-subMutation2:checked ~ span.sheet-subMutation2, +.charsheet input.sheet-subMutation3:checked ~ span.sheet-subMutation3, +.charsheet input.sheet-subMutation4:checked ~ span.sheet-subMutation4 { + background: #879a6a; + color: white; + border-radius: 4px; +} + +/* END Mutation tab Settings */ + + +/* Table Settings */ +.charsheet table { + border-collapse: collapse; + border-spacing: 0; + border: 2px solid #404040; +} + +.charsheet td, +.charsheet th, +.charsheet tr, +.charsheet tbody, +.charsheet thead { + border: 1px solid #404040; + padding: 5px; +} + +/* END Table settings */ + +/* Inventory Page Settings */ +.charsheet div[class^="sheet-inventory-page"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} + +.charsheet input.sheet-inventorytab1:checked ~ div.sheet-inventory-page1, +.charsheet input.sheet-inventorytab2:checked ~ div.sheet-inventory-page2, +.charsheet input.sheet-inventorytab3:checked ~ div.sheet-inventory-page3, +.charsheet input.sheet-inventorytab4:checked ~ div.sheet-inventory-page4 { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-inventorytab99:checked ~ div[class^="sheet-inventory-page"]{ + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-inventorytab1:checked ~ span.sheet-inventorytab1, +.charsheet input.sheet-inventorytab2:checked ~ span.sheet-inventorytab2, +.charsheet input.sheet-inventorytab3:checked ~ span.sheet-inventorytab3, +.charsheet input.sheet-inventorytab4:checked ~ span.sheet-inventorytab4, +.charsheet input.sheet-inventorytab99:checked ~ span.sheet-inventorytab99 + { + background: rgb(0,158,115); + color: white; + border-radius: 4px; +} + +.charsheet input.sheet-inventorytab { + width: 155px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +.charsheet span.sheet-inventorytab { + text-align: center; + display: inline-block; + font-size: 13px; + background: rgb(86,180,233); + color: white; + font-weight: bold; + border-radius: 4px; + + width: 155px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -158px; +} + +/* END Inventory Page Settings */ + +/* General sheet wide Styles */ + +.charsheet { + background-color: white; +} + +.charsheet button, input, select, textarea, +.charsheet .sheet-row [class *= "sheet-col"], +.charsheet [class *= "sheet-col"] { + font-size: 12px; +} + +.charsheet .sheet-spell-row-number, +.charsheet .sheet-inventory-row-number { + text-align: center; + font-weight: bold; +} + +.charsheet .sheet-small-label { + font-size: 75%!important; + font-style: italic; + font-weight: bold; +} + +.charsheet .sheet-large-label { + font-size: 90%!important; + font-style: italic; + font-weight: bold; +} + +.charsheet .sheet-last-updated { + font-size: 85%!important; + font-style: italic; + font-weight: bold; + margin: 0; +} + +.charsheet .sheet-checkbox-row { + line-height: 28px; + text-align: center; +} + +.charsheet .sheet-hd-row { + margin-top: 5px; + font-size: 14px!important; +} + +.charsheet .sheet-pictos { + font-family: "Pictos"; + font-size: 14px; +} + +.charsheet .sheet-pictos-custom { + font-family: "Pictos Custom"; + font-size: 14px; +} + +.charsheet .sheet-pictos-three { + font-family: "Pictos Three"; + font-size: 14px; +} + +.charsheet .sheet-d6-font { + font-family: "dicefontd6"; + font-size: 14px; +} + +.charsheet .sheet-d8-font { + font-family: "dicefontd8"; + font-size: 14px; +} + +.charsheet .sheet-d10-font { + font-family: "dicefontd10"; + font-size: 14px; +} + +.charsheet .sheet-d20-font { + font-family: "dicefontd20"; + font-size: 14px; +} + +.charsheet .sheet-padl, +.sheet-rolltemplate-DccTabbed .sheet-padl { + padding-left:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.charsheet .sheet-padr, +.sheet-rolltemplate-DccTabbed .sheet-padr { + padding-right:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.charsheet .sheet-padt, +.sheet-rolltemplate-DccTabbed .sheet-padt{ + padding-top:12px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.charsheet .sheet-padb, +.sheet-rolltemplate-DccTabbed .sheet-padb { + padding-bottom:5px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-border-right-dotted, + .sheet-rolltemplate-DccTabbed .sheet-border-right-dotted { + border-right: 1px dotted #000; +} + + .sheet-border-left-dotted, + .sheet-rolltemplate-DccTabbed .sheet-border-left-dotted { + border-left: 1px dotted #000; +} + + .sheet-border-top-dotted, + .sheet-rolltemplate-DccTabbed .sheet-border-top-dotted { + border-top: 1px dotted #000; +} + + .sheet-border-bottom-dotted, + .sheet-rolltemplate-DccTabbed .sheet-border-bottom-dotted { + border-bottom: 1px dotted #000; +} + +.charsheet .sheet-border-right { + border-right: 1px solid #000; +} + +.charsheet .sheet-border-left { + border-left: 1px solid #000; +} + +.charsheet input[type=number], .charsheet input[type=text], .charsheet select { + width: 100%!important; + margin-bottom:2px!important; +} + +.charsheet input[type=number] { + text-align: center; +} + +.charsheet input[type=text].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + +.charsheet input[type=number].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + +.charsheet button.sheet-core-save, .charsheet button.sheet-core-check, .charsheet button.sheet-initiative, .charsheet button.sheet-roll { + font-size: 12px!important; +} + +.charsheet button.sheet-initiative { + height: 3em; +} + +.charsheet hr { + border: 0; + height: 1px; + background-image: -webkit-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -moz-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -ms-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -o-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + margin: 5px 0; +} + +.charsheet span.sheet-spacer { + display: block; + margin-top: 5px; +} + +.charsheet .sheet-heading-row { + text-align: center; + font-weight: bold; +} + +.charsheet .sheet-footer-row { + text-align: center; + font-weight: bold; + border-bottom: 1px solid #dddddd; + margin-bottom: 5px; +} + +.charsheet .sheet-vert-middle { + vertical-align: middle!important; +} + +.charsheet .sheet-vert-bottom { + vertical-align: bottom!important; +} + +.charsheet .sheet-center, +.sheet-rolltemplate-DccTabbed .sheet-center { + text-align: center; +} + +.charsheet .sheet-left, +.sheet-rolltemplate-DccTabbed .sheet-left { + text-align: left; +} + +.charsheet .sheet-right, +.sheet-rolltemplate-DccTabbed .sheet-right { + text-align: right; +} + +.charsheet .sheet-centerselect { + margin-left: auto; + margin-right: auto; + display: block!important; +} + +.charsheet textarea { + width: calc(100% - 10px); + height: 150px; + resize:none; +} + +.charsheet textarea.sheet-fluid { + width: calc(100% - 10px); + height: 100%; +} + +.charsheet textarea.sheet-small { + width: calc(100% - 150px); + height: 50px; +} + +.charsheet textarea.sheet-medium { + width: calc(100% - 10px); + height: 100px; +} + +.charsheet textarea.sheet-large { + width: calc(100% - 10px); + height: 300px; +} + +/*.charsheet .sheet-fluid-textarea { + height: 100%; +} + +.charsheet .sheet-small-textarea { + height: 50px; +} + +.charsheet .sheet-medium-textarea { + height: 100px; +} + +.charsheet .sheet-large-textarea { + height: 300px; +}*/ + +.charsheet h3 { + font-size: 12px; + text-align: center; + text-transform: uppercase; + margin-bottom: 5px; + color:#ffffff; + background-color:#000000; + background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + margin-top: 10px; + border-radius: 12px; + +} + +.charsheet h4 { + background-color: #000000; + color: #ffffff; + font-size: 12px; + border-radius: 12px; + padding-left: 5px; + margin-bottom: 5px; +} + +.charsheet h5 { + background-color: #93537c; + color: #ffffff; + font-size: 12px; + border-radius: 12px; + padding-left: 5px; + margin-bottom: 5px; +} + +.charsheet input[disabled] { + background-color: #eaffef; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + +.charsheet input[disabled].sheet-passive-skill-score { + background-color: #def6fc; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + +.charsheet input[disabled]::-webkit-inner-spin-button, +.charsheet input[disabled]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.charsheet .sheet-small-note { + text-align: center; + font-family: Arial; + font-size: 10px; +} + +.charsheet .sheet-small-text { + font-family: Arial; + font-size: 10px; +} + +.charsheet select { + font-size: 90%; +} + +.charsheet .sheet-important-text { + text-decoration: underline; + color: #ff0000; +} + +.charsheet .sheet-grey-row { + background-color: #eee; +} + + +.charsheet .sheet-sub-header { + background-color: #cecece; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + +.charsheet .sheet-footer { + background-color: rgba(250, 202, 78, 0.2); + vertical-align: bottom; + border-radius: 12px; + margin-top: 3px; +} + +.charsheet .sheet-spell-header { + background-color: #c7d1bf; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + +.charsheet input.sheet-BoldText { + font-size: 1.0em; + font-weight: bold; + vertical-align: middle; + text-align: center; +} + + + +/* Header section */ + +.charsheet img.sheet-icon { + width: 100px; + height: 100px; +} + +/* Core stat section */ + +.charsheet .sheet-core-stat-label { + background-color: #000000; + color: #ffffff; + font-size: 14px!important; + font-weight: bold; + text-transform: uppercase; + vertical-align: middle; + line-height: 28px; + text-align: center; +} + +.charsheet .sheet-large-button { + padding: 5px; + height: 45px; + vertical-align: middle; +} + +/* Death save checkboxes - FAIL */ + +.charsheet input.sheet-death-save-fail { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + +.charsheet span.sheet-death-save-fail-tab::before { + content: "???"; +} + +.charsheet span.sheet-death-save-fail-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + +.charsheet input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab { + background: #8c6075; + color: white; + border-radius: 4px; +} + +.charsheet input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab::before { + content: "Failure"; +} + +/* Death save checkboxes - success */ + +.charsheet input.sheet-death-save-success { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + +.charsheet span.sheet-death-save-success-tab::before { + content: "???"; +} + +.charsheet span.sheet-death-save-success-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + +.charsheet input.sheet-death-save-success:checked + span.sheet-death-save-success-tab { + background: #879a6a; + color: white; + border-radius: 4px; +} + +.charsheet input.sheet-death-save-success:checked + span.sheet-death-save-success-tab::before { + content: "Success" +} + +/* Skills section */ + +.charsheet .sheet-skill-row { + margin: 1px 0; +} + +.charsheet .sheet-skill-roll { + padding: 0 5px!important; + height:29px; +} +.charsheet .sheet-skill-name { + margin-top: 5px; + font-size: 11px!important; +} +.charsheet .sheet-skill-checkbox { + margin-top: 5px; +} + +.charsheet .sheet-margin-top { + margin-top: 5px; +} + +.charsheet .sheet-margin-bottom { + margin-bottom: 5px; +} + +/* Class Tabs */ + +.charsheet input.sheet-isBard, +.charsheet input.sheet-isCleric, +.charsheet input.sheet-isCyborg, +.charsheet input.sheet-isDwarf, +.charsheet input.sheet-isDwarfPriest, +.charsheet input.sheet-isElf, +.charsheet input.sheet-isElfRogue, +.charsheet input.sheet-isGnome, +.charsheet input.sheet-isHalfling, +.charsheet input.sheet-isHalflingChamp, +.charsheet input.sheet-isKith, +.charsheet input.sheet-isMutant, +.charsheet input.sheet-isPaladin, +.charsheet input.sheet-isPetrolHead, +.charsheet input.sheet-isRanger, +.charsheet input.sheet-isTechnologist, +.charsheet input.sheet-isThief, +.charsheet input.sheet-isWarrior, +.charsheet input.sheet-isWizard{ + display: inline; + width:14px; /*original value 24px*/ + height: 12px; /*original value 22px*/ + vertical-align: middle; +} + +.charsheet label.sheet-subtab { + width:24px; + height: 22px; + vertical-align: middle; + display: inline; + font-size: 1.1em; +} + +.charsheet .sheet-class-label { + background-color: #000000; + color: #ffffff; + font-size: 14px!important; + font-weight: bold; + text-transform: uppercase; + vertical-align: middle; + line-height: 20px; + text-align: center; + border-radius: 12px; + padding-left: 5px; + margin-bottom: 5px; +} + +.charsheet .sheet-isBard:checked~ div.sheet-cleric, +.charsheet .sheet-isBard:checked~ div.sheet-cyborg, +.charsheet .sheet-isBard:checked~ div.sheet-dwarf, +.charsheet .sheet-isBard:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isBard:checked~ div.sheet-elf, +.charsheet .sheet-isBard:checked~ div.sheet-elfrogue, +.charsheet .sheet-isBard:checked~ div.sheet-gnome, +.charsheet .sheet-isBard:checked~ div.sheet-halfling, +.charsheet .sheet-isBard:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isBard:checked~ div.sheet-kith, +.charsheet .sheet-isBard:checked~ div.sheet-mutant, +.charsheet .sheet-isBard:checked~ div.sheet-paladin, +.charsheet .sheet-isBard:checked~ div.sheet-petrolhead, +.charsheet .sheet-isBard:checked~ div.sheet-ranger, +.charsheet .sheet-isBard:checked~ div.sheet-technologist, +.charsheet .sheet-isBard:checked~ div.sheet-thief, +.charsheet .sheet-isBard:checked~ div.sheet-warrior, +.charsheet .sheet-isBard:checked~ div.sheet-wizard, + +.charsheet .sheet-isCleric:checked~ div.sheet-bard, +.charsheet .sheet-isCleric:checked~ div.sheet-cyborg, +.charsheet .sheet-isCleric:checked~ div.sheet-dwarf, +.charsheet .sheet-isCleric:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isCleric:checked~ div.sheet-elf, +.charsheet .sheet-isCleric:checked~ div.sheet-elfrogue, +.charsheet .sheet-isCleric:checked~ div.sheet-gnome, +.charsheet .sheet-isCleric:checked~ div.sheet-halfling, +.charsheet .sheet-isCleric:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isCleric:checked~ div.sheet-kith, +.charsheet .sheet-isCleric:checked~ div.sheet-mutant, +.charsheet .sheet-isCleric:checked~ div.sheet-paladin, +.charsheet .sheet-isCleric:checked~ div.sheet-petrolhead, +.charsheet .sheet-isCleric:checked~ div.sheet-ranger, +.charsheet .sheet-isCleric:checked~ div.sheet-technologist, +.charsheet .sheet-isCleric:checked~ div.sheet-thief, +.charsheet .sheet-isCleric:checked~ div.sheet-warrior, +.charsheet .sheet-isCleric:checked~ div.sheet-wizard, + +.charsheet .sheet-isCyborg:checked~ div.sheet-bard, +.charsheet .sheet-isCyborg:checked~ div.sheet-cleric, +.charsheet .sheet-isCyborg:checked~ div.sheet-dwarf, +.charsheet .sheet-isCyborg:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isCyborg:checked~ div.sheet-elf, +.charsheet .sheet-isCyborg:checked~ div.sheet-elfrogue, +.charsheet .sheet-isCyborg:checked~ div.sheet-gnome, +.charsheet .sheet-isCyborg:checked~ div.sheet-halfling, +.charsheet .sheet-isCyborg:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isCyborg:checked~ div.sheet-kith, +.charsheet .sheet-isCyborg:checked~ div.sheet-mutant, +.charsheet .sheet-isCyborg:checked~ div.sheet-paladin, +.charsheet .sheet-isCyborg:checked~ div.sheet-petrolhead, +.charsheet .sheet-isCyborg:checked~ div.sheet-ranger, +.charsheet .sheet-isCyborg:checked~ div.sheet-technologist, +.charsheet .sheet-isCyborg:checked~ div.sheet-thief, +.charsheet .sheet-isCyborg:checked~ div.sheet-warrior, +.charsheet .sheet-isCyborg:checked~ div.sheet-wizard, + +.charsheet .sheet-isDwarf:checked~ div.sheet-bard, +.charsheet .sheet-isDwarf:checked~ div.sheet-cleric, +.charsheet .sheet-isDwarf:checked~ div.sheet-cyborg, +.charsheet .sheet-isDwarf:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isDwarf:checked~ div.sheet-elf, +.charsheet .sheet-isDwarf:checked~ div.sheet-elfrogue, +.charsheet .sheet-isDwarf:checked~ div.sheet-gnome, +.charsheet .sheet-isDwarf:checked~ div.sheet-halfling, +.charsheet .sheet-isDwarf:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isDwarf:checked~ div.sheet-kith, +.charsheet .sheet-isDwarf:checked~ div.sheet-mutant, +.charsheet .sheet-isDwarf:checked~ div.sheet-paladin, +.charsheet .sheet-isDwarf:checked~ div.sheet-petrolhead, +.charsheet .sheet-isDwarf:checked~ div.sheet-ranger, +.charsheet .sheet-isDwarf:checked~ div.sheet-technologist, +.charsheet .sheet-isDwarf:checked~ div.sheet-thief, +.charsheet .sheet-isDwarf:checked~ div.sheet-warrior, +.charsheet .sheet-isDwarf:checked~ div.sheet-wizard, + +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-bard, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-cleric, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-cyborg, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-dwarf, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-elf, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-elfrogue, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-gnome, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-halfling, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-kith, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-mutant, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-paladin, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-petrolhead, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-ranger, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-technologist, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-thief, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-warrior, +.charsheet .sheet-isDwarfPriest:checked~ div.sheet-wizard, + +.charsheet .sheet-isElf:checked~ div.sheet-bard, +.charsheet .sheet-isElf:checked~ div.sheet-cleric, +.charsheet .sheet-isElf:checked~ div.sheet-cyborg, +.charsheet .sheet-isElf:checked~ div.sheet-dwarf, +.charsheet .sheet-isElf:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isElf:checked~ div.sheet-elfrogue, +.charsheet .sheet-isElf:checked~ div.sheet-gnome, +.charsheet .sheet-isElf:checked~ div.sheet-halfling, +.charsheet .sheet-isElf:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isElf:checked~ div.sheet-kith, +.charsheet .sheet-isElf:checked~ div.sheet-mutant, +.charsheet .sheet-isElf:checked~ div.sheet-paladin, +.charsheet .sheet-isElf:checked~ div.sheet-petrolhead, +.charsheet .sheet-isElf:checked~ div.sheet-ranger, +.charsheet .sheet-isElf:checked~ div.sheet-technologist, +.charsheet .sheet-isElf:checked~ div.sheet-thief, +.charsheet .sheet-isElf:checked~ div.sheet-warrior, +.charsheet .sheet-isElf:checked~ div.sheet-wizard, + +.charsheet .sheet-isElfRogue:checked~ div.sheet-bard, +.charsheet .sheet-isElfRogue:checked~ div.sheet-cleric, +.charsheet .sheet-isElfRogue:checked~ div.sheet-cyborg, +.charsheet .sheet-isElfRogue:checked~ div.sheet-dwarf, +.charsheet .sheet-isElfRogue:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isElfRogue:checked~ div.sheet-elf, +.charsheet .sheet-isElfRogue:checked~ div.sheet-gnome, +.charsheet .sheet-isElfRogue:checked~ div.sheet-halfling, +.charsheet .sheet-isElfRogue:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isElfRogue:checked~ div.sheet-kith, +.charsheet .sheet-isElfRogue:checked~ div.sheet-mutant, +.charsheet .sheet-isElfRogue:checked~ div.sheet-paladin, +.charsheet .sheet-isElfRogue:checked~ div.sheet-petrolhead, +.charsheet .sheet-isElfRogue:checked~ div.sheet-ranger, +.charsheet .sheet-isElfRogue:checked~ div.sheet-technologist, +.charsheet .sheet-isElfRogue:checked~ div.sheet-thief, +.charsheet .sheet-isElfRogue:checked~ div.sheet-warrior, +.charsheet .sheet-isElfRogue:checked~ div.sheet-wizard, + +.charsheet .sheet-isGnome:checked~ div.sheet-bard, +.charsheet .sheet-isGnome:checked~ div.sheet-cleric, +.charsheet .sheet-isGnome:checked~ div.sheet-cyborg, +.charsheet .sheet-isGnome:checked~ div.sheet-dwarf, +.charsheet .sheet-isGnome:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isGnome:checked~ div.sheet-elf, +.charsheet .sheet-isGnome:checked~ div.sheet-elfrogue, +.charsheet .sheet-isGnome:checked~ div.sheet-halfling, +.charsheet .sheet-isGnome:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isGnome:checked~ div.sheet-kith, +.charsheet .sheet-isGnome:checked~ div.sheet-mutant, +.charsheet .sheet-isGnome:checked~ div.sheet-paladin, +.charsheet .sheet-isGnome:checked~ div.sheet-petrolhead, +.charsheet .sheet-isGnome:checked~ div.sheet-ranger, +.charsheet .sheet-isGnome:checked~ div.sheet-technologist, +.charsheet .sheet-isGnome:checked~ div.sheet-thief, +.charsheet .sheet-isGnome:checked~ div.sheet-warrior, +.charsheet .sheet-isGnome:checked~ div.sheet-wizard, + + +.charsheet .sheet-isHalfling:checked~ div.sheet-bard, +.charsheet .sheet-isHalfling:checked~ div.sheet-cleric, +.charsheet .sheet-isHalfling:checked~ div.sheet-cyborg, +.charsheet .sheet-isHalfling:checked~ div.sheet-dwarf, +.charsheet .sheet-isHalfling:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isHalfling:checked~ div.sheet-elf, +.charsheet .sheet-isHalfling:checked~ div.sheet-elfrogue, +.charsheet .sheet-isHalfling:checked~ div.sheet-gnome, +.charsheet .sheet-isHalfling:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isHalfling:checked~ div.sheet-kith, +.charsheet .sheet-isHalfling:checked~ div.sheet-mutant, +.charsheet .sheet-isHalfling:checked~ div.sheet-paladin, +.charsheet .sheet-isHalfling:checked~ div.sheet-petrolhead, +.charsheet .sheet-isHalfling:checked~ div.sheet-ranger, +.charsheet .sheet-isHalfling:checked~ div.sheet-technologist, +.charsheet .sheet-isHalfling:checked~ div.sheet-thief, +.charsheet .sheet-isHalfling:checked~ div.sheet-warrior, +.charsheet .sheet-isHalfling:checked~ div.sheet-wizard, + +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-bard, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-cleric, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-cyborg, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-dwarf, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-elf, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-elfrogue, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-gnome, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-halfling, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-kith, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-mutant, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-paladin, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-petrolhead, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-ranger, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-technologist, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-thief, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-warrior, +.charsheet .sheet-isHalflingChamp:checked~ div.sheet-wizard, + +.charsheet .sheet-isKith:checked~ div.sheet-bard, +.charsheet .sheet-isKith:checked~ div.sheet-cleric, +.charsheet .sheet-isKith:checked~ div.sheet-cyborg, +.charsheet .sheet-isKith:checked~ div.sheet-dwarf, +.charsheet .sheet-isKith:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isKith:checked~ div.sheet-elf, +.charsheet .sheet-isKith:checked~ div.sheet-elfrogue, +.charsheet .sheet-isKith:checked~ div.sheet-gnome, +.charsheet .sheet-isKith:checked~ div.sheet-halfling, +.charsheet .sheet-isKith:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isKith:checked~ div.sheet-mutant, +.charsheet .sheet-isKith:checked~ div.sheet-paladin, +.charsheet .sheet-isKith:checked~ div.sheet-petrolhead, +.charsheet .sheet-isKith:checked~ div.sheet-ranger, +.charsheet .sheet-isKith:checked~ div.sheet-technologist, +.charsheet .sheet-isKith:checked~ div.sheet-thief, +.charsheet .sheet-isKith:checked~ div.sheet-warrior, +.charsheet .sheet-isKith:checked~ div.sheet-wizard, + +.charsheet .sheet-isMutant:checked~ div.sheet-bard, +.charsheet .sheet-isMutant:checked~ div.sheet-cleric, +.charsheet .sheet-isMutant:checked~ div.sheet-cyborg, +.charsheet .sheet-isMutant:checked~ div.sheet-dwarf, +.charsheet .sheet-isMutant:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isMutant:checked~ div.sheet-elf, +.charsheet .sheet-isMutant:checked~ div.sheet-elfrogue, +.charsheet .sheet-isMutant:checked~ div.sheet-gnome, +.charsheet .sheet-isMutant:checked~ div.sheet-halfling, +.charsheet .sheet-isMutant:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isMutant:checked~ div.sheet-kith, +.charsheet .sheet-isMutant:checked~ div.sheet-paladin, +.charsheet .sheet-isMutant:checked~ div.sheet-petrolhead, +.charsheet .sheet-isMutant:checked~ div.sheet-ranger, +.charsheet .sheet-isMutant:checked~ div.sheet-technologist, +.charsheet .sheet-isMutant:checked~ div.sheet-thief, +.charsheet .sheet-isMutant:checked~ div.sheet-warrior, +.charsheet .sheet-isMutant:checked~ div.sheet-wizard, + +.charsheet .sheet-isPaladin:checked~ div.sheet-bard, +.charsheet .sheet-isPaladin:checked~ div.sheet-cleric, +.charsheet .sheet-isPaladin:checked~ div.sheet-cyborg, +.charsheet .sheet-isPaladin:checked~ div.sheet-dwarf, +.charsheet .sheet-isPaladin:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isPaladin:checked~ div.sheet-elf, +.charsheet .sheet-isPaladin:checked~ div.sheet-elfrogue, +.charsheet .sheet-isPaladin:checked~ div.sheet-gnome, +.charsheet .sheet-isPaladin:checked~ div.sheet-halfling, +.charsheet .sheet-isPaladin:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isPaladin:checked~ div.sheet-kith, +.charsheet .sheet-isPaladin:checked~ div.sheet-mutant, +.charsheet .sheet-isPaladin:checked~ div.sheet-petrolhead, +.charsheet .sheet-isPaladin:checked~ div.sheet-ranger, +.charsheet .sheet-isPaladin:checked~ div.sheet-technologist, +.charsheet .sheet-isPaladin:checked~ div.sheet-thief, +.charsheet .sheet-isPaladin:checked~ div.sheet-warrior, +.charsheet .sheet-isPaladin:checked~ div.sheet-wizard, + +.charsheet .sheet-isPetrolHead:checked~ div.sheet-bard, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-cleric, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-cyborg, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-dwarf, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-elf, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-elfrogue, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-gnome, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-halfling, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-kith, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-mutant, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-paladin, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-ranger, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-technologist, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-thief, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-warrior, +.charsheet .sheet-isPetrolHead:checked~ div.sheet-wizard, + +.charsheet .sheet-isRanger:checked~ div.sheet-bard, +.charsheet .sheet-isRanger:checked~ div.sheet-cleric, +.charsheet .sheet-isRanger:checked~ div.sheet-cyborg, +.charsheet .sheet-isRanger:checked~ div.sheet-dwarf, +.charsheet .sheet-isRanger:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isRanger:checked~ div.sheet-elf, +.charsheet .sheet-isRanger:checked~ div.sheet-elfrogue, +.charsheet .sheet-isRanger:checked~ div.sheet-gnome, +.charsheet .sheet-isRanger:checked~ div.sheet-halfling, +.charsheet .sheet-isRanger:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isRanger:checked~ div.sheet-kith, +.charsheet .sheet-isRanger:checked~ div.sheet-mutant, +.charsheet .sheet-isRanger:checked~ div.sheet-paladin, +.charsheet .sheet-isRanger:checked~ div.sheet-petrolhead, +.charsheet .sheet-isRanger:checked~ div.sheet-technologist, +.charsheet .sheet-isRanger:checked~ div.sheet-thief, +.charsheet .sheet-isRanger:checked~ div.sheet-warrior, +.charsheet .sheet-isRanger:checked~ div.sheet-wizard, + +.charsheet .sheet-isTechnologist:checked~ div.sheet-bard, +.charsheet .sheet-isTechnologist:checked~ div.sheet-cleric, +.charsheet .sheet-isTechnologist:checked~ div.sheet-cyborg, +.charsheet .sheet-isTechnologist:checked~ div.sheet-dwarf, +.charsheet .sheet-isTechnologist:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isTechnologist:checked~ div.sheet-elf, +.charsheet .sheet-isTechnologist:checked~ div.sheet-elfrogue, +.charsheet .sheet-isTechnologist:checked~ div.sheet-gnome, +.charsheet .sheet-isTechnologist:checked~ div.sheet-halfling, +.charsheet .sheet-isTechnologist:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isTechnologist:checked~ div.sheet-kith, +.charsheet .sheet-isTechnologist:checked~ div.sheet-mutant, +.charsheet .sheet-isTechnologist:checked~ div.sheet-paladin, +.charsheet .sheet-isTechnologist:checked~ div.sheet-petrolhead, +.charsheet .sheet-isTechnologist:checked~ div.sheet-ranger, +.charsheet .sheet-isTechnologist:checked~ div.sheet-thief, +.charsheet .sheet-isTechnologist:checked~ div.sheet-warrior, +.charsheet .sheet-isTechnologist:checked~ div.sheet-wizard, + +.charsheet .sheet-isThief:checked~ div.sheet-bard, +.charsheet .sheet-isThief:checked~ div.sheet-cleric, +.charsheet .sheet-isThief:checked~ div.sheet-cyborg, +.charsheet .sheet-isThief:checked~ div.sheet-dwarf, +.charsheet .sheet-isThief:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isThief:checked~ div.sheet-elf, +.charsheet .sheet-isThief:checked~ div.sheet-elfrogue, +.charsheet .sheet-isThief:checked~ div.sheet-gnome, +.charsheet .sheet-isThief:checked~ div.sheet-halfling, +.charsheet .sheet-isThief:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isThief:checked~ div.sheet-kith, +.charsheet .sheet-isThief:checked~ div.sheet-mutant, +.charsheet .sheet-isThief:checked~ div.sheet-paladin, +.charsheet .sheet-isThief:checked~ div.sheet-petrolhead, +.charsheet .sheet-isThief:checked~ div.sheet-ranger, +.charsheet .sheet-isThief:checked~ div.sheet-technologist, +.charsheet .sheet-isThief:checked~ div.sheet-warrior, +.charsheet .sheet-isThief:checked~ div.sheet-wizard, + +.charsheet .sheet-isWarrior:checked~ div.sheet-bard, +.charsheet .sheet-isWarrior:checked~ div.sheet-cleric, +.charsheet .sheet-isWarrior:checked~ div.sheet-cyborg, +.charsheet .sheet-isWarrior:checked~ div.sheet-dwarf, +.charsheet .sheet-isWarrior:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isWarrior:checked~ div.sheet-elf, +.charsheet .sheet-isWarrior:checked~ div.sheet-elfrogue, +.charsheet .sheet-isWarrior:checked~ div.sheet-gnome, +.charsheet .sheet-isWarrior:checked~ div.sheet-halfling, +.charsheet .sheet-isWarrior:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isWarrior:checked~ div.sheet-kith, +.charsheet .sheet-isWarrior:checked~ div.sheet-mutant, +.charsheet .sheet-isWarrior:checked~ div.sheet-paladin, +.charsheet .sheet-isWarrior:checked~ div.sheet-petrolhead, +.charsheet .sheet-isWarrior:checked~ div.sheet-ranger, +.charsheet .sheet-isWarrior:checked~ div.sheet-technologist, +.charsheet .sheet-isWarrior:checked~ div.sheet-thief, +.charsheet .sheet-isWarrior:checked~ div.sheet-wizard, + +.charsheet .sheet-isWizard:checked~ div.sheet-bard, +.charsheet .sheet-isWizard:checked~ div.sheet-cleric, +.charsheet .sheet-isWizard:checked~ div.sheet-cyborg, +.charsheet .sheet-isWizard:checked~ div.sheet-dwarf, +.charsheet .sheet-isWizard:checked~ div.sheet-dwarfpriest, +.charsheet .sheet-isWizard:checked~ div.sheet-elf, +.charsheet .sheet-isWizard:checked~ div.sheet-elfrogue, +.charsheet .sheet-isWizard:checked~ div.sheet-gnome, +.charsheet .sheet-isWizard:checked~ div.sheet-halfling, +.charsheet .sheet-isWizard:checked~ div.sheet-halflingchamp, +.charsheet .sheet-isWizard:checked~ div.sheet-kith, +.charsheet .sheet-isWizard:checked~ div.sheet-mutant, +.charsheet .sheet-isWizard:checked~ div.sheet-paladin, +.charsheet .sheet-isWizard:checked~ div.sheet-petrolhead, +.charsheet .sheet-isWizard:checked~ div.sheet-ranger, +.charsheet .sheet-isWizard:checked~ div.sheet-technologist, +.charsheet .sheet-isWizard:checked~ div.sheet-thief, +.charsheet .sheet-isWizard:checked~ div.sheet-warrior { + display: none; +} + +/* Thief Tab */ + +.charsheet input.sheet-CoreThief, +.charsheet input.sheet-BetaThief { + display: inline; + width:24px; + height: 22px; +} + +.charsheet label.sheet-subtabThief { + display: inline; + width: 40px; + height: 22px; +} + +.charsheet .sheet-CoreThief:checked~ div.sheet-BetaThief, +.charsheet .sheet-BetaThief:checked~ div.sheet-CoreThief { + display: none; +} + +/* Arcane/Divine Spellbook */ + +.charsheet input.sheet-ArcaneCaster, +.charsheet input.sheet-DivineCaster { + display: inline; + width:24px; + height: 22px; +} + +.charsheet label.sheet-subtabSpell { + display: inline; + width: 40px; + height: 22px; + vertical-align: middle; + margin-right: auto; + margin-left: auto; + font-size: 1.4em; +} + +.charsheet .sheet-ArcaneCaster:checked~ div.sheet-DivineCaster, +.charsheet .sheet-DivineCaster:checked~ div.sheet-ArcaneCaster { + display: none; +} + +/* Spellcasting Die switch */ + +.charsheet .sheet-hidden { + display: none; +} + +.charsheet div.sheet-spellcheckSINGLE, div.sheet-spellcheckMULTI { + display: none; +} + +.charsheet input.sheet-is-spellcheckMULTI:checked ~ div.sheet-spellcheckMULTI, + input.sheet-is-spellcheckMULTI:not(:checked )~ div.sheet-spellcheckSINGLE { + display: block; +} + +/*.charsheet span.sheet-spellcheckboxTXT::before { + content: "Check this box if you need to use multiple dice to roll your spell check (for example: if you have the Joe Average mercurial effect)."; +} + +.charsheet span.sheet-spellcheckboxTXT { + text-align: center; + height: 16px; + font-size: 9px; +} + +.charsheet input.sheet-is-spellcheckMULTI:checked + span.sheet-spellcheckboxTXT::before { + content: "Uncheck this box if you need to use a single die to roll your spell check."; +}*/ + +/* Zero Level Character specific sections */ + +/* Inventory */ +.charsheet textarea.sheet-inventory-zero { + width: 98%; + height: 170px; + font-size: 13px; + line-height: 16px; +} + +/* Custom Pure Grid CSS (24 cols) DO NOT EDIT BELOW THIS LINE OR RISK BREAKING FORMATTING */ +.sheet-row, +.sheet-rolltemplate-DccTabbed .sheet-row { + letter-spacing: -0.31em; + *letter-spacing: normal; + *word-spacing: -0.43em; + text-rendering: optimizespeed; +} + + .sheet-opera-only :-o-prefocus, .sheet-row, + .sheet-rolltemplate-DccTabbed .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-DccTabbed .sheet-row { + word-spacing: -0.43em; +} + + .sheet-col, + .sheet-rolltemplate-DccTabbed .sheet-col { + display: inline-block; + zoom: 1; *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + +.sheet-rolltemplate-DccTabbed .sheet-col-1,.sheet-rolltemplate-DccTabbed .sheet-col-1-2,.sheet-rolltemplate-DccTabbed .sheet-col-1-3,.sheet-rolltemplate-DccTabbed .sheet-col-2-3,.sheet-rolltemplate-DccTabbed .sheet-col-1-4,.sheet-rolltemplate-DccTabbed .sheet-col-3-4,.sheet-rolltemplate-DccTabbed .sheet-col-1-5,.sheet-rolltemplate-DccTabbed .sheet-col-2-5,.sheet-rolltemplate-DccTabbed 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+ width: 92.30769%; +} + + .sheet-offset-12-13, + .sheet-rolltemplate-DccTabbed .sheet-offset-12-13 { + margin-left: 92.30769%; +} + + .sheet-col-1-14, + .sheet-rolltemplate-DccTabbed .sheet-col-1-14 { + width: 7.14286%; +} + + .sheet-offset-1-14, + .sheet-rolltemplate-DccTabbed .sheet-offset-1-14 { + margin-left: 7.14286%; +} + + .sheet-col-3-14, + .sheet-rolltemplate-DccTabbed .sheet-col-3-14 { + width: 21.42857%; +} + + .sheet-offset-3-14, + .sheet-rolltemplate-DccTabbed .sheet-offset-3-14 { + margin-left: 21.42857%; +} + + .sheet-col-5-14, + .sheet-rolltemplate-DccTabbed .sheet-col-5-14 { + width: 35.71429%; +} + + .sheet-offset-5-14, + .sheet-rolltemplate-DccTabbed .sheet-offset-5-14 { + margin-left: 35.71429%; +} + + .sheet-col-9-14, + .sheet-rolltemplate-DccTabbed .sheet-col-9-14 { + width: 64.28571%; +} + + .sheet-offset-9-14, + .sheet-rolltemplate-DccTabbed .sheet-offset-9-14 { + margin-left: 64.28571%; +} + + .sheet-col-11-14, + .sheet-rolltemplate-DccTabbed .sheet-col-11-14 { + width: 78.57143%; +} + + .sheet-offset-11-14, + .sheet-rolltemplate-DccTabbed .sheet-offset-11-14 { + margin-left: 78.57143%; +} + + .sheet-col-13-14, + .sheet-rolltemplate-DccTabbed .sheet-col-13-14 { + width: 92.85714%; +} + + .sheet-offset-13-14, + .sheet-rolltemplate-DccTabbed .sheet-offset-13-14 { + margin-left: 92.85714%; +} + + .sheet-col-1-15, + .sheet-rolltemplate-DccTabbed .sheet-col-1-15 { + width: 6.66667%; +} + + .sheet-offset-1-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-1-15 { + margin-left: 6.66667%; +} + + .sheet-col-2-15, + .sheet-rolltemplate-DccTabbed .sheet-col-2-15 { + width: 13.33333%; +} + + .sheet-offset-2-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-2-15 { + margin-left: 13.33333%; +} + + .sheet-col-4-15, + .sheet-rolltemplate-DccTabbed .sheet-col-4-15 { + width: 26.66667%; +} + + .sheet-offset-4-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-4-15 { + margin-left: 26.66667%; +} + + .sheet-col-6-15, + .sheet-rolltemplate-DccTabbed .sheet-col-6-15 { + width: 40%; +} + + .sheet-offset-6-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-6-15 { + margin-left: 40%; +} + + .sheet-col-7-15, + .sheet-rolltemplate-DccTabbed .sheet-col-7-15 { + width: 46.66667%; +} + + .sheet-offset-7-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-7-15 { + margin-left: 46.66667%; +} + + .sheet-col-8-15, + .sheet-rolltemplate-DccTabbed .sheet-col-8-15 { + width: 53.33333%; +} + + .sheet-offset-8-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-8-15 { + margin-left: 53.33333%; +} + + .sheet-col-9-15, + .sheet-rolltemplate-DccTabbed .sheet-col-9-15 { + width: 60%; +} + + .sheet-offset-9-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-9-15 { + margin-left: 60%; +} + + .sheet-col-10-15, + .sheet-rolltemplate-DccTabbed .sheet-col-10-15 { + width: 66.66667%; +} + + .sheet-offset-10-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-10-15 { + margin-left: 66.66667%; +} + + .sheet-col-11-15, + .sheet-rolltemplate-DccTabbed .sheet-col-11-15 { + width: 73.33333%; +} + + .sheet-offset-11-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-11-15 { + margin-left: 73.33333%; +} + + .sheet-col-12-15, + .sheet-rolltemplate-DccTabbed .sheet-col-12-15 { + width: 80%; +} + + .sheet-offset-12-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-12-15 { + margin-left: 80%; +} + + .sheet-col-13-15, + .sheet-rolltemplate-DccTabbed .sheet-col-13-15 { + width: 86.66667%; +} + + .sheet-offset-13-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-13-15 { + margin-left: 86.66667%; +} + + .sheet-col-14-15, + .sheet-rolltemplate-DccTabbed .sheet-col-14-15 { + width: 93.33333%; +} + + .sheet-offset-14-15, + .sheet-rolltemplate-DccTabbed .sheet-offset-14-15 { + margin-left: 93.33333%; +} + + .sheet-col-1-16, + .sheet-rolltemplate-DccTabbed .sheet-col-1-16 { + width: 6.25%; +} + + .sheet-offset-1-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-1-16 { + margin-left: 6.25%; +} + + .sheet-col-3-16, + .sheet-rolltemplate-DccTabbed .sheet-col-3-16 { + width: 18.75%; +} + + .sheet-offset-3-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-3-16 { + margin-left: 18.75%; +} + + .sheet-col-5-16, + .sheet-rolltemplate-DccTabbed .sheet-col-5-16 { + width: 31.25%; +} + + .sheet-offset-5-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-5-16 { + margin-left: 31.25%; +} + + .sheet-col-7-16, + .sheet-rolltemplate-DccTabbed .sheet-col-7-16 { + width: 43.75%; +} + + .sheet-offset-7-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-7-16 { + margin-left: 43.75%; +} + + .sheet-col-9-16, + .sheet-rolltemplate-DccTabbed .sheet-col-9-16 { + width: 56.25%; +} + + .sheet-offset-9-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-9-16 { + margin-left: 56.25%; +} + + .sheet-col-11-16, + .sheet-rolltemplate-DccTabbed .sheet-col-11-16 { + width: 68.75%; +} + + .sheet-offset-11-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-11-16 { + margin-left: 68.75%; +} + + .sheet-col-13-16, + .sheet-rolltemplate-DccTabbed .sheet-col-13-16 { + width: 81.25%; +} + + .sheet-offset-13-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-13-16 { + margin-left: 81.25%; +} + + .sheet-col-15-16, + .sheet-rolltemplate-DccTabbed .sheet-col-15-16 { + width: 93.75%; +} + + .sheet-offset-15-16, + .sheet-rolltemplate-DccTabbed .sheet-offset-15-16 { + margin-left: 93.75%; +} + + .sheet-col-1-17, + .sheet-rolltemplate-DccTabbed .sheet-col-1-17 { + width: 5.88235%; +} + + .sheet-offset-1-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-1-17 { + margin-left: 5.88235%; +} + + .sheet-col-2-17, + .sheet-rolltemplate-DccTabbed .sheet-col-2-17 { + width: 11.76471%; +} + + .sheet-offset-2-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-2-17 { + margin-left: 11.76471%; +} + + .sheet-col-3-17, + .sheet-rolltemplate-DccTabbed .sheet-col-3-17 { + width: 17.64706%; +} + + .sheet-offset-3-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-3-17 { + margin-left: 17.64706%; +} + + .sheet-col-4-17, + .sheet-rolltemplate-DccTabbed .sheet-col-4-17 { + width: 23.52941%; +} + + .sheet-offset-4-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-4-17 { + margin-left: 23.52941%; +} + + .sheet-col-5-17, + .sheet-rolltemplate-DccTabbed .sheet-col-5-17 { + width: 29.41176%; +} + + .sheet-offset-5-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-5-17 { + margin-left: 29.41176%; +} + + .sheet-col-6-17, + .sheet-rolltemplate-DccTabbed .sheet-col-6-17 { + width: 35.29412%; +} + + .sheet-offset-6-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-6-17 { + margin-left: 35.29412%; +} + + .sheet-col-7-17, + .sheet-rolltemplate-DccTabbed .sheet-col-7-17 { + width: 41.17647%; +} + + .sheet-offset-7-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-7-17 { + margin-left: 41.17647%; +} + + .sheet-col-8-17, + .sheet-rolltemplate-DccTabbed .sheet-col-8-17 { + width: 47.05882%; +} + + .sheet-offset-8-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-8-17 { + margin-left: 47.05882%; +} + + .sheet-col-9-17, + .sheet-rolltemplate-DccTabbed .sheet-col-9-17 { + width: 52.94118%; +} + + .sheet-offset-9-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-9-17 { + margin-left: 52.94118%; +} + + .sheet-col-10-17, + .sheet-rolltemplate-DccTabbed .sheet-col-10-17 { + width: 58.82353%; +} + + .sheet-offset-10-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-10-17 { + margin-left: 58.82353%; +} + + .sheet-col-11-17, + .sheet-rolltemplate-DccTabbed .sheet-col-11-17 { + width: 64.70588%; +} + + .sheet-offset-11-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-11-17 { + margin-left: 64.70588%; +} + + .sheet-col-12-17, + .sheet-rolltemplate-DccTabbed .sheet-col-12-17 { + width: 70.58824%; +} + + .sheet-offset-12-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-12-17 { + margin-left: 70.58824%; +} + + .sheet-col-13-17, + .sheet-rolltemplate-DccTabbed .sheet-col-13-17 { + width: 76.47059%; +} + + .sheet-offset-13-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-13-17 { + margin-left: 76.47059%; +} + + .sheet-col-14-17, + .sheet-rolltemplate-DccTabbed .sheet-col-14-17 { + width: 82.35294%; +} + + .sheet-offset-14-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-14-17 { + margin-left: 82.35294%; +} + + .sheet-col-15-17, + .sheet-rolltemplate-DccTabbed .sheet-col-15-17 { + width: 88.23529%; +} + + .sheet-offset-15-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-15-17 { + margin-left: 88.23529%; +} + + .sheet-col-16-17, + .sheet-rolltemplate-DccTabbed .sheet-col-16-17 { + width: 94.11765%; +} + + .sheet-offset-16-17, + .sheet-rolltemplate-DccTabbed .sheet-offset-16-17 { + margin-left: 94.11765%; +} + + .sheet-col-1-18, + .sheet-rolltemplate-DccTabbed .sheet-col-1-18 { + width: 5.55556%; +} + + .sheet-offset-1-18, + .sheet-rolltemplate-DccTabbed .sheet-offset-1-18 { + margin-left: 5.55556%; +} + + .sheet-col-5-18, + .sheet-rolltemplate-DccTabbed .sheet-col-5-18 { + width: 27.77778%; +} + + .sheet-offset-5-18, + .sheet-rolltemplate-DccTabbed .sheet-offset-5-18 { + margin-left: 27.77778%; +} + + .sheet-col-7-18, + .sheet-rolltemplate-DccTabbed .sheet-col-7-18 { + width: 38.88889%; +} + + .sheet-offset-7-18, + .sheet-rolltemplate-DccTabbed .sheet-offset-7-18 { + margin-left: 38.88889%; +} + + .sheet-col-11-18, + .sheet-rolltemplate-DccTabbed .sheet-col-11-18 { + width: 61.11111%; +} + + .sheet-offset-11-18, + .sheet-rolltemplate-DccTabbed .sheet-offset-11-18 { + margin-left: 61.11111%; +} + + .sheet-col-13-18, + .sheet-rolltemplate-DccTabbed .sheet-col-13-18 { + width: 72.22222%; +} + + .sheet-offset-13-18, + .sheet-rolltemplate-DccTabbed .sheet-offset-13-18 { + margin-left: 72.22222%; +} + + .sheet-col-15-18, + .sheet-rolltemplate-DccTabbed .sheet-col-15-18 { + width: 83.33333%; +} + + .sheet-offset-15-18, + .sheet-rolltemplate-DccTabbed .sheet-offset-15-18 { + margin-left: 83.33333%; +} + + .sheet-col-17-18, + .sheet-rolltemplate-DccTabbed .sheet-col-17-18 { + width: 94.44444%; +} + + .sheet-offset-17-18, + .sheet-rolltemplate-DccTabbed .sheet-offset-17-18 { + margin-left: 94.44444%; +} + + .sheet-col-1-19, + .sheet-rolltemplate-DccTabbed .sheet-col-1-19 { + width: 5.26316%; +} + + .sheet-offset-1-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-1-19 { + margin-left: 5.26316%; +} + + .sheet-col-2-19, + .sheet-rolltemplate-DccTabbed .sheet-col-2-19 { + width: 10.52632%; +} + + .sheet-offset-2-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-2-19 { + margin-left: 10.52632%; +} + + .sheet-col-3-19, + .sheet-rolltemplate-DccTabbed .sheet-col-3-19 { + width: 15.78947%; +} + + .sheet-offset-3-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-3-19 { + margin-left: 15.78947%; +} + + .sheet-col-4-19, + .sheet-rolltemplate-DccTabbed .sheet-col-4-19 { + width: 21.05263%; +} + + .sheet-offset-4-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-4-19 { + margin-left: 21.05263%; +} + + .sheet-col-5-19, + .sheet-rolltemplate-DccTabbed .sheet-col-5-19 { + width: 26.31579%; +} + + .sheet-offset-5-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-5-19 { + margin-left: 26.31579%; +} + + .sheet-col-6-19, + .sheet-rolltemplate-DccTabbed .sheet-col-6-19 { + width: 31.57895%; +} + + .sheet-offset-6-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-6-19 { + margin-left: 31.57895%; +} + + .sheet-col-7-19, + .sheet-rolltemplate-DccTabbed .sheet-col-7-19 { + width: 36.84211%; +} + + .sheet-offset-7-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-7-19 { + margin-left: 36.84211%; +} + + .sheet-col-8-19, + .sheet-rolltemplate-DccTabbed .sheet-col-8-19 { + width: 42.10526%; +} + + .sheet-offset-8-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-8-19 { + margin-left: 42.10526%; +} + + .sheet-col-9-19, + .sheet-rolltemplate-DccTabbed .sheet-col-9-19 { + width: 47.36842%; +} + + .sheet-offset-9-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-9-19 { + margin-left: 47.36842%; +} + + .sheet-col-10-19, + .sheet-rolltemplate-DccTabbed .sheet-col-10-19 { + width: 52.63158%; +} + + .sheet-offset-10-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-10-19 { + margin-left: 52.63158%; +} + + .sheet-col-11-19, + .sheet-rolltemplate-DccTabbed .sheet-col-11-19 { + width: 57.89474%; +} + + .sheet-offset-11-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-11-19 { + margin-left: 57.89474%; +} + + .sheet-col-12-19, + .sheet-rolltemplate-DccTabbed .sheet-col-12-19 { + width: 63.15789%; +} + + .sheet-offset-12-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-12-19 { + margin-left: 63.15789%; +} + + .sheet-col-13-19, + .sheet-rolltemplate-DccTabbed .sheet-col-13-19 { + width: 68.42105%; +} + + .sheet-offset-13-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-13-19 { + margin-left: 68.42105%; +} + + .sheet-col-14-19, + .sheet-rolltemplate-DccTabbed .sheet-col-14-19 { + width: 73.68421%; +} + + .sheet-offset-14-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-14-19 { + margin-left: 73.68421%; +} + + .sheet-col-15-19, + .sheet-rolltemplate-DccTabbed .sheet-col-15-19 { + width: 78.94737%; +} + + .sheet-offset-15-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-15-19 { + margin-left: 78.94737%; +} + + .sheet-col-16-19, + .sheet-rolltemplate-DccTabbed .sheet-col-16-19 { + width: 84.21053%; +} + + .sheet-offset-16-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-16-19 { + margin-left: 84.21053%; +} + + .sheet-col-17-19, + .sheet-rolltemplate-DccTabbed .sheet-col-17-19 { + width: 89.47368%; +} + + .sheet-offset-17-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-17-19 { + margin-left: 89.47368%; +} + + .sheet-col-18-19, + .sheet-rolltemplate-DccTabbed .sheet-col-18-19 { + width: 94.73684%; +} + + .sheet-offset-18-19, + .sheet-rolltemplate-DccTabbed .sheet-offset-18-19 { + margin-left: 94.73684%; +} + + .sheet-col-1-20, + .sheet-rolltemplate-DccTabbed .sheet-col-1-20 { + width: 5%; +} + + .sheet-offset-1-20, + .sheet-rolltemplate-DccTabbed .sheet-offset-1-20 { + margin-left: 5%; +} + + .sheet-col-3-20, + .sheet-rolltemplate-DccTabbed .sheet-col-3-20 { + width: 15%; +} + + .sheet-offset-3-20, + .sheet-rolltemplate-DccTabbed .sheet-offset-3-20 { + margin-left: 15%; +} + + .sheet-col-7-20, + .sheet-rolltemplate-DccTabbed .sheet-col-7-20 { + width: 35%; +} + + .sheet-offset-7-20, + .sheet-rolltemplate-DccTabbed .sheet-offset-7-20 { + margin-left: 35%; +} + + .sheet-col-9-20, + .sheet-rolltemplate-DccTabbed .sheet-col-9-20 { + width: 45%; +} + + .sheet-offset-9-20, + .sheet-rolltemplate-DccTabbed .sheet-offset-9-20 { + margin-left: 45%; +} + + .sheet-col-11-20, + .sheet-rolltemplate-DccTabbed .sheet-col-11-20 { + width: 55%; +} + + .sheet-offset-11-20, + .sheet-rolltemplate-DccTabbed .sheet-offset-11-20 { + margin-left: 55%; +} + + .sheet-col-13-20, + .sheet-rolltemplate-DccTabbed .sheet-col-13-20 { + width: 65%; +} + + .sheet-offset-13-20, + .sheet-rolltemplate-DccTabbed .sheet-offset-13-20 { + margin-left: 65%; +} + + .sheet-col-15-20, + .sheet-rolltemplate-DccTabbed .sheet-col-15-20 { + width: 75%; +} + + .sheet-offset-15-20, + .sheet-rolltemplate-DccTabbed .sheet-offset-15-20 { + margin-left: 75%; +} + + .sheet-col-17-20, + 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    + +
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    Dungeon Crawl Classics Character Record Sheet
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    +

    Player Name
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    Character Name
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    Race
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    +

    Sheet last updated
    13 July 2017

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    + +
    + + + + 0-level + + 1+ level + + NPC/Monster + + +
    + +
    1+-level Character Sheet
    + +

    The main player character sheet.

    + + + Core Stats + + Background + + Class + + Weapons + + Spellbook + + Armor + + Inventory + + Show All + + + + + +
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    + +

    Character Information

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    Class
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    Occupation
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    Title
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    Alignment
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    Level
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    XP
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    Max HP
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    Armor Class
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    Hit Points
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    Hit Point Die
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    Combat Basics

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    Initiative
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    Bonus
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    Total
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    Action Dice
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    Attack Bonus
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    Crit Die
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    Crit Table
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    Fumble Die
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    Core Stats

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    Current Score
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    Max Score
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    Mod
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    Trained
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    Untrained
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    Strength
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    Agility
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    Stamina
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    Personality
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    Intelligence
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    Luck
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    Fleeting Luck
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    Personality Test
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    Luck Check
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    Saving Throws

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    Base
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    Save Bonus
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    Birth Augur
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    Mod
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    Total Bonus
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    Reflex
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    Fortitude
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    Will
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    Movement

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    Base Speed
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    Walk
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    Run
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    Fly
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    Climb
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    Swim
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    Burrow
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    Languages - Starting Luck - Birth Augur

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    Known Languages
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    Starting Luck
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    Lucky Roll Bonus
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    Birth Augur
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    Lucky Roll
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    Lucky Roll for Harsh Winter (All attack rolls)?
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    Lucky Roll for The bull (Melee attack rolls)?
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    Lucky Roll for Born on the battlefield (Damage rolls)?
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    Lucky Roll for Path of the bear (Melee damage rolls)?
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    Lucky Roll for Righteous Heart (Turn Unholy Checks)?
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    Lucky Roll for Survived the Plague (Magical Healing)?
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    Lucky Roll for Lucky sign (All saving throws)?
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    Lucky Roll for Struck by lightning (Reflex saving throws)?
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    Lucky Roll for Lived through famine (Fort saving throws)?
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    Lucky Roll for Resisted temptation (Will saving throws)?
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    Lucky Roll for Born Under the Loom (Skill Checks)?
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    Lucky Roll for Fox's Cunning (Find/Disable Traps)?
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    Lucky Roll for Fortunate date (Missile fire attack rolls)?
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    Lucky Roll for Hawkeye (Missile fire damage rolls)?
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    Lucky Roll for The Broken Star (Fumbles)?
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    Lucky Roll for Warrior’s arm (Critical hit tables)?
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    Lucky Roll for Bountiful harvest (Hit points)?
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    Lucky Roll for Speed of the cobra (Initiative)?
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    Lucky Roll for Seventh son (Spell checks)?
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    Lucky Roll for Unholy house (Corruption rolls)?
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    Lucky Roll for Charmed house (Armor Class)?
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    Lucky Roll for Four-leafed clover (Find secret doors)?
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    Lucky Roll for Wild Child (Speed)?
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    Appearance and Vision

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    Gender
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    Age
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    Height
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    Weight
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    Eyes
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    Hair
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    Size
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    Vision
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    Equipment Proficiencies

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    Armor Proficiencies
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    Weapon Proficiencies
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    Tool Proficiencies
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    Any other notes

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    +
    + +
    + + + +
    + +
    Core Classes
    +
     
    + + + + + + + +
     
    + +
    Supplement Classes
    +
     
    + +
     
    + +
    Crawl! Classes
    +
     
    + + + + + + + +
     
    + +
    Crawling Under a Broken Moon Classes
    +
     
    + + + + + +
    + + +
    +

    Bard Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    Starting Luck Bonus :
    +
    Bardic Talent Checks
    +
    OR
    +
    Lore Checks
    + + +
     
    + +
     
    + +
    +
    Talent Die
    +
    + +
    +
    + +
     
    + +
    +
    Call to Arms
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
    +
    Challenge
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
    +
    Calm
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
    +
    Lore
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    +
    Spell Corruption
    +
    +
    +
    +
    +
    + +
     
    + +
    + +
    +
    Other Notes
    +
    + +
    +
    +
    + +
    + +
     
    + +
      +
    • Hit Points: 1d6 per level
    • +
    • Weapons: Club, dagger, hand axe, quarterstaff, spear, crossbow, shortbow, and sling. Bards can add one new specific weapon proficiency per level.
    • +
    • Armor: Bards can use any armor or shields, but it affects the use of their spells and skills.
    • +
    • Languages: Knows Common. Also knows one additional language for every point of Int modifier
    • +
    • Alignment: Law (common), Neutral (common), Chaos (uncommon)
    • +
    +
    + + +
    + +

    Cyborg Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Jury Rig Die
    +
    + +
    +
    + +
     
    + +
    +
    Artificial Body Parts
    +

    Meat Damage
    +

    Non-Meat Damage
    +
    + +
     
    + +
    +
    Cyber Upgrade
    +

    1st Level
    +

    4th Level
    +

    7th Level
    +

    10th Level
    +
    + +
     
    + +
    +
    Self Repair
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Repair Tech
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Find Salvage
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points: 1d8 per level
    • +
    • Weapons: Adept with any tech level of ranged/missile and 1-handed/built-in weapons
    • +
    • Armor: Any armor. Rarely use shields
    • +
    • Alignment: Law (uncommon), Neutral (common), Chaos (uncommon)
    • +
    • Languages: Common
    • +
    • Movement: 30'
    • +
    +
    + + +
    +

    Cleric Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Deity
    +
    +
    + +
     
    + +
    +
    Disapproval
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    Turn Unholy
    + +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    +
    + +
    +
    Divine Aid
    + +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    +
    + +
    +
    Lay On Hands
    + +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    +
    + +
     
    + +
    Lay on Hands Results Table +

    + - - + +
    +
    Dam:{{damage}}
    + + + + + + + + + + + + + + + + + {{#rollTotal() roll1 1}} + + {{/rollTotal() roll1 1}} + + {{#rollBetween() roll1 2 success}} + + {{#rollGreater() roll1 hard}} + + {{/rollGreater() roll1 hard}} + + {{#rollBetween() roll1 2 hard}} + + {{#rollGreater() roll1 extreme}} + + {{/rollGreater() roll1 extreme}} + + {{#rollBetween() roll1 2 extreme}} + + {{/rollBetween() roll1 2 extreme}} + {{/rollBetween() roll1 2 hard}} + {{/rollBetween() roll1 2 success}} + + {{#rollGreater() roll1 success}} + + {{#rollGreater() success 49}} + + {{#rollTotal() roll1 100}} + + {{/rollTotal() roll1 100}} + + {{#rollLess() roll1 100}} + + {{/rollLess() roll1 100}} + {{/rollGreater() success 49}} + + {{#rollLess() success 50}} + + {{#rollGreater() roll1 95}} + + {{/rollGreater() roll1 95}} + + {{#rollLess() roll1 96}} + + {{/rollLess() roll1 96}} + {{/rollLess() success 50}} + {{/rollGreater() roll1 success}} + + +
    {{name}}
    Value:{{success}}/{{hard}}/{{extreme}}
    Rolled:{{roll1}}
    Result:CriticalSuccessHardExtremeFumbleFailFumbleFail
    +
    + + + + + + {{#malf}} + + {{/malf}} + + + + + {{#rollTotal() roll1 1}} + + {{/rollTotal() roll1 1}} + + {{#rollBetween() roll1 2 success}} + + {{#rollGreater() roll1 hard}} + + {{/rollGreater() roll1 hard}} + + {{#rollBetween() roll1 2 hard}} + + {{#rollGreater() roll1 extreme}} + + {{/rollGreater() roll1 extreme}} + + {{#rollBetween() roll1 2 extreme}} + + {{/rollBetween() roll1 2 extreme}} + {{/rollBetween() roll1 2 hard}} + {{/rollBetween() roll1 2 success}} + + {{#rollGreater() roll1 success}} + + {{#rollGreater() success 49}} + + {{#rollTotal() roll1 100}} + + {{/rollTotal() roll1 100}} + + {{#rollLess() roll1 100}} + + {{/rollLess() roll1 100}} + {{/rollGreater() success 49}} + + {{#rollLess() success 50}} + + {{#rollGreater() roll1 95}} + + {{/rollGreater() roll1 95}} + + {{#rollLess() roll1 96}} + + {{/rollLess() roll1 96}} + {{/rollLess() success 50}} + {{/rollGreater() roll1 success}} + + + + +
    {{name}}
    Value:{{success}}/{{hard}}/{{extreme}}
    Malf:{{malf}}
    Rolled:{{roll1}}
    Result:CriticalSuccessHardExtremeFumbleFailFumbleFail
    Dam:{{damage}}
    +
    + + \ No newline at end of file diff --git a/Call_of_Cthulhu_7th_Ed/coc_7th_ed.png b/Call_of_Cthulhu_7th_Ed/coc_7th_ed.png index db410fc24167..ae4378dd510d 100644 Binary files a/Call_of_Cthulhu_7th_Ed/coc_7th_ed.png and b/Call_of_Cthulhu_7th_Ed/coc_7th_ed.png differ diff --git a/Call_of_Cthulhu_7th_Ed/sheet.json b/Call_of_Cthulhu_7th_Ed/sheet.json index b8c00cf0a230..509520057f26 100644 --- a/Call_of_Cthulhu_7th_Ed/sheet.json +++ b/Call_of_Cthulhu_7th_Ed/sheet.json @@ -1,9 +1,8 @@ { "html": "coc_7th_ed.html", "css": "coc_7th_ed.css", - "authors": "Matthew Carpenter, Roric", - "roll20userid": "1466905", + "authors": "Aqua Alex, Matthew Carpenter, Roric", + "roll20userid": "1048758, 103705, 1466905", "preview": "coc_7th_ed.png", - "instructions": "You may note the absence of hard and extreme values. These have been moved into the roll button itself. When you use the roll button you will see, in the chat log, a roll \"vs standard value/hard value/extreme value.\" Compare the appropriate threshold to your result to determine success. For weapon skill select one of the listed skills to base your weapon skill check on. You may select up to the tenth custom skill as the base skill. For weapon damages you may specify a \"+0\", \"+1/2db\" or \"+db.\" Use this to include your damage bonus in the damage roll or not.\n\nYou can find an API script which goes with this sheet at https://github.com/Roll20/roll20-character-sheets/blob/master/Call_of_Cthulhu_7th_Ed/extended_autocalc.js. This will enable autocalculation of Damage Bonus and Build.\n\nIn support of Pulp Cthulhu a checkbox in the Hit Points section allows for the Pulp Cthulhu rules variant of doubling hit points." - -} \ No newline at end of file + "instructions": "You may note the absence of hard and extreme values. These have been moved into the roll button itself. When you use the roll button you will see, in the chat log, a roll \"vs standard value/hard value/extreme value.\" Compare the appropriate threshold to your result to determine success. For weapon skill select one of the listed skills to base your weapon skill check on. You may select up to the tenth custom skill as the base skill. For weapon damages you may specify a \"+0\", \"+1/2db\" or \"+db.\" Use this to include your damage bonus in the damage roll or not.\n\n In support of Pulp Cthulhu a checkbox in the Hit Points section allows for the Pulp Cthulhu rules variant of doubling hit points. \n\n Aqua Alex: (1)removed the need for the js file and created a Workerscript to enable autocalculation of Damage Bonus and Build even for people without a Pro account.\n (2) added calculation of move\n (3) BONUS/PENALTY Dice rolls - Grey Button is for current Roll template (it rolls normal, 1 bonus, 2 bonus, 1 penalty, 2 penalty dice and shows all results), Green button is for new smaller (only normal roll) template." +} diff --git a/Call_of_Cthulhu_7th_Ed/translations/fr.json b/Call_of_Cthulhu_7th_Ed/translations/fr.json index c21e61203276..94cc73f91b4a 100644 --- a/Call_of_Cthulhu_7th_Ed/translations/fr.json +++ b/Call_of_Cthulhu_7th_Ed/translations/fr.json @@ -1,101 +1,101 @@ { - "investigatorinfo-u":"Investigator Info", - "name-u":"Name", - "player-u":"Player", + "investigatorinfo-u":"État civil", + "name-u":"Nom", + "player-u":"Joueur", "occupation-u":"Occupation", - "age-u":"Age", - "sex-u":"Sex", - "residence-u":"Residence", - "birthplace-u":"Birthplace", - "characteristics-u":"Characteristics", - "STR-u":"STR", + "age-u":"Âge", + "sex-u":"Sexe", + "residence-u":"Résidence", + "birthplace-u":"Lieu de naissance", + "characteristics-u":"Caractéristiques", + "STR-u":"FOR", "DEX-u":"DEX", - "POW-u":"POW", + "POW-u":"POU", "CON-u":"CON", "APP-u":"APP", - "EDU-u":"EDU", - "SIZ-u":"SIZ", + "EDU-u":"ÉDU", + "SIZ-u":"TAI", "INT-u":"INT", - "Move rate-u":"Move rate", - "HP-u":"Hit Points", + "Move rate-u":"MVT", + "HP-u":"Points de vie", "majorwound-u":"", "pulphp-u":"", - "luck-u":"Luck", - "damagebonus-u":"Damage Bonus", - "build-u":"Build", - "sanity-u":"Sanity", + "luck-u":"Chance", + "damagebonus-u":"Impact", + "build-u":"Carrure", + "sanity-u":"Santé mentale", "tempinsane-u":"", "indefinsane-u":"", - "magicpoints-u":"Magic Points", - "investigatorskills-u":"Investigator Skills", - "accounting-u":"Accounting(05%)", - "anthropology-u":"Anthropology(01%)", - "appraise-u":"Appraise(05%)", - "archaeology-u":"Archaeology(01%)", - "charm-u":"Charm(15%)", - "climb-u":"Climb(20%)", - "creditrating-u":"Credit Rating(00%)", - "cthulhumythos-u":"Cthulhu Mythos(00%)", - "disguise-u":"Disguise(05%)", - "dodge-u":"Dodge(half DEX)", - "driveauto-u":"Drive Auto(20%)", - "elecrepair-u":"Elec Repair(10%)", - "fasttalk-u":"Fast Talk(05%)", - "fighting(brawl)-u":"Fighting(Brawl)(25%)", - "firearms(hg)-u":"Firearms(HG)(20%)", - "firearms(r/s)":"Firearms(R/S)(25%)", - "firstaid-u":"First Aid(30%)", - "history-u":"History(05%)", - "intimidate-u":"Intimidate(15%)", - "jump-u":"Jump(20%)", - "language(own)-u":"Language(Own)(EDU)", - "law-u":"Law(05%)", - "libraryuse-u":"Library Use(20%)", - "listen-u":"Listen(20%)", - "locksmith-u":"Locksmith(01%)", - "mechrepair-u":"Mech Repair(10%)", - "medicine-u":"Medicine(01%)", - "naturalworld-u":"Natural World(10%)", - "navigate-u":"Navigate(10%)", - "occult-u":"Occult(05%)", - "ophvmachine-u":"Op Hv Machine(01%)", - "persuade-u":"Persuade(10%)", - "psychology-u":"Psychology(10%)", - "psychoanalysis-u":"Psychoanalysis(01%)", - "ride-u":"Ride(05%)", - "sleightofhand-u":"Sleight of Hand(10%)", - "spothidden-u":"Spot Hidden(25%)", - "stealth-u":"Stealth(20%)", - "swim-u":"Swim(20%)", - "throw-u":"Throw(20%)", - "track-u":"Track (10%)", - "otherskills-u":"Other Skills:", - "animalhandling-u":"Animal Handling(05%)", - "firearms(varies)-u":"Firearms(Varies)", - "art/craft-u":"Art/Craft(05%)", - "hypnosis-u":"Hypnosis(01%)", - "artillery-u":"Artillery(01%)", - "language(other)-u":"Language(Other)(01%)", - "computeruse-u":"Computer Use(05%)", - "pilot-u":"Pilot(01%)", - "demolitions-u":"Demolitions(01%)", - "readlips-u":"Read Lips(01%)", - "electronics-u":"Electronics(01%)", - "science-u":"Science(01%)", - "fighting(varies)-u":"Fighting(Varies)", - "survival-u":"Survival(10%)", - "weapons-u":"Weapons", - "weaponname-u":"Weapon", - "skill-u":"Skill", - "damage-u":"Damage", - "range-u":"Range", - "attacks-u":"Attacks", - "ammo-u":"Ammo", - "malf-u":"Malf", - "gearandposessions-u":"Gear and Posessions", - "cashandassets-u":"Cash and Assests", - "spendinglevel-u":"Spending Level", - "cash-u":"Cash", - "assets-u":"Assets", - "backstory-u":"Backstory" + "magicpoints-u":"Points de Magie", + "investigatorskills-u":"Compétences de l'Investigateur", + "accounting-u":"Comptabilité (05%)", + "anthropology-u":"Anthropologie (01%)", + "appraise-u":"Estimation (05%)", + "archaeology-u":"Archéologie (01%)", + "charm-u":"Charme (15%)", + "climb-u":"Grimper (20%)", + "creditrating-u":"Crédit (00%)", + "cthulhumythos-u":"Mythe de Cthulhu (00%)", + "disguise-u":"Imposture (05%)", + "dodge-u":"Esquive (DEX/2)", + "driveauto-u":"Conduite (20%)", + "elecrepair-u":"Électricité (10%)", + "fasttalk-u":"Baratin (05%)", + "fighting(brawl)-u":"Combat rapproché (corps à corps) (25%)", + "firearms(hg)-u":"Combat à distance (armes de poing) (20%)", + "firearms(r/s)":"Combat à distance (fusils) (25%)", + "firstaid-u":"Premiers soins (30%)", + "history-u":"Histoire (05%)", + "intimidate-u":"Intimidation (15%)", + "jump-u":"Sauter (20%)", + "language(own)-u":"Langue maternelle (ÉDU)", + "law-u":"Droit (05%)", + "libraryuse-u":"Bibliothèque (20%)", + "listen-u":"Écouter (20%)", + "locksmith-u":"Crochetage (01%)", + "mechrepair-u":"Mécanique (10%)", + "medicine-u":"Médicine (01%)", + "naturalworld-u":"Naturalisme (10%)", + "navigate-u":"Orientation (10%)", + "occult-u":"Occultisme (05%)", + "ophvmachine-u":"Conduite engin lourd (01%)", + "persuade-u":"Persuasion (10%)", + "psychology-u":"Psychologie (10%)", + "psychoanalysis-u":"Psychanalyse (01%)", + "ride-u":"Équitation (05%)", + "sleightofhand-u":"Pickpocket (10%)", + "spothidden-u":"Trouver Objet Caché (25%)", + "stealth-u":"Discrétion (20%)", + "swim-u":"Nager (20%)", + "throw-u":"Lancer (20%)", + "track-u":"Pister (10%)", + "otherskills-u":"Autres compétences :", + "animalhandling-u":"Dressage (05%)", + "firearms(varies)-u":"Combat à distance (variables)", + "art/craft-u":"Arts et métiers (05%)", + "hypnosis-u":"Hypnose (01%)", + "artillery-u":"Artillerie (01%)", + "language(other)-u":"Langues (01%)", + "computeruse-u":"Informatique (05%)", + "pilot-u":"Pilotage (01%)", + "demolitions-u":"Explosifs (01%)", + "readlips-u":"Lecture sur les lèvres (01%)", + "electronics-u":"Electronique (01%)", + "science-u":"Science (01%)", + "fighting(varies)-u":"Combat rapproché (variables)", + "survival-u":"Survie (10%)", + "weapons-u":"Armes", + "weaponname-u":"Arme", + "skill-u":"Compétence", + "damage-u":"Dégâts", + "range-u":"Portée", + "attacks-u":"Cadence", + "ammo-u":"Cap.", + "malf-u":"Panne", + "gearandposessions-u":"Équipement et possessions", + "cashandassets-u":"Richesse", + "spendinglevel-u":"Dépense courantes", + "cash-u":"Espèces", + "assets-u":"Capital", + "backstory-u":"Profil" } \ No newline at end of file diff --git a/Call_of_Cthulhu_7th_Ed/translations/it.json b/Call_of_Cthulhu_7th_Ed/translations/it.json index c21e61203276..f0e97c23d065 100644 --- a/Call_of_Cthulhu_7th_Ed/translations/it.json +++ b/Call_of_Cthulhu_7th_Ed/translations/it.json @@ -1,101 +1,101 @@ { - "investigatorinfo-u":"Investigator Info", - "name-u":"Name", - "player-u":"Player", - "occupation-u":"Occupation", - "age-u":"Age", - "sex-u":"Sex", - "residence-u":"Residence", - "birthplace-u":"Birthplace", - "characteristics-u":"Characteristics", - "STR-u":"STR", - "DEX-u":"DEX", - "POW-u":"POW", - "CON-u":"CON", - "APP-u":"APP", + "investigatorinfo-u":"Info Investigatore", + "name-u":"Nome", + "player-u":"Giocatore", + "occupation-u":"Professione", + "age-u":"Età", + "sex-u":"Sesso", + "residence-u":"Residente a", + "birthplace-u":"Nato a", + "characteristics-u":"Caratteristiche", + "STR-u":"FOR", + "DEX-u":"DES", + "POW-u":"POT", + "CON-u":"IST", + "APP-u":"FAS", "EDU-u":"EDU", - "SIZ-u":"SIZ", + "SIZ-u":"TAG", "INT-u":"INT", - "Move rate-u":"Move rate", - "HP-u":"Hit Points", + "Move rate-u":"Movimento", + "HP-u":"Punti Ferita", "majorwound-u":"", "pulphp-u":"", - "luck-u":"Luck", - "damagebonus-u":"Damage Bonus", - "build-u":"Build", - "sanity-u":"Sanity", + "luck-u":"Fortuna", + "damagebonus-u":"Bonus al Danno", + "build-u":"Struttura", + "sanity-u":"Sanità", "tempinsane-u":"", "indefinsane-u":"", - "magicpoints-u":"Magic Points", - "investigatorskills-u":"Investigator Skills", - "accounting-u":"Accounting(05%)", - "anthropology-u":"Anthropology(01%)", - "appraise-u":"Appraise(05%)", - "archaeology-u":"Archaeology(01%)", - "charm-u":"Charm(15%)", - "climb-u":"Climb(20%)", - "creditrating-u":"Credit Rating(00%)", - "cthulhumythos-u":"Cthulhu Mythos(00%)", - "disguise-u":"Disguise(05%)", - "dodge-u":"Dodge(half DEX)", - "driveauto-u":"Drive Auto(20%)", - "elecrepair-u":"Elec Repair(10%)", - "fasttalk-u":"Fast Talk(05%)", - "fighting(brawl)-u":"Fighting(Brawl)(25%)", - "firearms(hg)-u":"Firearms(HG)(20%)", - "firearms(r/s)":"Firearms(R/S)(25%)", - "firstaid-u":"First Aid(30%)", - "history-u":"History(05%)", - "intimidate-u":"Intimidate(15%)", - "jump-u":"Jump(20%)", - "language(own)-u":"Language(Own)(EDU)", - "law-u":"Law(05%)", - "libraryuse-u":"Library Use(20%)", - "listen-u":"Listen(20%)", - "locksmith-u":"Locksmith(01%)", - "mechrepair-u":"Mech Repair(10%)", - "medicine-u":"Medicine(01%)", - "naturalworld-u":"Natural World(10%)", - "navigate-u":"Navigate(10%)", - "occult-u":"Occult(05%)", - "ophvmachine-u":"Op Hv Machine(01%)", - "persuade-u":"Persuade(10%)", - "psychology-u":"Psychology(10%)", - "psychoanalysis-u":"Psychoanalysis(01%)", - "ride-u":"Ride(05%)", - "sleightofhand-u":"Sleight of Hand(10%)", - "spothidden-u":"Spot Hidden(25%)", - "stealth-u":"Stealth(20%)", - "swim-u":"Swim(20%)", - "throw-u":"Throw(20%)", - "track-u":"Track (10%)", - "otherskills-u":"Other Skills:", - "animalhandling-u":"Animal Handling(05%)", - "firearms(varies)-u":"Firearms(Varies)", - "art/craft-u":"Art/Craft(05%)", - "hypnosis-u":"Hypnosis(01%)", - "artillery-u":"Artillery(01%)", - "language(other)-u":"Language(Other)(01%)", - "computeruse-u":"Computer Use(05%)", - "pilot-u":"Pilot(01%)", - "demolitions-u":"Demolitions(01%)", - "readlips-u":"Read Lips(01%)", - "electronics-u":"Electronics(01%)", - "science-u":"Science(01%)", - "fighting(varies)-u":"Fighting(Varies)", - "survival-u":"Survival(10%)", - "weapons-u":"Weapons", - "weaponname-u":"Weapon", - "skill-u":"Skill", - "damage-u":"Damage", - "range-u":"Range", - "attacks-u":"Attacks", - "ammo-u":"Ammo", + "magicpoints-u":"Punti Magia", + "investigatorskills-u":"Abilità dell'investigatore", + "accounting-u":"Contabilità(05%)", + "anthropology-u":"Antropologia(01%)", + "appraise-u":"Valutare(05%)", + "archaeology-u":"Archeologia(01%)", + "charm-u":"Ammaliare(15%)", + "climb-u":"Scalare(20%)", + "creditrating-u":"Valore di Credito(00%)", + "cthulhumythos-u":"Miti di Chtulhu(00%)", + "disguise-u":"Camuffare(05%)", + "dodge-u":"Schivare(metà DES)", + "driveauto-u":"Guidare Auto(20%)", + "elecrepair-u":"Riparazioni Elettriche(10%)", + "fasttalk-u":"Recitare(05%)", + "fighting(brawl)-u":"Combattere(Rissa)(25%)", + "firearms(hg)-u":"Armi da Fuoco(Pistola)(20%)", + "firearms(r/s)":"Armi da Fuoco(Fucile/Shottgun)(25%)", + "firstaid-u":"Primo Soccorso(30%)", + "history-u":"Storia(05%)", + "intimidate-u":"Intimidire(15%)", + "jump-u":"Saltare(20%)", + "language(own)-u":"Lingua (Madre)(IST)", + "law-u":"Legge(05%)", + "libraryuse-u":"Biblioteconomia(20%)", + "listen-u":"Ascoltare(20%)", + "locksmith-u":"Scassinare(01%)", + "mechrepair-u":"Riparazioni Meccaniche(10%)", + "medicine-u":"Medicina(01%)", + "naturalworld-u":"Naturalistica(10%)", + "navigate-u":"Navigare(10%)", + "occult-u":"Occultismo(05%)", + "ophvmachine-u":"Manovrare Macchinari Pesanti(01%)", + "persuade-u":"Persuadere(10%)", + "psychology-u":"Psicologia(10%)", + "psychoanalysis-u":"Psicoanalisi(01%)", + "ride-u":"Cavalcare(05%)", + "sleightofhand-u":"Rapidità di Mano(10%)", + "spothidden-u":"Individuare(25%)", + "stealth-u":"Furtività(20%)", + "swim-u":"Nuotare(20%)", + "throw-u":"Lanciare(20%)", + "track-u":"Seguire Tracce(10%)", + "otherskills-u":"Altre Abilità:", + "animalhandling-u":"Addestrare Animali(05%)", + "firearms(varies)-u":"Armi da Fuoco(Varie)", + "art/craft-u":"Arti e Mestieri(05%)", + "hypnosis-u":"Hypnosi(01%)", + "artillery-u":"Artiglieria(01%)", + "language(other)-u":"Linguaggio(altro)(01%)", + "computeruse-u":"Usare Computer(05%)", + "pilot-u":"Pilotare(01%)", + "demolitions-u":"Demolizione(01%)", + "readlips-u":"Leggere Labbra(01%)", + "electronics-u":"Elettronica(01%)", + "science-u":"Scienza(01%)", + "fighting(varies)-u":"Combattere(Varie)", + "survival-u":"Sopravvivenza(10%)", + "weapons-u":"Armi", + "weaponname-u":"Arma", + "skill-u":"Abilità", + "damage-u":"Danno", + "range-u":"Gittata", + "attacks-u":"Attacchi", + "ammo-u":"Munizioni", "malf-u":"Malf", - "gearandposessions-u":"Gear and Posessions", - "cashandassets-u":"Cash and Assests", - "spendinglevel-u":"Spending Level", - "cash-u":"Cash", - "assets-u":"Assets", - "backstory-u":"Backstory" + "gearandposessions-u":"Attrezzatura & Equipaggiamento", + "cashandassets-u":"Contanti e proprietà", + "spendinglevel-u":"Livello di spesa", + "cash-u":"Contante", + "assets-u":"Oggetti di valore", + "backstory-u":"Trascorsi" } \ No newline at end of file diff --git a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css index eaf073daedc8..90337a4fe6da 100644 --- a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css +++ b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css @@ -18,6 +18,12 @@ width:128px; } + +.sheet-blank_new_skill{ + width:119px; +} + + .sheet-disorders{ height:80px; width:97%; diff --git a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html index 868b33e89792..e799f5e2e2e1 100644 --- a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html +++ b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html @@ -2125,8 +2125,7 @@

    Investigato -

    -
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Spell Check Same Alignment Adjacent Alignment Opposed Alignment
    1-11 Failure Failure Failure
    12-13 2 dice 1 die 1 die
    14-19 3 dice 2 dice 1 die
    20-21 4 dice 3 dice 2 dice
    22+ 5 dice 4 dice 3 dice
    +
    + +
     
    + +
    +
    +
    PCs of Same Alignment
    +
    PCs of Adjacent Alignment
    +
    PCs of Opposed Alignment
    +
    +
    +
    +
    +
    +
    +
    + +
     
    + +
      +
    • Hit Points: 1d8 per level
    • +
    • Weapons: Those allowed by chosen god
    • +
    • Armor: Any
    • +
    • Alignment: Same as chosen god
    • +
    • Movement: 30 feet
    • +
    + +
     
    + +
    Gods of the Eternal Struggle + + + + + + + + + + + + + + + + + + + + + +
    Alignment of Deity Weapons Useable by Cleric Unholy Creatures to Deity
    Law Club, mace, sling, staff, warhammer Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
    Neutral Dagger, mace, sling, staff, sword (any) Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
    Chaos Axe (any), bow (any), dagger, dart, flail Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
    +
    +
    + + +
    + +

    Dwarven Abilities

    + + + + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Mighty Deeds of Arms
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Lucky Weapon
    +
    +
    + +
     
    + +
    +
    Shield bash (d14)
    +

    Attack Bonus
    +

    Total Bonus
    +

    Damage Bonus
    +

    Total Bonus
    +
    + +
    + +
    + +
     
    + +
      +
    • Hit Points:1d10 per level
    • +
    • Weapons: Battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer, crossbow, javelin, shortbow, and sling
    • +
    • Armor: Any
    • +
    • Alignment: Law (common), Neutral (uncommon), Chaos (rare)
    • +
    • Languages: Knows Common, Dwarven, & one other language. Also knows one additional language for every point of Int modifier
    • +
    • Infravision: 60 feet
    • +
    • Movement: 20 feet
    • +
    • Underground Skills
      +
        +
      • Smell Gold/Gems
        +
          +
        • Strong concentration within 100'
        • +
        • Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
        • +
        +
      • +
      • Find Construction: Bonus equal to Class Level
      • +
      +
    • +
    +
    + + +
    + +

    Dwarven Priest Abilities

    + + + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Mighty Deeds of Arms
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Deity
    +
    +
    + +
     
    + +
    +
    Disapproval
    +
    + +
    + +
    + +
    +
    + +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    Turn Unholy
    + +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    +
    + +
    +
    Divine Aid
    + +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    +
    + +
    +
    Lay On Hands
    + +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    +
    + +
     
    + +
    Lay on Hands Results Table + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Spell Check Same Alignment Adjacent Alignment Opposed Alignment
    1-11 Failure Failure Failure
    12-13 2 dice 1 die 1 die
    14-19 3 dice 2 dice 1 die
    20-21 4 dice 3 dice 2 dice
    22+ 5 dice 4 dice 3 dice
    +
    + +
     
    + +
    +
    +
    PCs of Same Alignment
    +
    PCs of Adjacent Alignment
    +
    PCs of Opposed Alignment
    +
    +
    +
    +
    +
    +
    +
    + +
     
    + +
      +
    • Hit Points:1d8 per level
    • +
    • Weapons: Battleaxe, club, handaxe, mace, spear, warhammer, crossbow, and sling
    • +
    • Armor: Any. They also receive the Lucky Roll for Armor Class.
    • +
    • Alignment: Law (common), Neutral (very rare), Chaos (rare)
    • +
    • Languages: Knows Common, Dwarven, & Angelic (if lawful) or Demonic (if chaotic) [Player's choice between those two if Neutral]. Also knows one additional language for every point of Int modifier
    • +
    • Infravision: 60 feet
    • +
    • Movement: 20 feet
    • +
    • Underground Skills
      +
        +
      • Smell Gold/Gems
        +
          +
        • Strong concentration within 100'
        • +
        • Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
        • +
        +
      • +
      • Find Construction: Bonus equal to Class Level
      • +
      +
    • +
    + +
     
    + +
    Gods of the Eternal Struggle + + + + + + + + + + + + + + + + + +
    Alignment of Deity Unholy Creatures to Deity
    Law Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
    Neutral Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
    Chaos Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
    +
    +
    + + +
    +

    Elf Abilities

    + + + +
    +
    Heightened Senses
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Lucky Spell (1st level)
    +
    +
    + +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    Familiar
    +
    + +
    +
    Spell Check
    +
    +
    + +
     
    + +
    +
    Name
    +
    +
    + +
     
    + +
    +
    Type
    +
    +
    + +
     
    + +
    +
    Physical Look
    +
    +
    + +
     
    + +
    +
    Personality
    +
    +
    + +
     
    + +
    +
    +
    Benefit(s)
    +
    +
    +
    + +
     
    + +
    +
    Patron(s)
    +
    + +
    +
    Name(s)
    +
    +
    + +
     
    + +
    +
    +
    Taint
    +
    +
    +
    + +
    +
    +
    Notes
    +
    +
    +
    + +
     
    + +
    +
    +
    Spell Corruption
    +
    +
    +
    +
    +
    + +
     
    + +
    + +
    +
    Other Notes
    +
    + +
    +
    +
    + +
    + +
     
    + +
      +
    • Hit Points: 1d6 per level
    • +
    • Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
    • +
    • Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
    • +
    • Alignment: Law (rare), Neutral (common), Chaos (common)
    • +
    • Languages: Knows Common, Elvish, & one other language. Also knows one additional language for every point of Int modifier
    • +
    • Infravision: 60 feet
    • +
    • Movement: 30 feet
    • +
    • Equipment: At 1st level, purchase one piece of armor and one weapon made from mithril at no additional cost.
    • +
    • Immunities:
      +
        +
      • Immune to Magical Sleep
      • +
      • Immune to Paralysis
      • +
      +
    • +
    • Vulnerabilities:
      +
        +
      • Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact
      • +
      +
    • +
    +
    + + +
    +

    Elf Rogue Abilities

    + + + +
    +
    Heightened Senses
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Backstab
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    (Added to Attack Roll when backstab used - check button on weapon table)
    +
    + +
     
    + +
    +
    Sneak silently
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Hide in Shadows
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Pick Pockets
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Climb Sheer Surfaces
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Pick Lock
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Find Trap
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Disable Trap
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Forge Document
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Disguise Self
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Read Languages
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Handle Poison
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Lucky Skill (1st level)
    +
    +
    + +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    Familiar
    +
    + +
    +
    Spell Check
    +
    +
    + +
     
    + +
    +
    Name
    +
    +
    + +
     
    + +
    +
    Type
    +
    +
    + +
     
    + +
    +
    Physical Look
    +
    +
    + +
     
    + +
    +
    Personality
    +
    +
    + +
     
    + +
    +
    +
    Benefit(s)
    +
    +
    +
    + +
     
    + +
    +
    Patron(s)
    +
    + +
    +
    Name(s)
    +
    +
    + +
     
    + +
    +
    +
    Taint
    +
    +
    +
    + +
    +
    +
    Notes
    +
    +
    +
    + +
     
    + +
    +
    +
    Spell Corruption
    +
    +
    +
    +
    +
    + +
     
    + +
    + +
    +
    Other Notes
    +
    + +
    +
    +
    + +
    + +
     
    + +
      +
    • Hit Points: 1d6 per level
    • +
    • Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
    • +
    • Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
    • +
    • Languages: Knows Common. Lawful/Neutral Rogues know Elvish, & their alignment tongue. Chaotic rogues know Undercommon and either Elvish or their alignment tongue. Also knows one additional language for every point of Int modifier
    • +
    • Infravision: 60 feet
    • +
    • Movement: 30 feet
    • +
    • Alignment:
      +
        +
      • Lawful (rare):
        +
          +
        • Great at: Read languages, Disable trap, Climb sheer surfaces
        • +
        • Good at: Sneak silently, Hide in shadow, Pick pocket, Find Trap
        • +
        • Average at: Pick lock, Disguise self, Handle poison
        • +
        • Okay at: Backstab, Forge Document
        • +
        +
      • +
      • Chaotic (uncommon):
        +
          +
        • Great at: Backstab, Sneak silently, Hide in shadows
        • +
        • Good at: Climb sheer surfaces, Pick lock, Disguise self, Handle poison
        • +
        • Average at: Pick pocket, Find trap, Disable trap
        • +
        • Okay at: Forge Document, Read languages
        • +
        +
      • +
      • Neutral (common):
        +
          +
        • Great at: Pick pocket, Pick lock, Disable trap
        • +
        • Good at: Sneak silently, Hide in shadows, Climb sheer surfaces, Find trap, Disguise self
        • +
        • Average at: Backstab, Forge document, Read languages
        • +
        • Okay at: Handle poison
        • +
        +
      • +
      +
    • +
    • Immunities:
      +
        +
      • Immune to Magical Sleep
      • +
      • Immune to Paralysis
      • +
      +
    • +
    • Vulnerabilities:
      +
        +
      • Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact
      • +
      +
    • +
    +
    + + +
    +

    Gnome Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Trick Die
    +
    + +
    +
    + +
     
    + +
    +
    Magic Resistance
    +

    % Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Animal Trick
    +
    + +
    +
    + +
     
    + +
    +
    Gem Affinity
    +

    % Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    +
    Spell Corruption
    +
    +
    +
    +
    +
    + +
     
    + +
    + +
    +
    Other Notes
    +
    + +
    +
    +
    + +
    + +
     
    + +
      +
    • Hit Points: 1d5 per level
    • +
    • Weapons: Dagger, dart, sling or staff.
    • +
    • Armor: Gnomes do not often wear armor due to their small size and because it hinders spellcasting.
    • +
    • Alignment: Law (rare), Neutral (common), Chaos (uncommon)
    • +
    • Languages: Knows Common, Gnomish, Elvish, and Dwarven. Also knows one additional language for every point of Int modifier
    • +
    • Infravision: 60 feet
    • +
    • Movement: 20 feet
    • +
    • Level Limitation: Level 5
    • +
    • Luck: Add Luck modifier to saving throws against magic attacks and spells +
    +
    + + +
    +

    Halfling Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Stealth Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Halfling Sneak
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Halfling Hide
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points: 1d6 per level
    • +
    • Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling
    • +
    • Armor: Any
    • +
    • Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
    • +
    • Languages: Knows Common, Halfling, & one other language. Also knows one additional language for every point of Int modifier
    • +
    • Infravision: 30 feet
    • +
    • Movement: 20 feet
    • +
    +
    + + +
    +

    Halfling Champion Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Mighty Deeds of Arms
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Stealth Bonus
    +

    Bonus
    +
    + +
     
    + +
    +
    Halfling Sneak
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Halfling Hide
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points: 1d8 per level
    • +
    • Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling. Longsword, warhammer or heavy axe as a 2-handed weapon.
    • +
    • Armor: Any
    • +
    • Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
    • +
    • Languages: Knows Common, and Halfling. Also knows one additional language for every point of Int modifier
    • +
    • Infravision: 30 feet
    • +
    • Movement: 20 feet
    • +
    +
    + + +
    + +

    Kith Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
     
    + +
    +
    Lucky Weapons
    +
    +
    + +
     
    + +
    +
    Force of Will
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Find Outdoor Traps
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Detect Foes (Outdoors)
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Track (Outdoors)
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points: 1d10 per level
    • +
    • Weapons: battleaxe, club, dagger, handaxe, javelin, longsword, mace, shortbow, shortsword, sling, spear, two-handed sword, and warhammer
    • +
    • Armor: For armor heavier than hide, they suffer an additional Check Penalty of +3.
    • +
    • Alignment: Law (common), Neutral (uncommon), Chaos (uncommon)
    • +
    • Languages: Planetary Common (Kith). Knows one additional languages for every point of Int modifier. May not learn any "off-planet" languages until coming in contact with speakers.
    • +
    • Movement: 30'
    • +
    +
    + + +
    + +

    Mutant Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Survival
    +
    + +
    + +
    + +
    +
    + +
    Add your Survival Die to all non-combat tasks related to surviving in the wilds and wastes such as finding safe food, finding clean water, avoiding environmental hazards, identifying dangerous creatures, navigation through the wastes, etc.. In addition, the mutant can add their Survival Die to all Saves involving toxins, radiation, and environmental effects.
    + +
     
    + +
      +
    • Hit Points: 2d4 per level
    • +
    • Weapons: Any
    • +
    • Armor: Any, but must be customized for the Mutant
    • +
    • Alignment: Law (uncommon), Neutral (common), Chaos (common)
    • +
    + +
     
    + + +
    Character Mutations
    + + + +
    + +
    +
    +
    Base Mutation
    +
    Mutation Type
    +
    Sub-Mutation
    +
    Sub-Mutation's Features
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + + + Show : + Ability 1 + Ability 2 | + Ability 3 | + Ability 4 + + +
    +
    +
    Ability/Disablity Name
    +
    Ability/Disability Description
    +
     
    +
    + +
    +
    +
    + + +
    + +
    +
    +
    + +
    +
    +
    Ability/Disablity Name
    +
    Ability/Disability Description
    +
     
    +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    +
    +
    Ability/Disablity Name
    +
    Ability/Disability Description
    +
     
    +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    +
    +
    Ability/Disablity Name
    +
    Ability/Disability Description
    +
     
    +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + + +
    +
    + + +
    +

    Paladin Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Deity
    +
    +
    + +
     
    + +
    +
    Smite
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Disapproval
    +
    + +
    + +
    + +
     
    + +
    +
    Fallen Points
    +
    + +
    +
    + +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    Instill Bravery
    + +

    Misc Bonus
    +

    Total Bonus
    + +
    + +
    +
    +
    + +
    +
    Cause Fear
    + +

    Misc Bonus
    +

    Total Bonus
    + +
    + +
    +
    +
    + +
    +
    Lay On Hands
    + +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    +
    + +
     
    + +
    Holy Deed Results Table + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Roll Lay on Hands
    Same / Adjacent / Opposed
    Instill Bravery Cause Fear
    1-11 Failure Failure Failure
    12-13 1 dice / None / None +1 bonus/ one target One target
    14-19 2 dice / 1 dice / None +2 bonus/1d3 targets 1d3 targets
    20-21 3 dice / 2 dice / 1 dice +3 bonus/1d4 targets 1d5 targets
    22-24 4 dice / 3 dice / 2 dice +4 bonus/1d6 targets 1d7 targets
    25+ 4 dice / 3 dice / 2 dice +5 bonus/1d7 targets 1d8 targets
    +
    + +
     
    + +
    +
    +
    PCs of Same Alignment
    +
    PCs of Adjacent Alignment
    +
    PCs of Opposed Alignment
    +
    +
    +
    +
    +
    +
    +
    + +
     
    + +
      +
    • Hit Points: 1d10 per level
    • +
    • Weapons: Those allowed by chosen god. In addition, they can use the following melee and ranged weapons: battleaxe, club, crossbow, dagger, handaxe, javelin, longbow, longsword, mace, short sword, shortbow, sling, spear, two-handed sword, and warhammer.
    • +
    • Armor: Any
    • +
    • Alignment: Same as chosen god
    • +
    • Languages: Knows Common. Also knows one additional language for every point of Int modifier
    • +
    • Movement: 30 feet
    • +
    + +
     
    + +
    Gods of the Eternal Struggle + + + + + + + + + + + + + + + + + + + + + +
    Alignment of Deity Weapons Useable by Cleric Unholy Creatures to Deity
    Law Club, mace, sling, staff, warhammer Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
    Neutral Dagger, mace, sling, staff, sword (any) Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
    Chaos Axe (any), bow (any), dagger, dart, flail Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
    +
    +
    + + +
    + +

    Petrol Head Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Ace Die
    +
    + +
    + +
    + +
    +
    + +
     
    + +
    +
    Mojo Die
    +
    + +
    + +
    + +
    +
    + +
     
    + +
      +
    • Hit Points: 1d7 per level
    • +
    • Weapons: Any ranged/missile and 1-handed weapons
    • +
    • Armor: Any shields and armor with a penalty die of d8 or less.
    • +
    • Alignment: Law (rare), Neutral (rare), Chaos (common)
    • +
    • Languages: Common.
    • +
    • Movement: 30'
    • +
    • Equipment: Starts with a Beater level Buggy or Small Car with a full tank of fuel.
    • +
    • Fuel Hound
      +
        +
      • Smell Petroleum or alcohol based fuels
        +
          +
        • Strong concentration within 100'
        • +
        • Smaller amounts, down to a single pint, have scent ranges as low as 20' (requires concentration)
        • +
        +
      • +
      +
    • +
    +
    + + +
    + +

    Ranger Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Ranger Path
    +
    + +
    +
    + +
     
    + +
    +
    Favored Enemy
    +

    1st Level
    +

    3rd Level
    +

    6th Level
    +

    9th Level
    +
    + +
     
    + +
    +
    Mighty Deeds of Arms
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Climb (Wilderness)
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Find Natural Traps
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Build Natural Traps
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Disable Natural Traps
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Sneak (Wilderness)
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Hide (Wilderness)
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Strider (Wilderness)
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Survival (Wilderness)
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points: 1d10 per level
    • +
    • Weapons: club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, shortbow, shortsword, sling, spear, staff
    • +
    • Armor: Any shield and armor with a total Check Penalty less than -6.
    • +
    • Alignment: Law (uncommon), Neutral (common), Chaos (uncommon)
    • +
    • Languages: Common. Knows two additional languages for every point of Int modifier. These languages must be one of his favored enemies or an animal one.
    • +
    • Movement: 30'
    • +
    • Ranger Paths
      +
        +
      • Archery Expert
        +
          +
        • When firing into melee, the ranger may ignore the 50% chance to hit an ally engaged in the melee.
        • +
        • Uses Mighty Deed die when attacking with Crossbow, Longbow or Shortbow
        • +
        +
      • +
      • Two-Weapon Expert
        +
          +
        • A ranger can fight effectively with 2 equal-sized one-handed weapons as if his Agility was 16.
        • +
        • Uses Mighty Deed die when attacking with two-weapons
        • +
        +
      • +
      +
    • +
    +
    + + +
    +

    Technologist Abilities

    + + + + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Weapon Tinkering
    +
    + +
    + +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Bot Repair
    +
    + +
    + +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Computer Use
    +
    + +
    + +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Vehicle Repair
    +
    + +
    + +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    General Tech
    +
    + +
    + +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Use Alien Tech
    +
    + +
    + +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points:1d6 per level
    • +
    • Weapons: Daggers, Clubs, Staves, Hand Axes, Crossbows, Pistols and Rifles of any Era, Grenades and Explosives of any Era
    • +
    • Armor: Any
    • +
    • Languages: Common
    • +
    • Movement: 30'
    • +
    • Alignment:
      +
        +
      • Neutral (common): Has unbiased nature of scientific understanding
        +
          +
        • Great at: Vehicle Repair
        • +
        • Good at: Use Alien Tech, Weapon Tinkering
        • +
        • Average at: Computer Use, General Tech
        • +
        • Okay at: Bot Repair
        • +
        +
      • +
      • Lawful (uncommon): Obsessed with theoretical science
        +
          +
        • Great at: General Tech, Use Alien Tech
        • +
        • Good at: Computer Use
        • +
        • Average at: Bot Repair, Vehicle Repair
        • +
        • Okay at: Weapon Tinkering
        • +
        +
      • +
      • Chaotic (uncommon): Prone to be called mad scientists
        +
          +
        • Great at: Weapon Tinkering
        • +
        • Good at: Bot Repair
        • +
        • Average at: Computer Use, Vehicle Repair, Use Alien Tech
        • +
        • Okay at: General Tech
        • +
        +
      • +
      +
    • +
    +
    + + +
    +

    Thief Abilities

    + + + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Luck Die :
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Backstab :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    (Added to Attack Roll when backstab used - check button on weapon table)
    +
    + +
     
    + +
    +
    Cast Spell from Scroll :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + + + + + +
    + +
     
    + +
    +
    Sneak silently :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Hide in Shadows :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Pick Pockets :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Climb Sheer Surfaces :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Pick Lock :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Find Trap :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Disable Trap :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Forge Document :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Disguise Self :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Read Languages :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
    +
    Handle Poison :
    +
    + +
    +

    Misc Bonus
    +
    Total Bonus
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points:1d6 per level
    • +
    • Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
    • +
    • Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
    • +
    • Languages: Common, Thieves Cant
    • +
    • Movement: 30'
    • +
    • Alignment:
      +
        +
      • Neutral (common): Path of the Swindler
        +
          +
        • Great at: Sneak, Pick pocket, Climb, Forge document
        • +
        • Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
        • +
        • Average at: Backstab, Read languages
        • +
        • Okay at: Disguise self, Handle poison
        • +
        +
      • +
      • Lawful (common): Path of the Boss
        +
          +
        • Great at: Hide, Climb, Find trap, Disable trap
        • +
        • Good at: Backstab, Sneak, Pick pocket, Pick lock
        • +
        • Average at: Disguise self, Handle poison, Cast spell from scroll
        • +
        • Okay at: Forge document, Read languages
        • +
        +
      • +
      • Chaotic (common): Path of the Assassin
        +
          +
        • Great at: Backstab, Sneak, Disguise self, Handle poison
        • +
        • Good at: Hide, Climb, Pick lock, Find trap
        • +
        • Average at: Pick pocket, Disable trap, Cast spell from scroll
        • +
        • Okay at: Forge document, Read languages
        • +
        +
      • +
      +
    • +
    +
    + + +
    + + + + +
     
    + +
    +
    Sneak silently :
    +
    + +
    + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
    +
    Hide in Shadows :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
    +
    Pick Pockets :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    + +
    + +
     
    + +
    +
    Climb Sheer Surfaces :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    + +
    + +
     
    + +
    +
    Pick Lock :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    + +
    + +
     
    + +
    +
    Find Trap :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
    +
    Disable Trap :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
    +
    Forge Document :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
    +
    Disguise Self :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
    +
    Read Languages :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
    +
    Handle Poison :
    +
    + +
    + + + +

    Misc Bonus
    +
    Success %
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points:1d6 per level
    • +
    • Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
    • +
    • Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
    • +
    • Languages: Thieves Cant
    • +
    • Alignment:
      +
        +
      • Neutral (common): Path of the Swindler
        +
          +
        • Great at: Sneak, Pick pocket, Climb, Forge document
        • +
        • Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
        • +
        • Average at: Backstab, Read languages, Disguise self, Handle poison
        • +
        +
      • +
      • Lawful (common): Path of the Boss
        +
          +
        • Great at: Hide, Climb, Find trap, Disable trap
        • +
        • Good at: Backstab, Sneak, Pick pocket, Pick lock
        • +
        • Average at: Disguise self, Handle poison, Cast spell from scroll, Forge document, Read languages
        • +
        +
      • +
      • Chaotic (common): Path of the Assassin
        +
          +
        • Great at: Backstab, Pick lock, Disguise self, Handle poison
        • +
        • Good at: Hide, Climb, Sneak, Find trap
        • +
        • Average at: Pick pocket, Disable trap, Cast spell from scroll, Forge document, Read languages
        • +
        +
      • +
      +
    • +
    +
    +
    + + +
    +

    Warrior Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Mighty Deeds of Arms
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Lucky Weapon
    +
    +
    + +
     
    + +
    +
    Class level to Initiative
    +
    + +
    +
    + +
     
    + +
      +
    • Hit Points: 1d12 per level
    • +
    • Weapons: Battleaxe, club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer
    • +
    • Armor: Any
    • +
    • Alignment: Any
    • +
    • Languages: Common
    • +
    • Movement: 30'
    • +
    +
    + + +
    +

    Wizard Abilities

    + +
    +
    Secret Doors
    +

    Misc Bonus
    +

    Total Bonus
    +
    + +
    +
    + +
     
    +
     
    + +
    +
    Momentum
    +
    + +
    +
    + +
     
    + +
    +
    Familiar
    +
    + +
    +
    Spell Check
    +
    +
    + +
     
    + +
    +
    Name
    +
    +
    + +
     
    + +
    +
    Type
    +
    +
    + +
     
    + +
    +
    Physical Look
    +
    +
    + +
     
    + +
    +
    Personality
    +
    +
    + +
     
    + +
    +
    +
    Benefit(s)
    +
    +
    +
    + +
     
    + +
    +
    Patron(s)
    +
    + +
    +
    Name(s)
    +
    +
    + +
     
    + +
    +
    +
    Taint
    +
    +
    +
    + +
    +
    +
    Notes
    +
    +
    +
    + +
     
    + +
    +
    +
    Spell Corruption
    +
    +
    +
    +
    +
    + +
     
    + +
    + +
    +
    Other Notes
    +
    + +
    +
    +
    + +
    + +
     
    + +
     
    + +
      +
    • Hit Points: 1d4 per level
    • +
    • Weapons: Dagger, longbow, longsword, shortbow, short sword, and staff
    • +
    • Armor: Wizards rarely wear armor, as it hinders spellcasting.
    • +
    • Alignment: Chaotic wizards study black magic. Neutral or lawful wizards seek control over elements. Wizards of all persuasions practice enchantment.
    • +
    • Languages: Common. Knows two additional languages for every point of Int modifier
    • +
    • Movement: 30'
    • +
    +
    + +
    +
    + + + +
    + +
     
    + +
    + +
    + +
     
    + +
    + +
    + +
     
    + +
    + +
    + +
     
    + + +

    Melee Weapons

    + +
    +
    Lucky Weapon
    +
    Pack Hunter
    +
    Weapon
    +
    Wielded
    +
    Attack Die
    +
    Crit Range
    +
    Magic Bonus
    +
    To Hit Bonus
    +
    Damage Dice
    +
    Dmg Bonus
    +
    + + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    + +
    + +
    +
    + +
    +
    +
     
    +
    + +
    +
    + +
    +
    +
    + +

    Ranged Weapons

    + +
    +
    Lucky Weapon
    +
    Pack Hunter
    +
    Ammo
    +
    Weapon
    +
    Short Range
    +
    Med Range
    +
    Long Range
    +
    Range Type
    +
    Attack Die
    +
    Crit Range
    +
    Magic Bonus
    +
    To Hit Bonus
    +
    Damage Dice
    +
    Dmg Bonus
    +
    Range to Attack
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
     
    +
    + +
    +
    + +
    +
     
    +
    +
    + + +
    + + + +
    + + + + + + + + + + + + + +
    + +

    Spell Slots by Class

    + +
    + + +
    +
     
    +
    1st Level
    +
     
    +
    2nd Level
    +
     
    +
    3rd Level
    +
     
    +
    4th Level
    +
     
    +
    5th Level
    +
    + +
    +
    Cleric
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    +
    Elf Fighter/Mage
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    +
    Wizard
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    +
    Bard
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    +
    Gnome
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    +
    Paladin
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    +
    Dwarf Priest
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    +
    Elf Rogue
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    + +
    + +
     
    +
     
    + +
    + +
    +

    Caster Type

    + +
    + +
    + +
    + +
    +

    Manifestation

    +
    +
     
    +
    + +
    +
    + +
    +
    +
    + +
    + +

    Spell Type

    +
     
    + +
     
    + +
     
    + + +
     
    + + +
    + +

    Grimoire

    +

    The first time you attempt to cast a spell, you need to roll your Mercurial Magic check along with your Manifestation check. There are text boxes to enter these effects for each spell.

    + + + Level 1 + + Level 2 + + Level 3 + + Level 4 + + Level 5 + + Show All + + + + + +
    +
    +
    Level 1
    +
    + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 1
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    +
    Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
    + +
    + + + + + +
    + +
    +
     
    +
    Spell Check (Single Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check (Multi Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    +
    + +
    + + + + Show : + Mercurial Magic | + Manifestation | + Description + + +
    +
    +
    Mercurial Magic Effect
    +
     
    +
     
    +
    + +
    +
    + +
     
    + + +
    + +
    +
    +
    + + +
    +
    +
    Spell Manifestation
    +
     
    +
    + +
    +
    +
     
    +
    +
    + +
    +
    +
    Spell Description/Flavour
    +
     
    +
    + +
    +
    +
     
    +
    +
    + + +
    +
    +
     
    +
    Misfire Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + +
    + +
    +
    +
    + +
    +
     
    +
    Corruption Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + + +
    + +
    + +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    +
    Level 2
    +
    + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 2
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    +
    Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
    + +
    + + + + + +
    + +
    +
     
    +
    Spell Check (Single Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check (Multi Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    +
    + +
    + + + + Show : + Mercurial Magic | + Manifestation | + Description + + +
    +
    +
    Mercurial Magic Effect
    +
     
    +
     
    +
    + +
    +
    + +
     
    + + +
    + +
    +
    +
    + + +
    +
    +
    Spell Manifestation
    +
     
    +
    + +
    +
    +
     
    +
    +
    + +
    +
    +
    Spell Description/Flavour
    +
     
    +
    + +
    +
    +
     
    +
    +
    + + +
    +
    +
     
    +
    Misfire Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + +
    + +
    +
    +
    + +
    +
     
    +
    Corruption Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + + +
    + +
    + +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    +
    Level 3
    +
    + + +
    + +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 3
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    +
    Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
    + +
    + + + + + +
    + +
    +
     
    +
    Spell Check (Single Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check (Multi Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    +
    + +
    + + + + Show : + Mercurial Magic | + Manifestation | + Description + + +
    +
    +
    Mercurial Magic Effect
    +
     
    +
     
    +
    + +
    +
    + +
     
    + + +
    + +
    +
    +
    + + +
    +
    +
    Spell Manifestation
    +
     
    +
    + +
    +
    +
     
    +
    +
    + +
    +
    +
    Spell Description/Flavour
    +
     
    +
    + +
    +
    +
     
    +
    +
    + + +
    +
    +
     
    +
    Misfire Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + +
    + +
    +
    +
    + +
    +
     
    +
    Corruption Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + + +
    + +
    + +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    +
    Level 4
    +
    + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 4
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    +
    Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
    + +
    + + + + + +
    + +
    +
     
    +
    Spell Check (Single Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check (Multi Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    +
    + +
    + + + + Show : + Mercurial Magic | + Manifestation | + Description + + +
    +
    +
    Mercurial Magic Effect
    +
     
    +
     
    +
    + +
    +
    + +
     
    + + +
    + +
    +
    +
    + + +
    +
    +
    Spell Manifestation
    +
     
    +
    + +
    +
    +
     
    +
    +
    + +
    +
    +
    Spell Description/Flavour
    +
     
    +
    + +
    +
    +
     
    +
    +
    + + +
    +
    +
     
    +
    Misfire Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + +
    + +
    +
    +
    + +
    +
     
    +
    Corruption Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + + +
    + +
    + +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    +
    Level 5
    +
    + + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 5
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    +
    Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
    + +
    + + + + + +
    + +
    +
     
    +
    Spell Check (Single Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check (Multi Die)
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    +
    + +
    + + + + Show : + Mercurial Magic | + Manifestation | + Description + + +
    +
    +
    Mercurial Magic Effect
    +
     
    +
     
    +
    + +
    +
    + +
     
    + + +
    + +
    +
    +
    + + +
    +
    +
    Spell Manifestation
    +
     
    +
    + +
    +
    +
     
    +
    +
    + +
    +
    +
    Spell Description/Flavour
    +
     
    +
    + +
    +
    +
     
    +
    +
    + + +
    +
    +
     
    +
    Misfire Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + +
    + +
    +
    +
    + +
    +
     
    +
    Corruption Die
    +
     
    +
     
    +
    + +
    +
     
    +
    + +
    + +
     
    + + +
    + +
    + +
    + +
    + +
    + + +
    + + +
    + + +
    + + + +
    + + +
    + +

    Holy Book

    +

    For players attempting to cast divine spells for the first time, you need to roll a Manifestation check and enter the information into the spell.

    + + + Level 1 + + Level 2 + + Level 3 + + Level 4 + + Level 5 + + Show All + + + + + +
    +
    +
    Level 1
    +
    + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 1
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check Die
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    + +
    + + + + Show : + Manifestation | + General + + + +
    + +
    +
    Spell Manifestation
    +
    + +
    +
    +
    +
    + +
    + +
    +
    Spell Description/Flavour
    +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + + +
    +
    Level 2
    +
    + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 2
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check Die
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    + +
    + + + + Show : + Manifestation | + General + + + +
    + +
    +
    Spell Manifestation
    +
    + +
    +
    +
    +
    + +
    + +
    +
    Spell Description/Flavour
    +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    +
    Level 3
    +
    + + +
    + +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 3
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check Die
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    + +
    + + + + Show : + Manifestation | + General + + + +
    + +
    +
    Spell Manifestation
    +
    + +
    +
    +
    +
    + +
    + +
    +
    Spell Description/Flavour
    +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    +
    Level 4
    +
    + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 4
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check Die
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    + +
    + + + + Show : + Manifestation | + General + + + +
    + +
    +
    Spell Manifestation
    +
    + +
    +
    +
    +
    + +
    + +
    +
    Spell Description/Flavour
    +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + +
    +
    Level 5
    +
    + + + +
    +
    +
    +
    Spell Level
    +
    Spell name
    +
    Range
    +
    Duration
    +
    Cast time
    +
    Save
    +
    Conc.
    +
    Lost?
    +
    + +
    +
    Level 5
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
     
    +
    Spell Check Die
    +
     
    +
    + +
    +
     
    + +
    + +
    +
     
    + +
    + +
    +
    + +
    + + + + Show : + Manifestation | + General + + + +
    + +
    +
    Spell Manifestation
    +
    + +
    +
    +
    +
    + +
    + +
    +
    Spell Description/Flavour
    +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + + +
    + + +
    + + + +
    + +
    + +
    +

    Armor Class

    +

    Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped. If you have a class feature that also boosts your AC then add that here too.

    +
    +
    + +
    + +
     
    + +

    AC (worn armor)
    + +
     
    + +

    Total Check Penalty
    + +
     
    + +

    Total Speed Reduction
    + +
     
    +
    + +
    + +
    + +
    +
    Worn?
    +
    Name
    +
    Base AC
    +
    Magic Bonus
    +
    Total AC
    +
    Fumble Die
    +
    Check Penalty
    +
    Speed Reduction
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
     
    +
    + +
    +
     
    +
    + +
    +
     
    +
    + +
    +
    +
    + +
    + +
    + +
    +
    + + + +
    + +
    +
    +

    Coin Carried

    +

    Total = value of all coins converted to GP

    +
    +
    + +
    + +
    + +
    +
    CP
    +
    SP
    +
    GP
    +
    EP
    +
    PP
    +
    Total
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + +
    + +
    + +

    Inventory

    + +
    + +
    +
    Equipment
    +
    Treasure
    +
    + +
    +
    +
    +
    + +
    + +
    + +
    + +
    + + +
    + +
    0-level Character Sheet
    + +

    This character sheet is for 0-level characters only. It is a much pared down version of the main player character sheet which gets filled out once a character survives the funnel and makes it to level 1.

    + +
    + + + +
    + +

    Character Information

    + +
    +

    Occupation
    +

    Alignment
    +
    Level
    +
    XP
    +
    + +
     
    + + +
    + +
     
    + +
    + +
    +
     
    +

    .
    +
    +
    + +
     
    + +
    + +
    +
     
    +

    .
    +
    +
    + +
    +

    Max HP
    +
    + +
    +
     
    +
    Armor Class
    +
     
    +
    Hit Points
    +
    + +
    + +
     
    + +
    + +
     
    + +
    + +
    + +
     
    + +
    + +
     
    + +
    + +
    +
     
    +
    Hit Point Die
    +
    + +
    + +
    + + + +
    + +

    Combat Basics

    + +
    +
    Initiative :
    +

    Bonus
    +

    Total
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
    Action Dice :
    +
    + +
    +
    + +
     
    + +
    + +
    Crit Die :
    +
    + +
    + +
    + +
    +
    Crit Table :
    +
    + +
    +
    + +
     
    + +
    +
    Fumble Die :
    +
    + +
    + + + +
    + +
    + +
    + +
    + + +
    + +

    Core Stats

    + +
    +
     
    +
    Current Score
    +
    Max Score
    +
    Mod
    +
    Trained (T)
    +
    Untrained (U)
    +
    + +
    +
    Strength
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    Agility
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    Stamina
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    Personality
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    Intelligence
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    Luck
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
     
    + +
    +
     
    +
    Fleeting Luck
    +
    +
    + +
     
    + +
    +
     
    +
    Personality Test
    +
    + +
    +
    Luck Check
    +
    + +
    +
    + +
     
    + +
    + + + +
    + +

    Saving Throws

    + +
    +
     
    +
    Base
    +
    Save Bonus
    +
    Birth Augur
    +
    Stat Mod
    +
    Total Bonus
    +
    +
    + +
    +
    Reflex
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    Fortitude
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    Will
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
     
    + +

    Movement

    + +
    + +
    +
     
    +
     
    +

    Base Speed
    +
     
    +
     
    +
    + + +
    +

    Walk
    +

    Run
    +

    Fly
    +

    Climb
    +

    Swim
    +

    Burrow
    +
    + +
    + + +
    + +
    + + + +
    + +

    Languages - Starting Luck - Birth Augur

    + +
    + +
    + +
    +
    Known Languages:
    +
    +
    + +
     
    + +
    +
    Starting Luck
    +
    +
     
    +
    Lucky Roll Bonus
    +
    + +
     
    + +
    +
    Birth Augur
    +
    +
    + +
     
    + +
    +
    Lucky Roll
    +
    +
    + +
     
    + +
    Lucky Roll for Harsh Winter (All attack rolls)?
    +
    + +
    Lucky Roll for The bull (Melee attack rolls)?
    +
    + +
    Lucky Roll for Born on the battlefield (Damage rolls)?
    +
    + +
    Lucky Roll for Path of the bear (Melee damage rolls)?
    +
    + +
    Lucky Roll for Righteous Heart (Turn Unholy Checks)?
    +
    + +
    Lucky Roll for Survived the Plague (Magical Healing)?
    +
    + +
    Lucky Roll for Lucky sign (All saving throws)?
    +
    + +
    Lucky Roll for Struck by lightning (Reflex saving throws)?
    +
    + +
    Lucky Roll for Lived through famine (Fort saving throws)?
    +
    + +
    Lucky Roll for Resisted temptation (Will saving throws)?
    +
    + +
    Lucky Roll for Born Under the Loom (Skill Checks)?
    +
    + +
    Lucky Roll for Fox's Cunning (Find/Disable Traps)?
    +
    + +
    Lucky Roll for Fortunate date (Missile fire attack rolls)?
    +
    + +
    Lucky Roll for Hawkeye (Missile fire damage rolls)?
    +
    + +
    Lucky Roll for The Broken Star (Fumbles)?
    +
    +
    + +
    Lucky Roll for Warrior’s arm (Critical hit tables)?
    +
    + +
    Lucky Roll for Bountiful harvest (Hit points)?
    +
    + +
    Lucky Roll for Speed of the cobra (Initiative)?
    +
    + +
    Lucky Roll for Seventh son (Spell checks)?
    +
    + +
    Lucky Roll for Unholy house (Corruption rolls)?
    +
    + +
    Lucky Roll for Charmed house (Armor Class)?
    +
    + +
    Lucky Roll for Four-leafed clover (Find secret doors)?
    +
    + +
    Lucky Roll for Wild Child (Speed)?
    +
    + +
    + +
    + +
    + +
    + + + + +

    Melee Weapons

    + +
    +
    Pack Hunter
    +
    Weapon
    +
    Wielded
    +
    Attack Die
    +
    Crit Range
    +
    Magic Bonus
    +
    To Hit Bonus
    +
    Damage Dice
    +
    Dmg Bonus
    +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    + +
    + +
    + +
    +
    + +
    +
    +
     
    +
    + +
    +
    +
    + +

    Ranged Weapons

    + +
    +
    Pack Hunter
    +
    Ammo
    +
    Weapon
    +
    Short Range
    +
    Med Range
    +
    Long Range
    +
    Range Type
    +
    Attack Die
    +
    Crit Range
    +
    Magic Bonus
    +
    To Hit Bonus
    +
    Damage Dice
    +
    Dmg Bonus
    +
    Range to Attack
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
     
    +
    + +
    +
     
    +
    +
    + +
    + + + + + +
    + +
    +

    Armor Class

    +

    Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkbox to indicate whether each row is is worn/equipped.

    +
    +
    + +
    + +
     
    + +

    AC (worn armor)
    + +
     
    + +

    Total Check Penalty
    + +
     
    + +

    Total Speed Reduction
    + +
     
    +
    + +
    + +
    + +
    +
    Worn?
    +
    Name
    +
    Base AC
    +
    Magic Bonus
    +
    Total AC
    +
    Fumble Die
    +
    Check Penalty
    +
    Speed Reduction
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
     
    +
    + +
    +
     
    +
    + +
    +
     
    +
    + +
    +
     
    +
    +
    + +
    + +
    + +
    + + + +
    + +
    +

    Coin Carried

    +

    Total = value of all coins converted to GP

    +
    +
    + +
    + +
    + +
    +
    CP
    +
    SP
    +
    GP
    +
    EP
    +
    PP
    +
    Total
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + +
    + +
    + +

    Inventory

    + +
    + +
    +
    Equipment
    +
    Treasure
    +
    + +
    +
    +
    +
    + +
    + +
    +
    + + +
    + +
    Monster/NPC Sheet (GM ONLY)
    + +

    This character sheet is for NPCs and Monsters. It is for the GMs to use.

    + + + +

    Monster Information

    + +
    + + + +
    + + + +
    +

    Type
    +

    Reference
    +

    Size
    +

    Alignment
    +
    HD
    +
    + +
     
    + +
    + +
    + +
    +
    +
    +
    Known Languages
    +
    +
    +
    +
    +
    +
    Notes
    +
    +
    +
    +
    + +
     
    + +
    + +
    + +
    + +
    +
    + +
     
    + +
    + +
    +
     
    +

    .
    +
    +
    + +
     
    + +
    + +
    +
     
    +

    .
    +
    +
    + +
    +

    Max HP
    +
    + +
    +
     
    +
    Armor Class
    +
     
    +
    Hit Points
    +
    + +
    +
    + +
    + +
    + +
     
    +
     
    + +
    + +
    Hit Die :
    +

    Amount
    + +
    + +
    + +

    Bonus/Minus
    + +
    +
    + +
    + +
    +
    +
    + +
     
    + + +
    + +
    + + +
    + + + +
    + +

    Monster Saving Throws

    + +
    +
    Fortitude
    +
    +
    + +
    +
    + +
    +
    Reflex
    +
    +
    + +
    +
    + +
    +
    Will
    +
    +
    + +
    +
    +
    + + + +
    + +

    Monster Movement

    + +
    + +
    +
     
    +
     
    +

    Base Speed
    +
     
    +
     
    +
    + + +
    +

    Walk
    +

    Run
    +

    Fly
    +

    Climb
    +

    Swim
    +

    Burrow
    +
    + +
    + +
    + +
     
    + +
    + + +

    Monster Combat

    + +
    +
    Initiative :
    +

    Modifier
    +
    + +
    + +
     
    + +
    Morale Check :
    +
    + +
    + +
     
    + +
    Action Dice :
    +

    Amount
    +
    + +
    +
     
    +
    + +
     
    + +
    + +
    Critical Type Table :
    +
    + +
    + +
    Critical Hit Die :
    +
    + +
    + +
    Fumble Die :
    +
    + +
    +
     
    + + +
    + + + + + + +

    Monster Melee Attacks

    + +
    +
    Attack
    +
    Attack Die
    +
    Crit Range
    +
    To Hit
    +
    Damage Dice
    +
    Dmg Bonus
    +
    Special
    +
    Special damage dice
    +
    + + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
     
    +
    + +
    +
    +
    + + +

    Monster Ranged Attacks

    + +
    +
    Weapon
    +
    Short Range
    +
    Med Range
    +
    Long Range
    +
    Attack Die
    +
    Crit Range
    +
    To Hit
    +
    Damage Dice
    +
    Dmg Bonus
    +
    Range to Attack
    +
    Special
    +
    Special damage dice
    +
    + + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    +
    +
     
    +
    + +
    +
     
    +
    +
    + + + + +
    + + + + + +
    + +
    +

    Monster Special Abilities

    +

    Note a monsters special abilities here.

    +
    +
    + +
    + +
    + + +
    +
    +
    +
     
    +
    +
     
    +
    +
    + + +
    + +
    + +
    + + + +
    + +
    +

    Monster Coin Treasure

    +
    +
    + +
    + +
    + +
    +
    CP
    +
     
    +
    SP
    +
     
    +
    GP
    +
     
    +
    EP
    +
     
    +
    PP
    +
    + +
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
     
    +
    +
    + +
    + +
    + +

    Monster Inventory

    + +
    + +
    +
    Equipment
    +
    Treasure
    +
    + +
    +
    +
    +
    + +
    + +
    + +
    + + +
    + + + +
    + + + {{#rollTotal() background 0}} +
    + {{/rollTotal() background 0}} + {{#rollTotal() background 1}} +
    + {{/rollTotal() background 1}} + {{#rollTotal() background 2}} +
    + {{/rollTotal() background 2}} + {{#rollTotal() background 3}} +
    + {{/rollTotal() background 3}} + {{#rollTotal() background 4}} +
    + {{/rollTotal() background 4}} + {{#rollTotal() background 5}} +
    + {{/rollTotal() background 5}} + + +
    +
    {{title}}
    +
    {{name}} {{stuff}} {{stuff2}}
    +
    +
    + +
    + + + + + {{#attack}} +
    +
    Hits AC:
    +
    {{attack}}
    +
    + + {{#^rollWasFumble() attack}} + {{#damage}} +
    +
    Damage :
    +
    {{damage}}
    +
    + {{/damage}} + {{/^rollWasFumble() attack}} + + {{#rollWasCrit() attack}} +
    +
     
    +
    Crit :
    +
    {{crit}} on Crit Table {{crittable}}
    +
    + {{/rollWasCrit() attack}} + + {{#rollWasFumble() attack}} +
    +
     
    +
    Fumble :
    +
    {{fumble}} on Funble Table
    +
    + {{/rollWasFumble() attack}} + + {{/attack}} + + {{#rangedattack}} +
    +
    Attack Range
    +
    {{range}}
    +
    {{rangedtype}}
    +
    {{type}}
    +
     
    +
    Hits AC:
    +
    {{rangedattack}}
    +
    + + {{#^rollWasFumble() rangedattack}} + {{#damage}} +
    +
    Damage :
    +
    {{damage}}
    +
    + {{/damage}} + {{/^rollWasFumble() rangedattack}} + + {{#rollWasCrit() rangedattack}} +
    +
     
    +
    Crit :
    +
    {{crit}} on Crit Table {{crittable}}
    +
    + {{/rollWasCrit() rangedattack}} + + {{#rollWasFumble() rangedattack}} +
    +
     
    +
    Fumble :
    +
    {{fumble}} on Funble Table
    +
    + {{/rollWasFumble() rangedattack}} + + {{/rangedattack}} + + {{#backstab}} +
    +
    {{flavortext}}
    +
     
    +
    +
    Hits AC:
    +
    {{backstab}}
    +
    +
    + + {{#^rollWasFumble() backstab}} + {{#damage}} +
    +
    Damage :
    +
    {{damage}}
    +
     
    +
    Crit :
    +
    {{crit}} on Crit Table {{crittable}}
    +
    + {{/damage}} + {{/^rollWasFumble() backstab}} + + {{#rollWasFumble() backstab}} +
    +
     
    +
    Fumble :
    +
    {{fumble}} on Funble Table
    +
    + {{/rollWasFumble() backstab}} + + {{/backstab}} + + {{#rangedbackstab}} +
    +
    {{flavortext}}
    +
     
    +
    Attack Range
    +
    {{range}}
    +
    Ranged Type
    +
    {{type}}
    +
     
    +
    Hits AC:
    +
    {{rangedbackstab}}
    +
    +
    + + {{#^rollWasFumble() rangedbackstab}} + {{#damage}} +
    +
    Damage :
    +
    {{damage}}
    +
     
    +
    Crit :
    +
    {{crit}} on Crit Table {{crittable}}
    +
    + {{/damage}} + {{/^rollWasFumble() rangedbackstab}} + + {{#rollWasFumble() rangedbackstab}} +
    +
     
    +
    Fumble :
    +
    {{fumble}} on Funble Table
    +
    + {{/rollWasFumble() rangedbackstab}} + + {{/rangedbackstab}} + + {{#special}} +
    +
    Special Attack:
    +
    {{special}}
    +
    + + {{#specialdmg}} +
    +
    Special Damage :
    +
    {{specialdmg}}
    +
    + {{/specialdmg}} + {{/special}} + + + {{#deeddie}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{deeddie}}
    +
    + {{#rollWasCrit() deeddie}} +
    +
     
    +
    {{successtext}} +
    + {{/rollWasCrit() deeddie}} + {{/deeddie}} + + + {{#smite}} +
    +
    {{flavortext}}
    +
    {{deity}}
    +
     
    +
    {{rolltype}}
    +
    {{smite}}
    +
    + {{/smite}} + + + {{#INIT}} +
    +
    Initiative :
    +
    {{INIT}}
    +
    + {{/INIT}} + + + {{#HD}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{HD}}
    +
    + {{/HD}} + + + {{#turnunholy}} +
    +
    {{flavortext}}
    +
    {{deity}}
    +
     
    +
    {{rolltype}}
    +
    {{turnunholy}}
    +
    + {{#rollWasFumble() turnunholy}} +
    +
     
    +
    {{deity}} disapproves of your actions!
    +
    Roll for Disapproval.
    +
    + {{/rollWasFumble() turnunholy}} + {{#^rollWasFumble() turnunholy}} + {{#rollLess() turnunholy 12}} +
    +
     
    +
    Turn Check Failed!
    +
    Increase Disapproval Rating by 1.
    +
    + {{/rollLess() turnunholy 12}} + + {{#rollBetween() turnunholy 12 13}} +
    +
     
    +
    Turn Range: 30'
    +
    1HD Creature: {{1HDCheck13}}
    +
    2HD Creature: No Effect
    +
    3-4HD Creature: No Effect
    +
    5-6HD Creature: No Effect
    +
    7-8HD Creature: No Effect
    +
    9-10HD Creature: No Effect
    +
    11-12HD Creature: No Effect
    +
    + {{/rollBetween() turnunholy 12 13}} + + {{#rollBetween() turnunholy 14 17}} +
    +
     
    +
    Turn Range: 30'
    +
    1HD Creature: {{1HDCheck17}}
    +
    2HD Creature: No Effect
    +
    3-4HD Creature: No Effect
    +
    5-6HD Creature: No Effect
    +
    7-8HD Creature: No Effect
    +
    9-10HD Creature: No Effect
    +
    11-12HD Creature: No Effect
    +
    + {{/rollBetween() turnunholy 14 17}} + + {{#rollBetween() turnunholy 18 19}} +
    +
     
    +
    Turn Range: 30'
    +
    1HD Creature: {{1HDCheck19}}
    +
    2HD Creature: {{2HDCheck19}}
    +
    3-4HD Creature: No Effect
    +
    5-6HD Creature: No Effect
    +
    7-8HD Creature: No Effect
    +
    9-10HD Creature: No Effect
    +
    11-12HD Creature: No Effect
    +
    + {{/rollBetween() turnunholy 18 19}} + + {{#rollBetween() turnunholy 20 23}} +
    +
     
    +
    Turn Range: 60'
    +
    1HD Creature: {{1HDCheck23}}
    +
    2HD Creature: {{2HDCheck23}}
    +
    3-4HD Creature: {{4HDCheck23}}
    +
    5-6HD Creature: No Effect
    +
    7-8HD Creature: No Effect
    +
    9-10HD Creature: No Effect
    +
    11-12HD Creature: No Effect
    +
    + {{/rollBetween() turnunholy 20 23}} + + {{#rollBetween() turnunholy 24 27}} +
    +
     
    +
    Turn Range: 60'
    +
    Holy Smite: {{HolySmiteCheck27}}
    +
    1HD Creature: {{1HDCheck27}}
    +
    2HD Creature: {{2HDCheck27}}
    +
    3-4HD Creature: {{4HDCheck27}}
    +
    5-6HD Creature: {{6HDCheck27}}
    +
    7-8HD Creature: No Effect
    +
    9-10HD Creature: No Effect
    +
    11-12HD Creature: No Effect
    +
    + {{/rollBetween() turnunholy 24 27}} + + {{#rollBetween() turnunholy 28 29}} +
    +
     
    +
    Turn Range: 60'
    +
    Holy Smite: {{HolySmiteCheck29}}
    +
    1HD Creature: {{1HDCheck29}}
    +
    2HD Creature: {{2HDCheck29}}
    +
    3-4HD Creature: {{4HDCheck29}}
    +
    5-6HD Creature: {{6HDCheck29}}
    +
    7-8HD Creature: {{8HDCheck29}}
    +
    9-10HD Creature: No Effect
    +
    11-12HD Creature: No Effect
    +
    + {{/rollBetween() turnunholy 28 29}} + + {{#rollBetween() turnunholy 30 31}} +
    +
     
    +
    Turn Range: 120'
    +
    Holy Smite: {{HolySmiteCheck31}}
    +
    1HD Creature: {{1HDCheck31}}
    +
    2HD Creature: {{2HDCheck31}}
    +
    3-4HD Creature: {{4HDCheck31}}
    +
    5-6HD Creature: {{6HDCheck31}}
    +
    7-8HD Creature: {{8HDCheck31}}
    +
    9-10HD Creature: {{10HDCheck31}}
    +
    11-12HD Creature: No Effect
    +
    + {{/rollBetween() turnunholy 30 31}} + + {{#rollGreater() turnunholy 32}} +
    +
     
    +
    Turn Range: 240'
    +
    Holy Smite: {{HolySmiteCheck32}}
    +
    1HD Creature: {{1HDCheck32}}
    +
    2HD Creature: {{2HDCheck32}}
    +
    3-4HD Creature: {{4HDCheck32}}
    +
    5-6HD Creature: {{6HDCheck32}}
    +
    7-8HD Creature: {{8HDCheck32}}
    +
    9-10HD Creature: {{10HDCheck32}}
    +
    11-12HD Creature: {{12HDCheck32}}
    +
    + {{/rollGreater() turnunholy 32}} + {{/^rollWasFumble() turnunholy}} + {{/turnunholy}} + + + {{#divineaid}} +
    +
    {{flavortext}}
    +
    {{deity}}
    +
     
    +
    {{rolltype}}
    +
    {{divineaid}}
    +
     
    +
    Increase Disapproval Rating by 10.
    +
    + {{/divineaid}} + + + {{#layonhands}} +
    +
    {{flavortext}}
    +
    {{deity}}
    +
     
    +
    {{rolltype}}
    +
    {{layonhands}}
    +
    Heal Condition :
    +
    {{condition}}
    +
    + {{#rollWasFumble() layonhands}} +
    +
     
    +
    {{deity}} disapproves of your actions!
    +
    Roll for Disapproval.
    +
    + {{/rollWasFumble() layonhands}} + {{#^rollWasFumble() layonhands}} + {{#rollLess() layonhands 12}} +
    +
     
    +
    Spell Check Failed!
    +
    Increase Disapproval Rating by 1.
    +
    + {{/rollLess() layonhands 12}} + + {{#rollBetween() layonhands 12 13}} +
    +
     
    +
    Heal Same Alignment: 2 dice
    +
    Heal Adjacent Alignment: 1 die
    +
    Heal Opposite Alignment: 1 die
    +
    + {{/rollBetween() layonhands 12 13}} + + {{#rollBetween() layonhands 14 19}} +
    +
     
    +
    Heal Same Alignment: 3 dice
    +
    Heal Adjacent Alignment: 2 dice
    +
    Heal Opposite Alignment: 1 die
    +
    + {{/rollBetween() layonhands 14 19}} + + {{#rollBetween() layonhands 20 21}} +
    +
     
    +
    Heal Same Alignment: 4 dice
    +
    Heal Adjacent Alignment: 3 dice
    +
    Heal Opposite Alignment: 2 dice
    +
    + {{/rollBetween() layonhands 20 21}} + + {{#rollGreater() layonhands 21}} +
    +
     
    +
    Heal Same Alignment: 5 dice
    +
    Heal Adjacent Alignment: 4 dice
    +
    Heal Opposite Alignment: 3 dice
    +
    + {{/rollGreater() layonhands 21}} + {{/^rollWasFumble() layonhands}} + {{/layonhands}} + + + {{#layonhandspaly}} +
    +
    {{flavortext}}
    +
    {{deity}}
    +
     
    +
    {{rolltype}}
    +
    {{layonhandspaly}}
    +
    Heal Condition :
    +
    {{condition}}
    +
    + {{#rollWasFumble() layonhandspaly}} +
    +
     
    +
    {{deity}} disapproves of your actions!
    +
    Roll for Disapproval.
    +
    + {{/rollWasFumble() layonhandspaly}} + {{#^rollWasFumble() layonhandspaly}} + {{#rollLess() layonhandspaly 12}} +
    +
     
    +
    Spell Check Failed!
    +
    Increase Disapproval Rating by 1.
    +
    + {{/rollLess() layonhandspaly 12}} + + {{#rollBetween() layonhandspaly 12 13}} +
    +
     
    +
    Heal Same Alignment: 1 die
    +
    Heal Adjacent Alignment: None
    +
    Heal Opposite Alignment: None
    +
    + {{/rollBetween() layonhandspaly 12 13}} + + {{#rollBetween() layonhandspaly 14 19}} +
    +
     
    +
    Heal Same Alignment: 2 dice
    +
    Heal Adjacent Alignment: 1 die
    +
    Heal Opposite Alignment: None
    +
    + {{/rollBetween() layonhandspaly 14 19}} + + {{#rollBetween() layonhandspaly 20 21}} +
    +
     
    +
    Heal Same Alignment: 3 dice
    +
    Heal Adjacent Alignment: 2 dice
    +
    Heal Opposite Alignment: 1 die
    +
    + {{/rollBetween() layonhandspaly 20 21}} + + {{#rollBetween() layonhandspaly 22 24}} +
    +
     
    +
    Heal Same Alignment: 4 dice
    +
    Heal Adjacent Alignment: 3 dice
    +
    Heal Opposite Alignment: 2 dice
    +
    + {{/rollBetween() layonhandspaly 22 24}} + + {{#rollGreater() layonhandspaly 24}} +
    +
     
    +
    Heal Same Alignment: 4 dice
    +
    Heal Adjacent Alignment: 3 dice
    +
    Heal Opposite Alignment: 2 dice
    +
    + {{/rollGreater() layonhandspaly 24}} + {{/^rollWasFumble() layonhandspaly}} + {{/layonhandspaly}} + + + {{#bravery}} +
    +
    {{flavortext}}
    +
    {{deity}}
    +
     
    +
    {{rolltype}}
    +
    {{bravery}}
    +
    + {{#rollWasFumble() bravery}} +
    +
     
    +
    {{deity}} disapproves of your actions!
    +
    Roll for Disapproval.
    +
    + {{/rollWasFumble() bravery}} + {{#^rollWasFumble() bravery}} + {{#rollLess() bravery 12}} +
    +
     
    +
    Spell Check Failed!
    +
    Increase Disapproval Rating by 1.
    +
    + {{/rollLess() bravery 12}} + + {{#rollBetween() bravery 12 13}} +
    +
     
    +
    Fear Saving Throw Bonus: {{fearbonusCheck13}}
    +
    Number of Targets affected: {{targetsCheck13}}
    +
    Duration: {{duration}} minute(s)
    +
    + {{/rollBetween() bravery 12 13}} + + {{#rollBetween() bravery 14 19}} +
    +
     
    +
    Fear Saving Throw Bonus: {{fearbonusCheck19}}
    +
    Number of Targets affected: {{targetsCheck19}}
    +
    Duration: {{duration}} minute(s)
    +
    + {{/rollBetween() bravery 14 19}} + + {{#rollBetween() bravery 20 21}} +
    +
     
    +
    Fear Saving Throw Bonus: {{fearbonusCheck21}}
    +
    Number of Targets affected: {{targetsCheck21}}
    +
    Duration: {{duration}} minute(s)
    +
    + {{/rollBetween() bravery 20 21}} + + {{#rollBetween() bravery 22 24}} +
    +
     
    +
    Fear Saving Throw Bonus: {{fearbonusCheck24}}
    +
    Number of Targets affected: {{targetsCheck24}}
    +
    Duration: {{duration}} minute(s)
    +
    + {{/rollBetween() bravery 22 24}} + + {{#rollGreater() bravery 24}} +
    +
     
    +
    Fear Saving Throw Bonus: {{fearbonusCheck25}}
    +
    Number of Targets affected: {{targetsCheck25}}
    +
    Duration: {{duration}} minute(s)
    +
    + {{/rollGreater() bravery 24}} + {{/^rollWasFumble() bravery}} + {{/bravery}} + + + {{#fear}} +
    +
    {{flavortext}}
    +
    {{deity}}
    +
     
    +
    {{rolltype}}
    +
    {{fear}}
    +
    + {{#rollWasFumble() fear}} +
    +
     
    +
    {{deity}} disapproves of your actions!
    +
    Roll for Disapproval.
    +
    + {{/rollWasFumble() fear}} + {{#^rollWasFumble() fear}} + {{#rollLess() fear 12}} +
    +
     
    +
    Spell Check Failed!
    +
    Increase Disapproval Rating by 1.
    +
    + {{/rollLess() fear 12}} + + {{#rollBetween() fear 12 13}} +
    +
     
    +
    Affects: HD {{number}} unholy creatures
    +
    Number affected: {{targetsCheck13}}
    +
    Duration: {{duration}} round(s)
    +
    Will Save Against: {{fear}}
    +
    + {{/rollBetween() fear 12 13}} + + {{#rollBetween() fear 14 19}} +
    +
     
    +
    Affects: HD {{number}} unholy creatures
    +
    Number of Targets affected: {{targetsCheck19}}
    +
    Duration: {{duration}} round(s)
    +
    Will Save Against: {{fear}}
    +
    + {{/rollBetween() fear 14 19}} + + {{#rollBetween() fear 20 21}} +
    +
     
    +
    Affects: HD {{number}} unholy creatures
    +
    Number affected: {{targetsCheck21}}
    +
    Duration: {{duration}} round(s)
    +
    Will Save Against: {{fear}}
    +
    + {{/rollBetween() fear 20 21}} + + {{#rollBetween() fear 22 24}} +
    +
     
    +
    Affects: HD {{number}} unholy creatures
    +
    Number affected: {{targetsCheck24}}
    +
    Duration: {{duration}} round(s)
    +
    Will Save Against: {{fear}}
    +
    + {{/rollBetween() fear 22 24}} + + {{#rollGreater() fear 24}} +
    +
     
    +
    Affects: HD {{number}} unholy creatures
    +
    Number affected: {{targetsCheck25}}
    +
    Duration: {{duration}} round(s)
    +
    Will Save Against: {{fear}}
    +
    + {{/rollGreater() fear 24}} + {{/^rollWasFumble() fear}} + {{/fear}} + + + {{#disapproval}} +
    +
    ATONE FOR YOUR ACTIONS!
    +
     
    +
    Roll :
    +
    {{disapproval}}
    +
    + {{/disapproval}} + + + {{#moralecheck}} +
    +
    Morale :
    +
    {{moralecheck}}
    +
    + {{#rollGreater() moralecheck chance}} +
    +
     
    +
    SUCCESS !
    +
    + {{/rollGreater() moralecheck chance}} + {{#rollBetween() moralecheck 1 chance}} +
    +
     
    +
    FAILURE !
    +
    + {{/rollBetween() moralecheck 1 chance}} + {{/moralecheck}} + + + {{#ability}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{ability}}
    +
    + {{/ability}} + + + {{#savingthrow}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{savingthrow}}
    +
    + {{/savingthrow}} + + + {{#classability}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{classability}}
    +
    + {{/classability}} + + + {{#luckcheck}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype2}}
    +
    {{chance}}
    +
    {{rolltype}}
    +
    {{luckcheck}}
    +
    + {{#rollGreater() luckcheck chance}} +
    +
     
    +
    FAILURE !
    +
    + {{/rollGreater() luckcheck chance}} + {{#rollBetween() luckcheck 1 chance}} +
    +
     
    +
    SUCCESS !
    +
    + {{/rollBetween() luckcheck 1 chance}} + {{/luckcheck}} + + + {{#selfrepair}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{selfrepair}}
    +
    + {{#rollWasFumble() selfrepair}} +
    +
     
    +
    CATASTROPHIC SYSTEM FAILURE!
    +
    Non-Meat Damage taken: {{selfrepairFumble}}
    +
    + {{/rollWasFumble() selfrepair}} + {{/selfrepair}} + + + {{#disabletrap}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{disabletrap}}
    +
    + {{/disabletrap}} + {{#rollWasFumble() disabletrap}} +
    +
     
    +
    {{failtext}}
    +
    + {{/rollWasFumble() disabletrap}} + + + {{#handlepoison}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{handlepoison}}
    +
    + {{/handlepoison}} + {{#rollGreater() handlepoison 9}} +
    +
     
    +
    {{successtext}}
    +
    + {{/rollGreater() handlepoison 9}} + {{#rollBetween() handlepoison -100 9}} +
    +
     
    +
    {{failtext}}
    +
    + {{/rollBetween() handlepoison -100 9}} + + + {{#luckdie}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{luckdie}}
    +
    + {{/luckdie}} + + + {{#survivaldie}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{survivaldie}}
    +
    + {{/survivaldie}} + + + {{#juryrig}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{juryrig}}
    +
     
    +
    {{rolltype2}}
    +
    {{juryrigfailure}}
    +
    + {{/juryrig}} + + + {{#percentability}} +
    +
    {{flavortext}}
    +
     
    +
    {{neededroll}}
    +
    {{chance}}%
    +
    {{rolltype}}
    +
    {{percentability}}%
    +
    + {{#rollGreater() percentability chance}} +
    +
     
    +
    {{failtext}}
    +
    + {{/rollGreater() percentability chance}} + {{#rollBetween() percentability 1 chance}} +
    +
     
    +
    {{successtext}}
    +
    + {{/rollBetween() percentability 1 chance}} + {{/percentability}} + + + {{#spellmanifest}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{spellmanifest}}
    +
    + {{/spellmanifest}} + + {{#spellmercurial}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{spellmercurial}}
    +
    + {{/spellmercurial}} + + {{#spellcheckwizard}} +
    + {{#spellshowmanifest}} + +
    {{spellshowmanifest}}
    + + {{/spellshowmanifest}} + {{#spellshowinfoblock}} +
    + +
    Level
    {{spelllevel}}
    +
    Range
    {{spellrange}}
    + +
    + +
    Duration
    {{spellduration}}
    +
    Cast Time
    {{spellcasttime}}
    + +
    + +
    Save
    {{spellsave}}
    +
    Concentration
    {{spellconcentrate}}
    + +
    + {{/spellshowinfoblock}} + {{#spellshowmercurial}} +
    +
    Mercurial Effect
    +
    {{spellshowmercurial}}
    +
    + {{/spellshowmercurial}} + {{#spellshowdesc}} +
    +
    Spell Description
    +
    {{spellshowdesc}}
    +
    + {{/spellshowdesc}} +
     
    +
    {{rolltype}}
    +
    {{spellcheckwizard}}
    +
    + + {{#rollWasCrit() spellcheckwizard}} +
    +
     
    +
    {{crit}}
    +
    + {{/rollWasCrit() spellcheckwizard}} + + {{#rollWasFumble() spellcheckwizard}} +
    +
     
    +
    Lost, failure and worse!
    +
     
    +
    {{fumble}} for Misfire, Taint or Corruption
    +
    + {{/rollWasFumble() spellcheckwizard}} + + {{#^rollWasFumble() spellcheckwizard}} + {{#rollLess() spellcheckwizard 12}} +
    +
     
    +
    Lost. Failure.
    +
    + {{/rollLess() spellcheckwizard 12}} + {{/^rollWasFumble() spellcheckwizard}} + {{/spellcheckwizard}} + + {{#spellcheckwizardmulti}} +
    + {{#spellshowmanifest}} + +
    {{spellshowmanifest}}
    + + {{/spellshowmanifest}} + {{#spellshowinfoblock}} +
    + +
    Level
    {{spelllevel}}
    +
    Range
    {{spellrange}}
    + +
    + +
    Duration
    {{spellduration}}
    +
    Cast Time
    {{spellcasttime}}
    + +
    + +
    Save
    {{spellsave}}
    +
    Concentration
    {{spellconcentrate}}
    + +
    + {{/spellshowinfoblock}} + {{#spellshowmercurial}} +
    +
    Mercurial Effect
    +
    {{spellshowmercurial}}
    +
    + {{/spellshowmercurial}} + {{#spellshowdesc}} +
    +
    Spell Description
    +
    {{spellshowdesc}}
    +
    + {{/spellshowdesc}} +
     
    +
    {{rolltype}}
    +
    {{spelldie1}}+{{spelldie2}}+{{spellbonus}}
    +
    + + {{#rollWasCrit() spelldie1}} + {{#rollWasCrit() spelldie2}} +
    +
     
    +
    {{crit}}
    +
    + {{/rollWasCrit() spelldie2}} + {{/rollWasCrit() spelldie1}} + + {{#rollWasFumble() spelldie1}} + {{#rollWasFumble() spelldie2}} +
    +
     
    +
    Lost, failure and worse!
    +
     
    +
    {{fumble}} for Misfire, Taint or Corruption
    +
    + {{/rollWasFumble() spelldie2}} + {{/rollWasFumble() spelldie1}} + {{/spellcheckwizardmulti}} + + {{#spellmisfire}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{spellmisfire}}
    +
    + {{/spellmisfire}} + + {{#spellcorruption}} +
    +
    {{flavortext}}
    +
     
    +
    {{rolltype}}
    +
    {{spellcorruption}}
    +
    + {{/spellcorruption}} + + {{#spellcheckcleric}} +
    + {{#spellshowmanifest}} + +
    {{spellshowmanifest}}
    + + {{/spellshowmanifest}} + {{#spellshowinfoblock}} +
    + +
    Level
    {{spelllevel}}
    +
    Range
    {{spellrange}}
    + +
    + +
    Duration
    {{spellduration}}
    +
    Cast Time
    {{spellcasttime}}
    + +
    + +
    Save
    {{spellsave}}
    +
    Concentration
    {{spellconcentrate}}
    + +
    + {{/spellshowinfoblock}} + + {{#spellshowdesc}} +
    +
    Spell Description
    +
    {{spellshowdesc}}
    +
    + {{/spellshowdesc}} +
     
    +
    {{rolltype}}
    +
    {{spellcheckcleric}}
    +
    + + {{#rollWasCrit() spellcheckcleric}} +
    +
     
    +
    {{crit}}
    +
    + {{/rollWasCrit() spellcheckcleric}} + + {{#rollWasFumble() spellcheckcleric}} +
    +
     
    +
    {{deity}} disapproves of your actions!
    +
    Roll for Disapproval.
    +
    + {{/rollWasFumble() spellcheckcleric}} + + {{#^rollWasFumble() spellcheckcleric}} + {{#rollLess() spellcheckcleric 12}} +
    +
     
    +
    Spell Check Failed!
    +
    Increase Disapproval Rating by 1.
    +
    + {{/rollLess() spellcheckcleric 12}} + {{/^rollWasFumble() spellcheckcleric}} + + {{/spellcheckcleric}} + + + {{#mutations}} +
    + + {{#mutationshowinfoblock}} +
    + +
    Base Mutation
    {{basemutation}}
    +
    Mutation Type
    {{typemutation}}
    + +
    + +
    Sub-Mutation
    {{submutation}}
    + + +
    + {{/mutationshowinfoblock}} + + {{#mutationshowdesc}} +
    +
    Description
    +
    {{mutationshowdesc}}
    +
    + {{/mutationshowdesc}} +
    + + + {{/mutations}} + + + +
    + + {{#background}} +
    + {{/background}} +
    + + + + diff --git a/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.png b/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.png new file mode 100644 index 000000000000..3dcf8f766dd7 Binary files /dev/null and b/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.png differ diff --git a/DCC_Tabbed_Sheet/ReadMe b/DCC_Tabbed_Sheet/ReadMe new file mode 100644 index 000000000000..290e4b1ac73a --- /dev/null +++ b/DCC_Tabbed_Sheet/ReadMe @@ -0,0 +1,28 @@ +# DCC Tabbed Character Sheet + +This is a DCC sheet that uses tabs and Roll Templates. It also includes a 0-level sheet, and a Monster sheet. It is the same style sheet as the Mutant Crawl Classics (MCC) sheet. + +## Current Version +1.1 + +### Changelog + +#### 1.1 +* Fixed bug where 0-level to hit and damage bonus' weren't showing up due to a misnamed variable + +#### 1.0 +* Uploading current sheet to Roll20 (again :) +* There is a pared down 0-level Player sheet +* There is a Level 1+ Player sheet with multi-tab pages +* There is a Monster Sheet for the GM +* Most rolls should have Roll Templates. +* Includes classes from Purple Planet, Crawl! and Crawling Under a Broken Moon. +* Lucky rolls are included within rolls automatically whenever possible. +* Roll Template Backgrounds based on the kind of rolls you are making. +* Criticals and Fumbles are rolled automatically based on the dice roll. +* Monster Rolls have Roll Templates. +* Certain monster rolls only go to GM +* Monster Melee and Ranged Attacks include Special attack ability + +### Credit Where Credit is Due +The CSS and the layout of this sheet is an amalgamation of the work done by myself and ([@Actoba](https://app.roll20.net/users/427494/actoba) on roll20) on the 5e D&D sheet. \ No newline at end of file diff --git a/DCC_Tabbed_Sheet/sheet.json b/DCC_Tabbed_Sheet/sheet.json new file mode 100644 index 000000000000..e066033fc507 --- /dev/null +++ b/DCC_Tabbed_Sheet/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "DCC_Tabbed_Sheet.html", + "css": "DCC_Tabbed_Sheet.css", + "authors": "Amanda the Amazon", + "roll20userid": "565956", + "preview": "DCC_Tabbed_Sheet.png", + "instructions": "# Dungeon Crawl Classics (DCC) Tabbed Character Sheet\r This sheet has a pared down 0-level Player sheet, a Level 1+ Player sheet and a Monster Sheet for the GM that are switchable via a tab at the top left of the sheet.\r* If you are currently using the original DCC sheet, it is recommended to make a copy of the campaign before switching to the new sheet. The same variables were used whenever possible, but repeating sections data will not transfer at this time (I hope to add this feature).\r\r## Player Sheets\r\r* Most rolls should have Roll Templates.\r* Includes Core, Crawl and Crawling Under a Broken Moon classes. Will eventually include a custom class area.\r* For Thieves, you can use the old Beta % based rolls (per Claytonian JP's request)\r* Lucky rolls are included within rolls automatically whenever possible.\r* Roll Template Backgrounds based on the kind of rolls you are making.\r* Criticals and Fumbles are rolled automatically based on the d20 roll.\r\r## Monster Sheet\r\r* Monster Rolls have Roll Templates.\r* Certain rolls only go to GM\r* Melee and Ranged Attacks include Special attack ability\r* Criticals and Fumbles are rolled automatically based on the d20 roll.\r\r\r## Current Version: 1.1" +} \ No newline at end of file diff --git a/DFRPG/translations/it.json b/DFRPG/translations/it.json index 1d1f06251cd3..3ac8c2ce2d59 100644 --- a/DFRPG/translations/it.json +++ b/DFRPG/translations/it.json @@ -1,5 +1,5 @@ { - "superb-result":"Superb!", + "superb-result":"Eccellente!", "great-result":"Great!", "good-result":"Good", "fair-result":"Fair", diff --git a/Dark Heresy Advanced 2nd Edition/translations/fr.json b/Dark Heresy Advanced 2nd Edition/translations/fr.json index 3e1c5e53f09b..cdb4bdf84ac3 100644 --- a/Dark Heresy Advanced 2nd Edition/translations/fr.json +++ b/Dark Heresy Advanced 2nd Edition/translations/fr.json @@ -1,52 +1,52 @@ { - "player-sheet-u":"Player Sheet", - "gear-u":"Gear", - "advancements-u":"Advancements", - "npcs-u":"NPCS", + "player-sheet-u":"Fiche Perso", + "gear-u":"Equipement", + "advancements-u":"Avancements", + "npcs-u":"PNJs", "journal-u":"Journal", - "vehicles-u":"Vehicles", + "vehicles-u":"Vehicules", "psykana-u":"Psykana", "social-u":"Social", - "character-name-u":"Character Name:", - "home-world-u":"Home World:", - "homeworlds-u":"Homeworlds", - "adeptus-astartes-homeworld-u":"Adeptus Astartes Homeworld", - "agri-world-u":"Agri-World", - "cardinal-world-u":" Cardinal World", - "cemetary-world-u":"Cemetary World", + "character-name-u":"Nom du Perso:", + "home-world-u":"Monde Natal:", + "homeworlds-u":"Monde Natals", + "adeptus-astartes-homeworld-u":"Monde Natal Astartes", + "agri-world-u":"Agri-Monde", + "cardinal-world-u":"Monde Cardinal", + "cemetary-world-u":"Monde Cimetière", "civilized-world-u":" Civilized World", - "craftworld-u":"Craftworld", - "crone-world-u":"Crone World", - "daemon-world-u":"Daemon World", - "death-world-u":"Death World", - "desert-world-u":"Desert World", - "exodite-world-u":"Exodite World", - "feral-world-u":"Feral World", - "fuedal-world-u":"Feudal World", - "forge-world-u":"Forge World", - "frontier-world-u":"Frontier World", - "garden-world-u":"Garden World", - "gas-giant-u":"Gas Giant", - "highborn-u":"Highborn Eyes", - "hive-world-u":"Hive World", - "knight-world-u":"Knight World", + "craftworld-u":"Vaisseau-Monde", + "crone-world-u":"Vieux Mondes", + "daemon-world-u":"Monde Demon", + "death-world-u":"Monde Mort", + "desert-world-u":"Monde Desert", + "exodite-world-u":"Monde Exodite", + "feral-world-u":"Monde Sauvage", + "fuedal-world-u":"Monde Feodal", + "forge-world-u":"Monde Forge", + "frontier-world-u":"Monde Frontière", + "garden-world-u":"Monde Jardin", + "gas-giant-u":"Geante Gazeuse", + "highborn-u":"Nobles", + "hive-world-u":"Modne Ruche", + "knight-world-u":"Monde Chevalier", "ice-world-u":"Ice World", - "industrial-world-u":"Industrial World", - "jungle-world-u":"Jungle World", - "maiden-world-u":"Maiden World", - "mining-world-u":"Mining World", - "navis-nobilite-world-u":"Navis Nobilite World", - "ocean-world-u":"Ocean World", - "ork-world-u":"Ork World", - "penal-colony-u":"Penal Colony", - "pleasure-world-u":"Pleasure World", - "quarantine-world-u":"Quarantine World", - "research-station-u":"Research Station", - "shrine-world-u":"Shrine World Eyes", - "tau-world-u":"Tau World", - "tomb-world-u":"Tomb World", - "voidborn-u":"Voidborn", - "xenos-world-u":"Xenos World", + "industrial-world-u":"Monde Industriel", + "jungle-world-u":"Monde Jungle", + "maiden-world-u":"Monde Paradis", + "mining-world-u":"Monde Minier", + "navis-nobilite-world-u":"Monde Navis Nobilite", + "ocean-world-u":"Monde Ocean", + "ork-world-u":"Monde Ork", + "penal-colony-u":"Monde Prison", + "pleasure-world-u":"Monde Paradisiaque", + "quarantine-world-u":"Monde Quarantaine", + "research-station-u":"Station de Recherche", + "shrine-world-u":"Monde Chapelle", + "tau-world-u":"Monde Tau", + "tomb-world-u":"Monde Tombeau", + "voidborn-u":"Hors-Monde", + "xenos-world-u":"Monde Xenos", "background-u":"Background:", "backgrounds-u":"Backgrounds", "adepta-sororitas-u":"Adepta Sororitas", @@ -55,88 +55,88 @@ "adeptus-astra-telepathica-u":"Adeptus Astra Telepathica", "adeptus-mechanicus-u":"Adeptus Mechanicus", "adeptus-ministorum-u":"Adeptus Ministorum", - "exorcised-u":"Exorcised", + "exorcised-u":"Exorcisé", "heretek-u":"Heretek", - "imperial-guard-u":"Imperial Guard", - "imperial-navy-u":"Imperial Navy", + "imperial-guard-u":"Garde Imperial", + "imperial-navy-u":"Marine Imperiale", "mutant-u":"Mutant", - "outcast-u":"Outcast", - "rogue-trader-fleet-u":"Rogue Trader Fleet", + "outcast-u":"Paria", + "rogue-trader-fleet-u":"Flotte libre-marchand", "role-u":"Role:", "ace-u":"Ace", "assassin-u":"Assassin", - "chirurgeon-u":"Chirurgeon", - "crusader-u":"Crusader", - "desperado-u":"Desperado", - "fanatic-u":"Fanatic", - "heirophant-u":"Hierophant", - "mystic-u":"Mystic", - "penitent-u":"Penitent", + "chirurgeon-u":"Chirurgien", + "crusader-u":"Croisé", + "desperado-u":"Desperados", + "fanatic-u":"Fanatique", + "heirophant-u":"Hierophante", + "mystic-u":"Mystique", + "penitent-u":"Repentant", "sage-u":"Sage", - "seeker-u":"Seeker", - "warrior-u":"Warrior", + "seeker-u":"Chercheur", + "warrior-u":"Guerrier", "divination-u":"Divination:", "divinations-u":"Divinations", - "mutations-without-corruption-within-u":"Mutation without, corruption within.", - "trust-in-your-fear-u":"Trust in your fear.", - "humans-must-die-so-that-humanity-can-endure-u":"Humans must die so that humanity can endure.", - "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u":"The pain of the bullet is ecstasy compared to damnation.", - "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u":"Be a boon to your allies and the bane of your enemies.", - "the-wise-learn-from-the-deaths-of-others-u":"The wise learn from the deaths of others.", - "kill-the-alien-before-it-can-speak-its-lies-u":"Kill the alien before it can speak its lies.", - "truth-is-subjective-u":"Truth is subjective.", - "thought-begets-heresy-u":"Thought begets Heresy.", - "heresy-begets-retribution-u":"Heresy begets Retribution.", - "a-mind-without-purpose-wanders-in-dark-places-u":"A mind without purpose wanders in dark places.", - "if-a-job-is-worth-doing-it-is-worth-dying-for-u":"If a job is worth doing, it is worth dying for.", - "dark-dreams-lie-upon-the-heart-u":"Dark dreams lie upon the heart.", - "violence-solves-everything-u":"Violence solves everything.", - "ignorance-is-a-wisdom-of-its-own-u":"Ignorance is a wisdom of its own.", - "only-the-insane-have-strength-enough-to-prosper-u":"Only the insane have strength enough to prosper.", - "a-suspicious-mind-is-a-healthy-mind-u":"A suspicious mind is a healthy mind.", + "mutations-without-corruption-within-u":"Mutation Exterieure, Corruption interieure.", + "trust-in-your-fear-u":"Croyez en votre peur.", + "humans-must-die-so-that-humanity-can-endure-u":"Les humanins meurts, l'humanité survie.", + "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u":"La Douleur de la balle est faible face à la damnation.", + "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u":"Soit une bénédiction pour tes alliés et un fléau pour tes enemies.", + "the-wise-learn-from-the-deaths-of-others-u":"La sage apprend de la mort des autres.", + "kill-the-alien-before-it-can-speak-its-lies-u":"Tue le xenos avant qu'il ne répende ses menssonges.", + "truth-is-subjective-u":"La vérité est une question de point de vue.", + "thought-begets-heresy-u":"La pensée engendre l'hérésie.", + "heresy-begets-retribution-u":"L'hérésie engendre les représailles.", + "a-mind-without-purpose-wanders-in-dark-places-u":"Un esprit sans but erre dans des espaces sombres.", + "if-a-job-is-worth-doing-it-is-worth-dying-for-u":"Si un travail vaut le coup, alors il vaut le coup de mourir pour lui.", + "dark-dreams-lie-upon-the-heart-u":"Les sombres rêves mentent au coeur.", + "violence-solves-everything-u":"La violence résout tout.", + "ignorance-is-a-wisdom-of-its-own-u":"L'ignorance est une croyance en elle même.", + "only-the-insane-have-strength-enough-to-prosper-u":"Seul le fou est assez fort pour proséprer.", + "a-suspicious-mind-is-a-healthy-mind-u":"Un esprit étroit fonctionne mieux.", "suffering-is-an-unrelenting-instructor-u":"Suffering is an unrelenting instructor", - "the-only-true-fear-is-dying-without-your-duty-done-u":"The only true fear is dying without your duty done.", - "only-in-death-does-duty-end-u":"Only in death does duty end.", - "innocence-is-an-illusion-u":"Innocence is an illusion.", - "to-war-is-human-u":"To war is human.", - "there-is-no-substitute-for-zeal-u":"There is no substitute for zeal.", - "even-one-who-has-nothing-can-still-offer-his-life-u":"Even one who has nothing can still offer his life.", - "do-not-ask-why-you-serve-only-ask-how-u":"Do not ask why you serve. Only ask how.", - "player-name-u":"Player Name:", - "gender-u":"Gender:", - "eyes-u":"Eyes", + "the-only-true-fear-is-dying-without-your-duty-done-u":"La seule vraie peur est de mourir sans savoir fait son devoir.", + "only-in-death-does-duty-end-u":"Seul la mort met fin au devoir.", + "innocence-is-an-illusion-u":"L'innocence est une illusion.", + "to-war-is-human-u":"La guerre est humaine.", + "there-is-no-substitute-for-zeal-u":"Il n'y a pas d'alternative au zèle.", + "even-one-who-has-nothing-can-still-offer-his-life-u":"Même celui qui n'a rien peut offrir sa vie.", + "do-not-ask-why-you-serve-only-ask-how-u":"Ne demande pas pourquoi sert tu, demande toi comment le faire.", + "player-name-u":"Nom du joueur:", + "gender-u":"Genre:", + "eyes-u":"Yeux", "feral-world-eyes-u":"Feral World Eyes", - "blue-u":"Blue", - "grey-u":"Grey", - "brown-u":"Brown", - "green-u":"Green", - "yellow-u":"Yellow", - "lenses-(any)-u":"Lenses (Any)", - "amber-u":"Amber", + "blue-u":"Bleu", + "grey-u":"Vert", + "brown-u":"Brun", + "green-u":"Vert", + "yellow-u":"Jaune", + "lenses-(any)-u":"Lentilles", + "amber-u":"Ambre", "emerald-u":"Emerald", "forge-world-eyes-u":"Forge World Eyes", "hive-world-eyes-u":"Hive World Eyes", "void-born--u":"Void Born Eyes", "water-blueu":"Watery Blue", - "black-u":"Black", - "violet-u":"Violet", + "black-u":"Noir", + "violet-u":"Rose", "death-world-eyes-u":"Death World Eyes", "cobalt-u":"Cobalt", "garden-world-eyes-u":"Garden World Eyes", "olive-u":"Olive", "sapphire-u":"Sapphire", - "gold-u":"Gold", - "teal-u":"Teal", + "gold-u":"Or", + "teal-u":"Cyan", "research-station-eyes-u":"Research Station Eyes", - "red-u":"Red", + "red-u":"Rouge", "hazel-u":"Hazel", "daemon-u":"Daemon World Eyes", - "purple-u":"Purple", + "purple-u":"Violet", "penal-colony-eyes-u":"Penal Colony Eyes", - "dark-blue-u":" Dark Blue", + "dark-blue-u":"Bleu Sombre", "quarantine-world-eyes-u":"Quarantine World Eyes", - "sky-blue-u":"Sky Blue", - "sea-green-u":"Sea Green", + "sky-blue-u":"Bleu Ciel", + "sea-green-u":"Vert Azur", "agri-world-eyes-u":"Agri-World Eyes", "feudal-world-eyes-u":"Feudal World Eyes", "frontier-world-eyes-u":"Frontier World Eyes", @@ -146,15 +146,15 @@ "highborn-age-u":"Highborn Age", "scion-u":"Scion", "prime-u":"Prime", - "authority-u":"Authority", + "authority-u":"Authorité", "shrine-world-age-u":"Shrine World Age", "novate-u":"Novate", "vital-u":"Vital", - "elder-u":"Elder", + "elder-u":"Ancien", "forge-world-age-u":"Forge World Age", - "young-u":"Young", + "young-u":"Jeune", "mature-u":"Mature", - "venerated-u":"Venerated", + "venerated-u":"Vénérable", "hive-world-age-u":"Hive World Age", "nipper-u":"Nipper", "juve-u":"Juve", diff --git a/Dark_Heresy/DarkHeresy.html b/Dark_Heresy/DarkHeresy.html index 527851b721e0..19cc5224c9a1 100644 --- a/Dark_Heresy/DarkHeresy.html +++ b/Dark_Heresy/DarkHeresy.html @@ -10,52 +10,52 @@
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    Basic Skills

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    Basic Skills

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    Skill NameSkill Name 10 20RollBRoll
    Awareness (Per)
    Awareness (Per)
    Barter (Fel)
    Barter (Fel)
    Carouse (T)
    Carouse (T)
    Charm (Fel)
    Charm (Fel)
    Climb (S)
    Climb (S)
    Concealment (Ag)
    Command (Fel)
    Concealment (Ag)
    Contortionist (Ag)
    Contortionist (Ag)
    Deceive (Fel)
    Deceive (Fel)
    Disguise (Fel)
    Disguise (Fel)
    Dodge (Ag)
    Dodge (Ag)
    Evaluate (Int)
    Evaluate (Int)
    Gamble (Int)
    Gamble (Int)
    Inquiry (Fel)
    Inquiry (Fel)
    Intimidate (S)
    Intimidate (S)
    Logic (Int)
    Logic (Int)
    Scrutiny (Per)
    Scrutiny (Per)
    Search (Per)
    Search (Per)
    Silent Move (Ag)
    Silent Move (Ag)
    Swim (S)
    Swim (S)
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    Skill NameSkill Name 10 20RollBRoll
    Speak Language (Low Gothic)Speak Language (Low Gothic)
    @@ -350,13 +384,13 @@

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    Experience Points


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    Other Notes:

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    Other Notes:

    + + + + + + + {{#target}} + + + {{/target}} + {{#threshold}} + + + {{/threshold}} + {{#rollGreater() roll 0}} + + + + {{/rollGreater() roll 0}} + {{#rollLess() roll 0}} + + + + {{/rollLess() roll 0}} + {{#psy}} + + + {{/psy}} + {{#damage}} + + + {{/damage}} + {{#special}} + + + {{/special}} +
    {{rollname}}
    Target: {{target}}
    Threshold: {{threshold}}
    Success : {{roll}} degree of success
    Failure : {{roll}} degree of failure
    Result Psy:  {{psy}}
    Damage:  {{damage}}
    Special:  {{special}}
    +
    \ No newline at end of file diff --git a/Dark_Heresy/DarkHeresyStyle.css b/Dark_Heresy/DarkHeresyStyle.css index ae9645de15bc..d032c3268bb0 100644 --- a/Dark_Heresy/DarkHeresyStyle.css +++ b/Dark_Heresy/DarkHeresyStyle.css @@ -531,4 +531,69 @@ .sheet-mainright { width:39%; float:right; +} + +.sheet-rolltemplate-customtest table { + width: 100%; + border: 1px solid; + color: black; + font-size: 1em; + font-family: "Helvetica Neue", Helvetica, sans-serif; +} + +.sheet-rolltemplate-customtest th { + background-color: rgba(112, 32, 130,1); + color: #ffffff; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-dh1ed table { + width: 100%; + padding: 2px; + background:url(http://i.imgur.com/VmcMVk2.png) top left repeat; +} + +.sheet-rolltemplate-dh1ed .userscript-tcat { + font-weight: bold; +} + +.sheet-rolltemplate-dh1ed th { + color: black; + padding-left: 5px; + padding-top: 5px; + line-height: 1.1em; + font-size: 1.5em; + text-align: left; + font-family: Caslon Antique, Helvetica,"Arial", sans-serif; + text-transform: capitalize; +} + +.sheet-rolltemplate-dh1ed td { + padding-left: 5px; + font-family: Berylium-Regular, Helvetica,"Arial", sans-serif; + font-size: 15px; + color: rgb(80, 80, 80); +} + +.sheet-rolltemplate-dh1ed .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + background-color: transparent; + border: none; +} + +.sheet-rolltemplate-dh1ed .inlinerollresult.fullcrit { + border: 2px solid #B31515; +} + +.sheet-rolltemplate-dh1ed .inlinerollresult.fullfail { + border: 2px solid #3FB315; +} + +.sheet-rolltemplate-dh1ed .inlinerollresult.importantroll { + border: 2px solid #4A57ED; } \ No newline at end of file diff --git a/Dark_Heresy/sheet.json b/Dark_Heresy/sheet.json index ef81332c5ee4..b74076ae84d0 100644 --- a/Dark_Heresy/sheet.json +++ b/Dark_Heresy/sheet.json @@ -2,7 +2,7 @@ "html": "DarkHeresy.html", "css": "DarkHeresyStyle.css", "authors": "Daniel D.", - "roll20userid": "233902", + "roll20userid": "233902,1420525", "preview": "DarkHeresyPreview.png", "instructions": "Most things you can roll directly from the sheet, by clicking on the corresponding name or the roll button at the end of the row.\rWith weapons: Clicking on 'Name:' rolls an attack, clicking on 'Damage:' rolls the damage you have entered in the field next to it. **Please just enter things like 1d10+2, because it will be transferred to an inline roll - no letters!**\r\r### Important Attributes:\r* @{ws} - Weapon Skill\r* @{bs} - Ballistic Skill\r* @{strength} - Strength\r* @{toughness} - Toughness\r* @{ag} - Agility\r* @{int} - Intelligence\r* @{per} - Perception\r* @{wp} - Willpower\r* @{fel} - Fellowship\r\r* @{wounds} - Current Wounds\r* @{wounds|max} - Total Wound amount\r\rThe most important roll is the %{characteristic} roll. ([[(@{characteristic}+?{Modifier|0}-1d100)/10]] degree(s) of success!)\rIt takes the characteristic you sleected in the drop down, then you may add or subtract a modifier, then it rolls 1d100 and subtracts that from your starting value. That divided by 10 is the amount of degrees of success you achieved.\r**You can emulate everything in this sheet with just this single roll if you don't want to use the rest!**\r" -} +} \ No newline at end of file diff --git a/Dark_Heresy/translation.json b/Dark_Heresy/translation.json new file mode 100644 index 000000000000..dff3c5f6e16f --- /dev/null +++ b/Dark_Heresy/translation.json @@ -0,0 +1,154 @@ +{ +"skills-list":"awareness,barter,carouse,charm,climb,command,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", +"charactername":"Character Name", +"playername":"Player Name", +"homeworld":"Home World", +"careerpath":"Career Path", +"rank":"Rank", +"divination":"Divination", +"quirck":"Quirk", +"gender":"Gender", +"build":"Build", +"dh-height":"Height", +"weight":"Weight", +"age":"Age", +"past":"Past", +"skincolor":"Skin Colour", +"haircolor":"Hair Colour", +"eyecolor":"Eye Colour", +"handedness":"Handedness", +"basicskills":"Basic Skills", +"skillname":"Skill Name", +"awarenessper":"Awareness (Per)", +"barterfel":"Barter (Fel)", +"carouset":"Carouse (T)", +"charmfel":"Charm (Fel)", +"climbs":"Climb (S)", +"command":"Command (Fel)", +"concealmentag":"Concealment (Ag)", +"contortionistag":"Contortionist (Ag)", +"deceivefel":"Deceive (Fel)", +"disguisefel":"Disguise (Fel)", +"dodgeag":"Dodge (Ag)", +"evaluateint":"Evaluate (Int)", +"gambleint":"Gamble (Int)", +"inquiryfel":"Inquiry (Fel)", +"intimidates":"Intimidate (S)", +"logicint":"Logic (Int)", +"scrutinyper":"Scrutiny (Per)", +"searchper":"Search (Per)", +"silentmoveag":"Silent Move (Ag)", +"swims":"Swim (S)", +"weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", +"talentsandntraits":"Talents & Traits", +"characteristics":"Characteristics", +"weaponskillws":"Weapon Skill (WS)", +"ballisticskillbs":"Ballistic Skill (BS)", +"strengths":"Strength (S)", +"toughnesst":"Toughness (T)", +"agilityag":"Agility (Ag)", +"intelligenceint":"Intelligence (Int)", +"perceptionper":"Perception (Per)", +"willpowerwp":"Willpower (Wp)", +"fellowshi`fel":"Fellowship (Fel)", +"advancedskills":"Advanced Skills", +"roll":"Roll", +"speaklanguagelowgothic":"Speak Language (Low Gothic)", +"(s)":"(S)", +"(t)":"(T)", +"(ag)":"(Ag)", +"(int)":"(Int)", +"(per)":"(Per)", +"(wp)":"(Wp)", +"(fel)":"(Fel)", +"psychicpowers":"Psychic Powers", +"psychicdiscipline":"Psychic Discipline", +"minorpower":"Minor Power", +"disciplinepower":"Discipline Power", +"mutations":"Mutations", +"talentsandtraits":"Talents & Traits", +"meleeweapons":"Melee Weapons", +"name:":"Name:", +"class:":"Class:", +"damage:":"Damage:", +"pen:":"Pen:", +"damage":"Damage", +"special:":"Special:", +"hit":"Hit", +"movement":"Movement", +"halfmove:":"Half Move:", +"fullmove:":"Full Move:", +"charge:":"Charge: ", +"run:":"Run: ", +"armor":"Armour", +"head":"Head", +"leftarm":"Left Arm", +"body":"Body", +"rightarm":"Right Arm", +"leftleg":"Left Leg", +"rightleg":"Right Leg", +"rangedweapons":"Ranged Weapons", +"range:":"Range:", +"type:":"Type:", +"rof:":"RoF:", +"clip:":"Clip:", +"reload:":"Reload:", +"gear":"Gear", +"thronegelt:":"Throne Gelt: ", +"income:":"Income: ", +"wounds":"Wounds", +"fatepoints":"Fate Points", +"total:":"Total:", +"current:":"Current:", +"insanity":"Insanity", +"insanitypoints:":"Insanity Points:", +"degreeofmadness:":"Degree of Madness:", +"corruption":"Corruption", +"corruptionpoints:":"Corruption Points:", +"degreeofcorruption:":"Degree of Corruption:", +"experiencepoints":"Experience Points", +"xptospend":"XP to spend", +"totalxpspent":"Total XP spent", +"advancementtaken:":"Advancements Taken:", +"othernotes:":"Other Notes:", +"result":"Result", +"rollcharism":"Roll : Charm", +"rollawareness":"Roll : Awareness", +"rollbarter":"Roll : Barter", +"rollcarouse":"Roll : Carouse", +"rollclimb":"Roll : Climb", +"rollcommand":"Roll : Command", +"rollconcealment":"Roll : Concealment", +"rollcontortionist":"Roll : Contortionist", +"rolldeceive":"Roll : Deceive", +"rolldisguise":"Roll : Diguise", +"rolldodge":"Roll : Dodge", +"rollevaluate":"Roll : Evaluate", +"rollgamble":"Roll : Gamble", +"rollinquiry":"Roll : Inquiry", +"rollintimidate":"Roll : Intimidate", +"rolllogic":"Roll : Logic", +"rollscrutiny":"Roll : Scrutiny", +"rollsearch":"Roll : Search", +"rollsilentmove":"Roll : Silent Move", +"rollswim":"Roll : Swim", +"rollws":"Roll : Weapons Skill", +"rollbs":"Roll : Ballistic Skill", +"rolls":"Roll : Strength", +"rollt":"Roll : Toughness", +"rollag":"Roll : Agility", +"rollint":"Roll : Intelligence", +"rollper":"Roll : Perception", +"rollwp":"Roll : Willpower", +"rollfel":"Roll : Fellowship", +"rollspeaklow":"Roll : Speak Language (Low Gothic)", +"resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", +"target:":"Target :", +"success:":"Success :", +"failure:":"Failure :", +"degreesofsuccess":"degrees of success", +"degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/af.json b/Dark_Heresy/translations/af.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/af.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/cs.json b/Dark_Heresy/translations/cs.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/cs.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/da.json b/Dark_Heresy/translations/da.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/da.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/de.json b/Dark_Heresy/translations/de.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/de.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/el.json b/Dark_Heresy/translations/el.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/el.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/en.json b/Dark_Heresy/translations/en.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/en.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/es.json b/Dark_Heresy/translations/es.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/es.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/fr.json b/Dark_Heresy/translations/fr.json new file mode 100644 index 000000000000..8a391506bbc8 --- /dev/null +++ b/Dark_Heresy/translations/fr.json @@ -0,0 +1,154 @@ +{ + "skills-list":"charm,command,contortionist,disguise,silentmove,concealment,deceive,inquiry,climb,dodge,evaluate,search,intimidate,gamble,logic,barter,swim,scrutiny,carouse,awareness", + "charactername":"Nom du perso", + "playername":"Nom du joueur", + "homeworld":"Monde natal", + "careerpath":"Carrière", + "rank":"Rang", + "divination":"Divination", + "quirck":"Particularité", + "gender":"Sexe", + "build":"Stature", + "dh-height":"Taille", + "weight":"Poids", + "age":"Âge", + "past":"Passé", + "skincolor":"Peau", + "haircolor":"Cheveux", + "eyecolor":"Yeux", + "handedness":"Main directrice", + "basicskills":"Compétences de base", + "skillname":"Nom de compétence", + "awarenessper":"Vigilance (Per)", + "barterfel":"Marchandage (Soc)", + "carouset":"Résistance aux intoxications (E)", + "charmfel":"Charisme (Soc)", + "climbs":"Escalade (F)", + "command":"Commandement (Soc)", + "concealmentag":"Dissimulation (Ag)", + "contortionistag":"Contorsionnisme (Ag)", + "deceivefel":"Duperie (Soc)", + "disguisefel":"Déguisement (Soc)", + "dodgeag":"Esquive (Ag)", + "evaluateint":"Évaluation (Int)", + "gambleint":"Jeu (Int)", + "inquiryfel":"Enquête (Soc)", + "intimidates":"Intimidation (F)", + "logicint":"Logique (Int)", + "scrutinyper":"Psychologie (Per)", + "searchper":"Fouille (Per)", + "silentmoveag":"Déplacement silecencieux (Ag)", + "swims":"Natation (F)", + "weapontrainings":"Formation aux armes", + "weapontraining":"Formation", + "talentsandntraits":"Talents et Traits", + "characteristics":"Caractéristiques", + "weaponskillws":"Capacité de combat (CC)", + "ballisticskillbs":"Capacité de tir (CT)", + "strengths":"Force (F)", + "toughnesst":"Endurance (E)", + "agilityag":"Agilité (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Force mentale (FM)", + "fellowshi`fel":"Sociabilité (Soc)", + "advancedskills":"Compétences avancées", + "roll":"Jet", + "speaklanguagelowgothic":"Langue (Bas gothique)", + "(s)":"(F)", + "(t)":"(E)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(FM)", + "(fel)":"(Soc)", + "psychicpowers":"Pouvoirs psychiques", + "psychicdiscipline":"Discipline psy", + "minorpower":"Pouvoir mineur", + "disciplinepower":"Pouvoir discipline", + "mutations":"Mutations", + "talentsandtraits":"Talents et Traits", + "meleeweapons":"Armes de corps à corps", + "name:":"Nom :", + "class:":"Groupe", + "damage:":"Dégâts", + "pen:":"Pén", + "damage":"Dégâts", + "special:":"Attributs", + "hit":"Jet", + "movement":"Mouvement", + "halfmove:":"Demi :", + "fullmove:":"Complet :", + "charge:":"Charge :", + "run:":"Course :", + "armor":"Points d'armure", + "head":"Tête", + "leftarm":"Bras gauche", + "body":"Corps", + "rightarm":"Bras droit", + "leftleg":"Jambe gauche", + "rightleg":"Jambe droite", + "rangedweapons":"Armes à distance", + "range:":"Portée :", + "type:":"Type", + "rof:":"Modes", + "clip:":"AT", + "reload:":"Rch", + "gear":"Équipement", + "thronegelt:":"Trônes Gelt :", + "income:":"Salaire :", + "wounds":"Points de blessure", + "fatepoints":"Points de destin", + "total:":"Total :", + "current:":"Actuels :", + "insanity":"Points de folie", + "insanitypoints:":"Points de folie :", + "degreeofmadness:":"Degré de folie :", + "corruption":"Points de corruption", + "corruptionpoints:":"Points de Corruption :", + "degreeofcorruption:":"Degré de Corruption :", + "experiencepoints":"Points d’expérience", + "xptospend":"XP restants", + "totalxpspent":"Total XP dépensé", + "advancementtaken:":"Améliorations choisies :", + "othernotes:":"Autres Notes :", + "result":"Résultat", + "rollcharism":"Jet : Charisme", + "rollawareness":"Jet : Vigilance", + "rollbarter":"Jet : Marchandage", + "rollcarouse":"Jet : Résistance aux intoxications", + "rollclimb":"Jet : Escalade", + "rollcommand":"Jet : Commandement", + "rollconcealment":"Jet : Dissimulation", + "rollcontortionist":"Jet : Contortionisme", + "rolldeceive":"Jet : Duperie", + "rolldisguise":"Jet : Déguisement", + "rolldodge":"Jet : Esquive", + "rollevaluate":"Jet : Evaluation", + "rollgamble":"Jet : Jeu", + "rollinquiry":"Jet : Enquête", + "rollintimidate":"Jet : Intimidation", + "rolllogic":"Jet : Logique", + "rollscrutiny":"Jet : Psychologie", + "rollsearch":"Jet : Fouille", + "rollsilentmove":"Jet : Déplacement silencieux", + "rollswim":"Jet : Natation", + "rollws":"Jet : Capacité de Combat", + "rollbs":"Jet : Capacité de Tir", + "rolls":"Jet : Force", + "rollt":"Jet : Endurance", + "rollag":"Jet : Agilité", + "rollint":"Jet : Intelligence", + "rollper":"Jet : Perception", + "rollwp":"Jet : Force Mentale", + "rollfel":"Jet : Sociabilité", + "rollspeaklow":"Jet : Langage (bas gothique)", + "resultpsy:":"Résultat pouvoir Psy :", + "threshold:":"Seuil :", + "tohit":"pour Toucher", + "target:":"Seuil :", + "success:":"Succès :", + "failure:":"Echec :", + "degreesofsuccess":"degrès de réussite", + "degreesoffailure":"degrès d'échec" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/he.json b/Dark_Heresy/translations/he.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/he.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/it.json b/Dark_Heresy/translations/it.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/it.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/ja.json b/Dark_Heresy/translations/ja.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/ja.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/ko.json b/Dark_Heresy/translations/ko.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/ko.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/nl.json b/Dark_Heresy/translations/nl.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/nl.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/pt.json b/Dark_Heresy/translations/pt.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/pt.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/ru.json b/Dark_Heresy/translations/ru.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/ru.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/sv.json b/Dark_Heresy/translations/sv.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/sv.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + "strengths":"Strength (S)", + "toughnesst":"Toughness (T)", + "agilityag":"Agility (Ag)", + "intelligenceint":"Intelligence (Int)", + "perceptionper":"Perception (Per)", + "willpowerwp":"Willpower (Wp)", + "fellowshi`fel":"Fellowship (Fel)", + "advancedskills":"Advanced Skills", + "roll":"Roll", + "speaklanguagelowgothic":"Speak Language (Low Gothic)", + "(s)":"(S)", + "(t)":"(T)", + "(ag)":"(Ag)", + "(int)":"(Int)", + "(per)":"(Per)", + "(wp)":"(Wp)", + "(fel)":"(Fel)", + "psychicpowers":"Psychic Powers", + "psychicdiscipline":"Psychic Discipline", + "minorpower":"Minor Power", + "disciplinepower":"Discipline Power", + "mutations":"Mutations", + "talentsandtraits":"Talents & Traits", + "meleeweapons":"Melee Weapons", + "name:":"Name:", + "class:":"Class:", + "damage:":"Damage:", + "pen:":"Pen:", + "damage":"Damage", + "special:":"Special:", + "hit":"Hit", + "movement":"Movement", + "halfmove:":"Half Move:", + "fullmove:":"Full Move:", + "charge:":"Charge: ", + "run:":"Run: ", + "armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/tr.json b/Dark_Heresy/translations/tr.json new file mode 100644 index 000000000000..877cc341c117 --- /dev/null +++ b/Dark_Heresy/translations/tr.json @@ -0,0 +1,154 @@ +{ + "skills-list":"awareness,barter,carouse,charm,climb,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername":"Character Name", + "playername":"Player Name", + "homeworld":"Home World", + "careerpath":"Career Path", + "rank":"Rank", + "divination":"Divination", + "quirck":"Quirk", + "gender":"Gender", + "build":"Build", + "dh-height":"Height", + "weight":"Weight", + "age":"Age", + "past":"Past", + "skincolor":"Skin Colour", + "haircolor":"Hair Colour", + "eyecolor":"Eye Colour", + "handedness":"Handedness", + "basicskills":"Basic Skills", + "skillname":"Skill Name", + "awarenessper":"Awareness (Per)", + "barterfel":"Barter (Fel)", + "carouset":"Carouse (T)", + "charmfel":"Charm (Fel)", + "climbs":"Climb (S)", + "command":"Command (Fel)", + "concealmentag":"Concealment (Ag)", + "contortionistag":"Contortionist (Ag)", + "deceivefel":"Deceive (Fel)", + "disguisefel":"Disguise (Fel)", + "dodgeag":"Dodge (Ag)", + "evaluateint":"Evaluate (Int)", + "gambleint":"Gamble (Int)", + "inquiryfel":"Inquiry (Fel)", + "intimidates":"Intimidate (S)", + "logicint":"Logic (Int)", + "scrutinyper":"Scrutiny (Per)", + "searchper":"Search (Per)", + "silentmoveag":"Silent Move (Ag)", + "swims":"Swim (S)", + "weapontrainings":"Weapon Trainings", + "weapontraining":"Weapon Training", + "talentsandntraits":"Talents & Traits", + "characteristics":"Characteristics", + "weaponskillws":"Weapon Skill (WS)", + "ballisticskillbs":"Ballistic Skill (BS)", + 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"armor":"Armour", + "head":"Head", + "leftarm":"Left Arm", + "body":"Body", + "rightarm":"Right Arm", + "leftleg":"Left Leg", + "rightleg":"Right Leg", + "rangedweapons":"Ranged Weapons", + "range:":"Range:", + "type:":"Type:", + "rof:":"RoF:", + "clip:":"Clip:", + "reload:":"Reload:", + "gear":"Gear", + "thronegelt:":"Throne Gelt: ", + "income:":"Income: ", + "wounds":"Wounds", + "fatepoints":"Fate Points", + "total:":"Total:", + "current:":"Current:", + "insanity":"Insanity", + "insanitypoints:":"Insanity Points:", + "degreeofmadness:":"Degree of Madness:", + "corruption":"Corruption", + "corruptionpoints:":"Corruption Points:", + "degreeofcorruption:":"Degree of Corruption:", + "experiencepoints":"Experience Points", + "xptospend":"XP to spend", + "totalxpspent":"Total XP spent", + "advancementtaken:":"Advancements Taken:", + "othernotes:":"Other Notes:", + "result":"Result", + "rollcharism":"Roll : Charm", + "rollawareness":"Roll : Awareness", + "rollbarter":"Roll : Barter", + "rollcarouse":"Roll : Carouse", + "rollclimb":"Roll : Climb", + "rollcommand":"Roll : Command", + "rollconcealment":"Roll : Concealment", + "rollcontortionist":"Roll : Contortionist", + "rolldeceive":"Roll : Deceive", + "rolldisguise":"Roll : Diguise", + "rolldodge":"Roll : Dodge", + "rollevaluate":"Roll : Evaluate", + "rollgamble":"Roll : Gamble", + "rollinquiry":"Roll : Inquiry", + "rollintimidate":"Roll : Intimidate", + "rolllogic":"Roll : Logic", + "rollscrutiny":"Roll : Scrutiny", + "rollsearch":"Roll : Search", + "rollsilentmove":"Roll : Silent Move", + "rollswim":"Roll : Swim", + "rollws":"Roll : Weapons Skill", + "rollbs":"Roll : Ballistic Skill", + "rolls":"Roll : Strength", + "rollt":"Roll : Toughness", + "rollag":"Roll : Agility", + "rollint":"Roll : Intelligence", + "rollper":"Roll : Perception", + "rollwp":"Roll : Willpower", + "rollfel":"Roll : Fellowship", + "rollspeaklow":"Roll : Speak Language (Low Gothic)", + "resultpsy:":"Psy Power Result:", + "threshold:":"Threshold:", + "tohit":"to Hit", + "target:":"Target :", + "success:":"Success :", + "failure:":"Failure :", + "degreesofsuccess":"degrees of success", + "degreesoffailure":"degrees of failure" +} \ No newline at end of file diff --git a/Dark_Heresy/translations/zu.json b/Dark_Heresy/translations/zu.json new file mode 100644 index 000000000000..4c3ff0f65441 --- /dev/null +++ b/Dark_Heresy/translations/zu.json @@ -0,0 +1,154 @@ +{ + "skills-list":"crwdns42647:0crwdne42647:0", + "charactername":"crwdns42067:0crwdne42067:0", + "playername":"crwdns42068:0crwdne42068:0", + "homeworld":"crwdns42069:0crwdne42069:0", + "careerpath":"crwdns42070:0crwdne42070:0", + "rank":"crwdns42071:0crwdne42071:0", + "divination":"crwdns42072:0crwdne42072:0", + "quirck":"crwdns42073:0crwdne42073:0", + "gender":"crwdns42074:0crwdne42074:0", + "build":"crwdns42075:0crwdne42075:0", + "dh-height":"crwdns42076:0crwdne42076:0", + "weight":"crwdns42077:0crwdne42077:0", + 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"intimidates":"crwdns42098:0crwdne42098:0", + "logicint":"crwdns42099:0crwdne42099:0", + "scrutinyper":"crwdns42100:0crwdne42100:0", + "searchper":"crwdns42101:0crwdne42101:0", + "silentmoveag":"crwdns42102:0crwdne42102:0", + "swims":"crwdns42103:0crwdne42103:0", + "weapontrainings":"crwdns42104:0crwdne42104:0", + "weapontraining":"crwdns42650:0crwdne42650:0", + "talentsandntraits":"crwdns42105:0crwdne42105:0", + "characteristics":"crwdns42106:0crwdne42106:0", + "weaponskillws":"crwdns42107:0crwdne42107:0", + "ballisticskillbs":"crwdns42108:0crwdne42108:0", + "strengths":"crwdns42109:0crwdne42109:0", + "toughnesst":"crwdns42110:0crwdne42110:0", + "agilityag":"crwdns42111:0crwdne42111:0", + "intelligenceint":"crwdns42112:0crwdne42112:0", + "perceptionper":"crwdns42113:0crwdne42113:0", + "willpowerwp":"crwdns42114:0crwdne42114:0", + "fellowshi`fel":"crwdns42115:0crwdne42115:0", + "advancedskills":"crwdns42116:0crwdne42116:0", + "roll":"crwdns42117:0crwdne42117:0", + "speaklanguagelowgothic":"crwdns42118:0crwdne42118:0", + "(s)":"crwdns42119:0crwdne42119:0", + "(t)":"crwdns42120:0crwdne42120:0", + "(ag)":"crwdns42121:0crwdne42121:0", + "(int)":"crwdns42122:0crwdne42122:0", + "(per)":"crwdns42123:0crwdne42123:0", + "(wp)":"crwdns42124:0crwdne42124:0", + "(fel)":"crwdns42125:0crwdne42125:0", + "psychicpowers":"crwdns42126:0crwdne42126:0", + "psychicdiscipline":"crwdns42127:0crwdne42127:0", + "minorpower":"crwdns42128:0crwdne42128:0", + "disciplinepower":"crwdns42129:0crwdne42129:0", + "mutations":"crwdns42130:0crwdne42130:0", + "talentsandtraits":"crwdns42131:0crwdne42131:0", + "meleeweapons":"crwdns42132:0crwdne42132:0", + "name:":"crwdns42133:0crwdne42133:0", + "class:":"crwdns42134:0crwdne42134:0", + "damage:":"crwdns42135:0crwdne42135:0", + "pen:":"crwdns42136:0crwdne42136:0", + "damage":"crwdns42137:0crwdne42137:0", + "special:":"crwdns42138:0crwdne42138:0", + "hit":"crwdns42139:0crwdne42139:0", + "movement":"crwdns42140:0crwdne42140:0", + 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"current:":"crwdns42164:0crwdne42164:0", + "insanity":"crwdns42165:0crwdne42165:0", + "insanitypoints:":"crwdns42166:0crwdne42166:0", + "degreeofmadness:":"crwdns42167:0crwdne42167:0", + "corruption":"crwdns42168:0crwdne42168:0", + "corruptionpoints:":"crwdns42169:0crwdne42169:0", + "degreeofcorruption:":"crwdns42170:0crwdne42170:0", + "experiencepoints":"crwdns42171:0crwdne42171:0", + "xptospend":"crwdns42172:0crwdne42172:0", + "totalxpspent":"crwdns42173:0crwdne42173:0", + "advancementtaken:":"crwdns42174:0crwdne42174:0", + "othernotes:":"crwdns42175:0crwdne42175:0", + "result":"crwdns42651:0crwdne42651:0", + "rollcharism":"crwdns42652:0crwdne42652:0", + "rollawareness":"crwdns42653:0crwdne42653:0", + "rollbarter":"crwdns42654:0crwdne42654:0", + "rollcarouse":"crwdns42655:0crwdne42655:0", + "rollclimb":"crwdns42656:0crwdne42656:0", + "rollcommand":"crwdns42657:0crwdne42657:0", + "rollconcealment":"crwdns42658:0crwdne42658:0", + "rollcontortionist":"crwdns42659:0crwdne42659:0", + "rolldeceive":"crwdns42660:0crwdne42660:0", + "rolldisguise":"crwdns42661:0crwdne42661:0", + "rolldodge":"crwdns42662:0crwdne42662:0", + "rollevaluate":"crwdns42663:0crwdne42663:0", + "rollgamble":"crwdns42664:0crwdne42664:0", + "rollinquiry":"crwdns42665:0crwdne42665:0", + "rollintimidate":"crwdns42666:0crwdne42666:0", + "rolllogic":"crwdns42667:0crwdne42667:0", + "rollscrutiny":"crwdns42668:0crwdne42668:0", + "rollsearch":"crwdns42669:0crwdne42669:0", + "rollsilentmove":"crwdns42670:0crwdne42670:0", + "rollswim":"crwdns42671:0crwdne42671:0", + "rollws":"crwdns42672:0crwdne42672:0", + "rollbs":"crwdns42673:0crwdne42673:0", + "rolls":"crwdns56674:0crwdne56674:0", + "rollt":"crwdns42675:0crwdne42675:0", + "rollag":"crwdns42676:0crwdne42676:0", + "rollint":"crwdns42677:0crwdne42677:0", + "rollper":"crwdns42678:0crwdne42678:0", + "rollwp":"crwdns42679:0crwdne42679:0", + "rollfel":"crwdns42680:0crwdne42680:0", + "rollspeaklow":"crwdns42681:0crwdne42681:0", + "resultpsy:":"crwdns42682:0crwdne42682:0", + "threshold:":"crwdns42683:0crwdne42683:0", + "tohit":"crwdns42684:0crwdne42684:0", + "target:":"crwdns42685:0crwdne42685:0", + "success:":"crwdns42686:0crwdne42686:0", + "failure:":"crwdns42687:0crwdne42687:0", + "degreesofsuccess":"crwdns42688:0crwdne42688:0", + "degreesoffailure":"crwdns42689:0crwdne42689:0" +} \ No newline at end of file diff --git a/Dark_Heresy_2ed/DarkHeresy2ed.html b/Dark_Heresy_2ed/DarkHeresy2ed.html index 5c0bbe1bfdea..a08696241515 100644 --- a/Dark_Heresy_2ed/DarkHeresy2ed.html +++ b/Dark_Heresy_2ed/DarkHeresy2ed.html @@ -2376,6 +2376,7 @@

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    +
    +
    \ No newline at end of file diff --git a/Dark_Heresy_French/DarkHeresyFrenchStyle.css b/Dark_Heresy_French/DarkHeresyFrenchStyle.css index ae9645de15bc..466aa8093d6c 100644 --- a/Dark_Heresy_French/DarkHeresyFrenchStyle.css +++ b/Dark_Heresy_French/DarkHeresyFrenchStyle.css @@ -1,3 +1,73 @@ +/*----------- Tabs Setup -------------*/ + +/*this hides the contents of each tab by default*/ +.charsheet div[class^="sheet-section"] { + display: none; +} + +/*this shows the tab content when the appropriate input field is selected*/ +.charsheet input.sheet-tab1:checked ~ div.sheet-section-core, +.charsheet input.sheet-tab2:checked ~ div.sheet-section-gear, +.charsheet input.sheet-tab3:checked ~ div.sheet-section-advancements, +.charsheet input.sheet-tab4:checked ~ div.sheet-section-npcsandminions, +.charsheet input.sheet-tab5:checked ~ div.sheet-section-journal, +.charsheet input.sheet-tab6:checked ~ div.sheet-section-vehicles, +.charsheet input.sheet-tab7:checked ~ div.sheet-section-psykana, +.charsheet input.sheet-tab8:checked ~ div.sheet-section-social { + display: block; +} + +.btn:focus { + border-color: red; +} + +.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] { + display: block; +} + +/*this hides the radio button for each tab, makes it 100px wide and 40px tall and makes sure it's above everything else*/ +.charsheet input.sheet-tab { + width: 100px; + height: 40px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +/*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 12px; + background: rgba(229, 229, 229, 0.34); + color: black; + border: solid 1px rgba(0, 0, 0, 0.21); + font-weight: bold; + border-radius: 35px; + width: 95px; + height: 40px; + cursor: pointer; + position: relative; + vertical-align: middle; + margin-left: -104px; +} + +/*this modifies the span color once the radio button is selected so you know which tab is selected*/ +.charsheet input.sheet-tab1:checked + span.sheet-tab1, +.charsheet input.sheet-tab2:checked + span.sheet-tab2, +.charsheet input.sheet-tab3:checked + span.sheet-tab3, +.charsheet input.sheet-tab4:checked + span.sheet-tab4, +.charsheet input.sheet-tab5:checked + span.sheet-tab5, +.charsheet input.sheet-tab6:checked + span.sheet-tab6, +.charsheet input.sheet-tab7:checked + span.sheet-tab7, +.charsheet input.sheet-tab8:checked + span.sheet-tab8, +.charsheet input.sheet-tab99:checked + span.sheet-tab99 { + background: #6d131b; + color: #eaeaea; + border-radius: 35px; +} + /* CSS Reset */{} .charsheet .sheet-wrapper div, .charsheet .sheet-wrapper span, .charsheet .sheet-wrapper label, .charsheet .sheet-wrapper h1, .charsheet .sheet-wrapper h2, .charsheet .sheet-wrapper h3, .charsheet .sheet-wrapper h4, .charsheet .sheet-wrapper h5, .charsheet .sheet-wrapper h6, .charsheet .sheet-wrapper p, diff --git a/Dark_Heresy_French/readme.md b/Dark_Heresy_French/readme.md index d1dc635d235f..8fa901e89329 100644 --- a/Dark_Heresy_French/readme.md +++ b/Dark_Heresy_French/readme.md @@ -18,4 +18,4 @@ Avec les armes, cliquer sur 'Jet' lance une attaque, cliquer sur Dégats lance l Le lancé le plus important est le jet %{characteristic}. ([[(@{characteristic}+?{Modifier|0}-1d100)/10]] degré(s) de réussite !) Cela prend les caractéristique de la liste, ensuite vous pouvez ajouter un bonus/malus, ensuite cela lance un d100 et soustrait le modificateur. Le tout divisé par 10 pour vous donner le degrés de succès. - +Ajout pour la version fr, les pouvoir psy ont été séparé dans une autre page, merci à Shawn Abreu pour le code original diff --git a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css index 20b255d7e57e..1e396cdbb68a 100644 --- a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css +++ b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css @@ -16,6 +16,9 @@ Background colour of enabled elements: Sheet background colour at saturation 20 and value 100 (HSV model) # Roll Template Background Colours +Initiative: #f2f2f2 (a light grey) + derived from success + Confirmed Critical Success: #e8cdf2 (a light purple) derived from success @@ -25,7 +28,7 @@ One Critical Success: #cdf2f1 (a light cyan) Uncritical Success: #d7f2cd (a light green) Harmonizes with roll20 design -Uncritical Failure: #f2cdcd (a light red) +Uncritical Failure: #f2f1cd (a light yellow) derived from success One Critical Failure: #f2e3cd (a light orange) @@ -41,6 +44,7 @@ Warning/hint: #f2f2f2 (a light grey) # Roll Template Table Border Colours All derived from the corresponding background colours (value 70 in HSV model) +Initiative: #b3b3b3 (a grey) Confirmed Critical Success: #ab97b3 (a purple) One Critical Success: #97b3b2 (a cyan) Uncritical Success: #9fb397 (a green) @@ -263,6 +267,67 @@ The solution: convert the s to type="text" and make them look like normal vertical-align: middle; padding: 1px } + +/*----------------------------------------------Combat--------------------------------------*/ +.charsheet table.sheet-table-armour-zones td { + text-align: left; +} + +.charsheet table.sheet-table-armour-zones td.sheet-table-armour-zones-center-cell { + text-align: center; +} + +.charsheet table.sheet-table-armour-zones td.sheet-table-armour-zones-right-cell { + text-align: right; +} + +.charsheet input.sheet-distance-class { + width: 5em; +} + +.charsheet table.sheet-hideable-melee-weapons { + margin-top: 1em; + margin-left: auto; + margin-right: auto; +} + +.charsheet .sheet-hide-melee-weapon-1:not(:checked) ~ table tr.sheet-hideable-melee-weapon-1, +.charsheet .sheet-hide-melee-weapon-2:not(:checked) ~ table tr.sheet-hideable-melee-weapon-2, +.charsheet .sheet-hide-melee-weapon-3:not(:checked) ~ table tr.sheet-hideable-melee-weapon-3, +.charsheet .sheet-hide-melee-weapon-4:not(:checked) ~ table tr.sheet-hideable-melee-weapon-4 { + display: none; +} + +.charsheet .sheet-hide-melee-weapon-1:not(:checked) ~ .sheet-hide-melee-weapon-2:not(:checked) ~ .sheet-hide-melee-weapon-3:not(:checked) ~ .sheet-hide-melee-weapon-4:not(:checked) ~ table.sheet-hideable-melee-weapons { + display: none; +} + +.charsheet table.sheet-hideable-melee-weapons input[type="text"]:disabled.sheet-stat-immutable { + text-align: center; +} + +.charsheet input.sheet-input-weapon-name, +.charsheet input[type="text"]:disabled.sheet-input-weapon-name { + width: 11em; +} + +.charsheet table.sheet-table-defensive-actions { + margin-left: 1em; + margin-right: 1em; +} + +.charsheet table.sheet-table-offensive-actions, +.charsheet table.sheet-table-defensive-actions, +.charsheet table.sheet-table-armour-zones { + border: 0.2em solid #806940; + border-collapse: separate; + padding: 0.4em; +} + +.charsheet table.sheet-table-armour-zones input[type="text"]:disabled.sheet-stat-immutable { + text-align: center; +} + /*-------------------------------------------------Tabs--------------------------------------*/ .charsheet div[class^="sheet-section"] { @@ -421,6 +486,64 @@ The solution: convert the s to type="text" and make them look like normal .charsheet .sheet-versteckeLiturgien:checked ~ table tr.sheet-hideable-ke { display: none; } +.charsheet .sheet-verstecke-dz-magie:checked + div.sheet-hideable-dz-magie { + display: none; +} + +/* Manoeuvre-related hiding */ +.charsheet .sheet-hide-man-finte-o-sf:checked ~ table tr.sheet-hideable-man-finte-o-sf, +.charsheet .sheet-hide-man-wuchtschlag-o-sf:checked ~ table tr.sheet-hideable-man-wuchtschlag-o-sf, +.charsheet .sheet-hide-man-meisterlichesentwaffnen:checked ~ table tr.sheet-hideable-man-entwaffnen { + display: none!important; +} + +.charsheet .sheet-hide-man-finte-m-sf:not(:checked) ~ table tr.sheet-hideable-man-finte-m-sf, +.charsheet .sheet-hide-man-wuchtschlag-m-sf:not(:checked) ~ table tr.sheet-hideable-man-wuchtschlag-m-sf, +.charsheet .sheet-hide-man-ausfall:not(:checked) ~ table tr.sheet-hideable-man-ausfall, +.charsheet .sheet-hide-man-befreiungsschlag:not(:checked) ~ table tr.sheet-hideable-man-befreiungsschlag, +.charsheet .sheet-hide-man-betaubungsschlag:not(:checked) ~ table tr.sheet-hideable-man-betaubungsschlag, +.charsheet .sheet-hide-man-doppelangriff:not(:checked) ~ table tr.sheet-hideable-man-doppelangriff, +.charsheet .sheet-hide-man-entwaffnen:not(:checked) ~ table tr.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-festnageln:not(:checked) ~ table tr.sheet-hideable-man-festnageln, +.charsheet .sheet-hide-man-gezielterstich:not(:checked) ~ table tr.sheet-hideable-man-gezielterstich, +.charsheet .sheet-hide-man-hammerschlag:not(:checked) ~ table tr.sheet-hideable-man-hammerschlag, +.charsheet .sheet-hide-man-klingensturm:not(:checked) ~ table tr.sheet-hideable-man-klingensturm, +.charsheet .sheet-hide-man-meisterlichesentwaffnen:not(:checked) ~ table tr.sheet-hideable-man-meisterlichesentwaffnen, +.charsheet .sheet-hide-man-niederwerfen:not(:checked) ~ table tr.sheet-hideable-man-niederwerfen, +.charsheet .sheet-hide-man-schildspalter:not(:checked) ~ table tr.sheet-hideable-man-schildspalter, +.charsheet .sheet-hide-man-sturmangriff:not(:checked) ~ table tr.sheet-hideable-man-sturmangriff, +.charsheet .sheet-hide-man-todvonlinks:not(:checked) ~ table tr.sheet-hideable-man-todvonlinks, +.charsheet .sheet-hide-man-todesstoss:not(:checked) ~ table tr.sheet-hideable-man-todesstoss, +.charsheet .sheet-hide-man-umreissen:not(:checked) ~ table tr.sheet-hideable-man-umreissen, +.charsheet .sheet-hide-man-gezieltes-ausweichen:not(:checked) ~ table tr.sheet-hideable-man-gezieltes-ausweichen, +.charsheet .sheet-hide-man-binden:not(:checked) ~ table tr.sheet-hideable-man-binden, +.charsheet .sheet-hide-man-gegenhalten:not(:checked) ~ table tr.sheet-hideable-man-gegenhalten, +.charsheet .sheet-hide-man-klingenwand:not(:checked) ~ table tr.sheet-hideable-man-klingenwand, +.charsheet .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-meisterparade, +.charsheet .sheet-hide-man-waffezerbrechen:not(:checked) ~ table tr.sheet-hideable-man-waffezerbrechen, +.charsheet .sheet-hide-man-windmuehle:not(:checked) ~ table tr.sheet-hideable-man-windmuehle { + display: none; +} + +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { + display: none; +} + +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { + display: table-row; +} + +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { + display: table-row; +} + +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { + display: table-row; +} /* Talent Pseudo Tables */ .charsheet .sheet-talent-cell { @@ -456,7 +579,6 @@ The solution: convert the s to type="text" and make them look like normal width: 2em !important; } -.charsheet .sheet-talent-ebe, .charsheet .sheet-talent-at, .charsheet .sheet-talent-pa, .charsheet .sheet-talent-komp, @@ -468,6 +590,7 @@ The solution: convert the s to type="text" and make them look like normal width: 14em !important; } +.charsheet .sheet-talent-ebe, .charsheet .sheet-talent-probe { width: 6em !important; } @@ -955,7 +1078,31 @@ The solution: convert the s to type="text" and make them look like normal .charsheet .sheet-talent-zauber-zauberzwang:checked + div.sheet-zauber, .charsheet .sheet-talent-zauber-zorn:checked + div.sheet-zauber, .charsheet .sheet-talent-zauber-zunge:checked + div.sheet-zauber, -.charsheet .sheet-talent-zauber-zwingtanz:checked + div.sheet-zauber { +.charsheet .sheet-talent-zauber-zwingtanz:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-agrimothbann:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-belzhorashbann:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-bienenschwarm:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-entfesselung-des-getiers:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-gebieter-der-tiefe:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-geschoss-der-niederhoellen:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-grolmenseele:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-hauch-der-tiefen-tochter:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-hexagramma-dschinnenbann:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-hornissenruf:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-igniflumen-flammenspur:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-igniqueris-feuerkragen:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-leib-aus-tausend-fliegen:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-schlangenruf:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-seelenfeuer-lichterloh:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-sphaerovisio-schreckensbild:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-spinnennetz:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-spinnenruf:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-tanz-der-erloesung:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-thargunitothbann:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-tierruf:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-unsichtbare-glut:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-valetudo-lebenskraft:checked + div.sheet-zauber, +.charsheet .sheet-talent-zauber-dz-weisheit-der-steine:checked + div.sheet-zauber { display: inline-block; white-space: nowrap; } @@ -963,12 +1110,21 @@ The solution: convert the s to type="text" and make them look like normal .charsheet .sheet-talent { display: none; } + + +/*--------------------------------------------Configuration-------------------------------------*/ +.charsheet .sheet-hide { + visibility: hidden; +} + /*--------------------------------------------Roll Templates-------------------------------------*/ .sheet-rolltemplate-DSA-Eigenschaft table, .sheet-rolltemplate-DSA-Liturgien table, .sheet-rolltemplate-DSA-Zauber table, .sheet-rolltemplate-DSA-Talente table, +.sheet-rolltemplate-DSA-Talente-eBE table, +.sheet-rolltemplate-DSA-Initiative table, .sheet-rolltemplate-DSA-Nahkampf-AT table, .sheet-rolltemplate-DSA-Nahkampf-PA table, .sheet-rolltemplate-DSA-Fernkampf-AT table, @@ -983,6 +1139,12 @@ The solution: convert the s to type="text" and make them look like normal color: #000000; } +/* Initiative */ +.sheet-rolltemplate-DSA-Initiative table { + background-color: #f2f2f2; + border-color: #b3b3b3; +} + /* 1d20: success, critical, confirmed (1 and check succeeded) */ .sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-succ-crc, .sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-succ-crc, @@ -1006,6 +1168,7 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien table.sheet-templates-succ-uncr, .sheet-rolltemplate-DSA-Zauber table.sheet-templates-succ-uncr, .sheet-rolltemplate-DSA-Talente table.sheet-templates-succ-uncr, +.sheet-rolltemplate-DSA-Talente-eBE table.sheet-templates-succ-uncr, .sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-succ-uncr, .sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-succ-uncr, .sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-succ-uncr, @@ -1020,6 +1183,7 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien table.sheet-templates-fail-uncr, .sheet-rolltemplate-DSA-Zauber table.sheet-templates-fail-uncr, .sheet-rolltemplate-DSA-Talente table.sheet-templates-fail-uncr, +.sheet-rolltemplate-DSA-Talente-eBE table.sheet-templates-fail-uncr, .sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-fail-uncr, .sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-fail-uncr, .sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-fail-uncr, @@ -1053,6 +1217,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Eigenschaft th, .sheet-rolltemplate-DSA-Liturgien th, .sheet-rolltemplate-DSA-Talente th, +.sheet-rolltemplate-DSA-Talente-eBE th, +.sheet-rolltemplate-DSA-Initiative th, .sheet-rolltemplate-DSA-Zauber th, .sheet-rolltemplate-DSA-Nahkampf-AT th, .sheet-rolltemplate-DSA-Nahkampf-PA th, @@ -1071,6 +1237,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien td, .sheet-rolltemplate-DSA-Zauber td, .sheet-rolltemplate-DSA-Talente td, +.sheet-rolltemplate-DSA-Talente-eBE td, +.sheet-rolltemplate-DSA-Initiative td, .sheet-rolltemplate-DSA-Nahkampf-AT td, .sheet-rolltemplate-DSA-Nahkampf-PA td, .sheet-rolltemplate-DSA-Kampf-Ausweichen td, @@ -1085,6 +1253,7 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien td.sheet-templates-result, .sheet-rolltemplate-DSA-Zauber td.sheet-templates-result, .sheet-rolltemplate-DSA-Talente td.sheet-templates-result, +.sheet-rolltemplate-DSA-Talente-eBE td.sheet-templates-result, .sheet-rolltemplate-DSA-Nahkampf-AT td.sheet-templates-result, .sheet-rolltemplate-DSA-Nahkampf-PA td.sheet-templates-result, .sheet-rolltemplate-DSA-Kampf-Ausweichen td.sheet-templates-result, @@ -1097,56 +1266,39 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-succ-uncr span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-succ-cru span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-succ-crc span.sheet-templates-result-content:before { - content: "Attacke gelungen"; -} - -.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-fail-uncr span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-fail-cru span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-fail-crc span.sheet-templates-result-content:before { - content: "Attacke misslungen"; -} - +.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-succ-crc span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-succ-uncr span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-succ-cru span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-succ-crc span.sheet-templates-result-content:before { - content: "Parade gelungen"; -} - -.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-fail-uncr span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-fail-cru span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-fail-crc span.sheet-templates-result-content:before { - content: "Parade misslungen"; -} - +.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-succ-crc span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-succ-uncr span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-succ-cru span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-succ-crc span.sheet-templates-result-content:before { - content: "Ausweichen gelungen"; -} - -.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-fail-uncr span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-fail-cru span.sheet-templates-result-content:before, -.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-fail-crc span.sheet-templates-result-content:before { - content: "Ausweichen misslungen"; -} - +.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-succ-crc span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Fernkampf-AT table.sheet-templates-succ-uncr span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Fernkampf-AT table.sheet-templates-succ-cru span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Fernkampf-AT table.sheet-templates-succ-crc span.sheet-templates-result-content:before { - content: "Fernkampfangriff gelungen"; + content: "gelungen"; } +.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-fail-uncr span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-fail-cru span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Nahkampf-AT table.sheet-templates-fail-crc span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-fail-uncr span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-fail-cru span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Nahkampf-PA table.sheet-templates-fail-crc span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-fail-uncr span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-fail-cru span.sheet-templates-result-content:before, +.sheet-rolltemplate-DSA-Kampf-Ausweichen table.sheet-templates-fail-crc span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Fernkampf-AT table.sheet-templates-fail-uncr span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Fernkampf-AT table.sheet-templates-fail-cru span.sheet-templates-result-content:before, .sheet-rolltemplate-DSA-Fernkampf-AT table.sheet-templates-fail-crc span.sheet-templates-result-content:before { - content: "Fernkampfangriff misslungen"; + content: "misslungen"; } .sheet-rolltemplate-DSA-Eigenschaft td.sheet-templates-warning, .sheet-rolltemplate-DSA-Liturgien td.sheet-templates-warning, .sheet-rolltemplate-DSA-Zauber td.sheet-templates-warning, .sheet-rolltemplate-DSA-Talente td.sheet-templates-warning, +.sheet-rolltemplate-DSA-Talente-eBE td.sheet-templates-warning, .sheet-rolltemplate-DSA-Nahkampf-AT td.sheet-templates-warning, .sheet-rolltemplate-DSA-Nahkampf-PA td.sheet-templates-warning, .sheet-rolltemplate-DSA-Kampf-Ausweichen td.sheet-templates-warning, @@ -1159,8 +1311,10 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Eigenschaft span.sheet-abbr, .sheet-rolltemplate-DSA-Liturgien span.sheet-abbr, -.sheet-rolltemplate-DSA-Talente span.sheet-abbr, .sheet-rolltemplate-DSA-Zauber span.sheet-abbr, +.sheet-rolltemplate-DSA-Talente span.sheet-abbr, +.sheet-rolltemplate-DSA-Talente-eBE span.sheet-abbr, +.sheet-rolltemplate-DSA-Initiative span.sheet-abbr, .sheet-rolltemplate-DSA-Nahkampf-AT span.sheet-abbr, .sheet-rolltemplate-DSA-Nahkampf-PA span.sheet-abbr, .sheet-rolltemplate-DSA-Kampf-Ausweichen span.sheet-abbr, @@ -1176,6 +1330,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien .inlinerollresult, .sheet-rolltemplate-DSA-Zauber .inlinerollresult, .sheet-rolltemplate-DSA-Talente .inlinerollresult, +.sheet-rolltemplate-DSA-Talente-eBE .inlinerollresult, +.sheet-rolltemplate-DSA-Initiative .inlinerollresult, .sheet-rolltemplate-DSA-Nahkampf-AT .inlinerollresult, .sheet-rolltemplate-DSA-Nahkampf-PA .inlinerollresult, .sheet-rolltemplate-DSA-Kampf-Ausweichen .inlinerollresult, @@ -1187,6 +1343,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Zauber .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Talente .inlinerollresult.fullcrit, +.sheet-rolltemplate-DSA-Talente-eBE .inlinerollresult.fullcrit, +.sheet-rolltemplate-DSA-Initiative .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Nahkampf-AT .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Nahkampf-PA .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Kampf-Ausweichen .inlinerollresult.fullcrit, @@ -1198,6 +1356,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Zauber .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Talente .inlinerollresult.fullfail, +.sheet-rolltemplate-DSA-Talente-eBE .inlinerollresult.fullfail, +.sheet-rolltemplate-DSA-Initiative .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Nahkampf-AT .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Nahkampf-PA .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Kampf-Ausweichen .inlinerollresult.fullfail, @@ -1209,6 +1369,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Liturgien .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Zauber .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Talente .inlinerollresult.importantroll, +.sheet-rolltemplate-DSA-Talente-eBE .inlinerollresult.importantroll, +.sheet-rolltemplate-DSA-Initiative .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Nahkampf-AT .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Nahkampf-PA .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Kampf-Ausweichen .inlinerollresult.importantroll, diff --git a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html index dbc616a8853c..d501e6ce7a00 100644 --- a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html +++ b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html @@ -22,8 +22,8 @@ Götterwirken - - Kampfwerte + + Kampf Notizen @@ -321,6 +321,14 @@ Geldbeutel + + + + + + +
    Tragkraft in U: Last in U: Behinderung aus Last:
    +
    @@ -612,7 +620,7 @@ - +
    GE: KO: KK: BE: BE:

    @@ -624,7 +632,7 @@

    Kampftechniken

    Kampftechnik
    Stf.
    -
    BE
    +
    eBE
    Spezialisierung
    AT
    PA
    @@ -980,7 +988,7 @@

    Körperliche Talente

    Talent
    Eigenschaften
    -
    BE
    +
    eBE
    Spezialisierung
    TaW
    Probe
    @@ -1021,7 +1029,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -1063,7 +1071,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -1105,7 +1113,7 @@

    Körperliche Talente

    -
    BE
    +
    @@ -1147,7 +1155,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -1189,7 +1197,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -1231,7 +1239,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -1273,7 +1281,7 @@

    Körperliche Talente

    -
    BE−2
    +
    @@ -1315,7 +1323,7 @@

    Körperliche Talente

    -
    BE
    +
    @@ -1357,7 +1365,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -1441,7 +1449,7 @@

    Körperliche Talente

    -
    BE−2
    +
    @@ -1483,7 +1491,7 @@

    Körperliche Talente

    -
    BE−3
    +
    @@ -1567,7 +1575,7 @@

    Körperliche Talente

    -
    BE−2
    +
    @@ -1609,7 +1617,7 @@

    Körperliche Talente

    -
    BE−4
    +
    @@ -1651,7 +1659,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -1693,7 +1701,7 @@

    Körperliche Talente

    -
    BEx2
    +
    @@ -6292,7 +6300,7 @@

    Metatalente

    GE: KO: KK: - BE: + BE:
    @@ -6421,6 +6429,16 @@

    Zauber


    + +
    +
    +
    MU/CH/KO + Mod.
    + + +
    DZ
    + +
    +
    @@ -6683,6 +6701,16 @@

    Zauber


    + +
    +
    +
    MU/CH/KO + Mod.
    + + +
    DZ
    + +
    +
    @@ -6703,6 +6731,16 @@

    Zauber


    + +
    +
    +
    MU/CH/CH
    + + +
    DZ
    + +
    +
    @@ -7073,6 +7111,16 @@

    Zauber


    + +
    +
    +
    KL/CH/KO + MR
    + + +
    DZ
    + +
    +
    @@ -7233,6 +7281,16 @@

    Zauber


    + +
    +
    +
    MU/CH/KO
    + + +
    DZ
    + +
    +
    @@ -7283,6 +7341,16 @@

    Zauber


    + +
    +
    +
    CH/FF/KK
    + + +
    DZ
    + +
    +
    @@ -7313,6 +7381,16 @@

    Zauber


    + +
    +
    +
    KL/CH/FF
    + + +
    DZ
    + +
    +
    @@ -7373,6 +7451,16 @@

    Zauber


    + +
    +
    +
    KL/CH/KK + MR
    + + +
    DZ
    + +
    +
    @@ -7423,6 +7511,16 @@

    Zauber


    + +
    +
    +
    MU/MU/IN + Mod.
    + + +
    DZ
    + +
    +
    @@ -7513,6 +7611,16 @@

    Zauber


    + +
    +
    +
    MU/CH/CH
    + + +
    DZ
    + +
    +
    @@ -7553,6 +7661,16 @@

    Zauber


    + +
    +
    +
    MU/KL/KO
    + + +
    DZ
    + +
    +
    @@ -7583,6 +7701,16 @@

    Zauber


    + +
    +
    +
    KL/CH/KK + MR
    + + +
    DZ
    + +
    +
    @@ -7893,6 +8021,16 @@

    Zauber


    + +
    +
    +
    IN/CH/KO
    + + +
    DZ
    + +
    +
    @@ -8643,6 +8781,16 @@

    Zauber


    + +
    +
    +
    MU/CH/CH
    + + +
    DZ
    + +
    +
    @@ -8673,6 +8821,16 @@

    Zauber


    + +
    +
    +
    MU/MU/KO + MR
    + + +
    DZ
    + +
    +
    @@ -8793,6 +8951,16 @@

    Zauber


    + +
    +
    +
    MU/KL/FF
    + + +
    DZ
    + +
    +
    @@ -8803,6 +8971,26 @@

    Zauber


    + +
    +
    +
    IN/FF/KO
    + + +
    DZ
    + +
    +
    + +
    +
    +
    MU/CH/CH
    + + +
    DZ
    + +
    +
    @@ -8893,6 +9081,16 @@

    Zauber


    + +
    +
    +
    MU/CH/CH + Mod.
    + + +
    DZ
    + +
    +
    @@ -8913,6 +9111,16 @@

    Zauber


    + +
    +
    +
    MU/CH/KO + Mod.
    + + +
    DZ
    + +
    +
    @@ -8933,6 +9141,16 @@

    Zauber


    + +
    +
    +
    MU/CH/CH
    + + +
    DZ
    + +
    +
    @@ -9023,6 +9241,16 @@

    Zauber


    + +
    +
    +
    KL/IN/FF
    + + +
    DZ
    + +
    +
    @@ -9033,6 +9261,16 @@

    Zauber


    + +
    +
    +
    IN/GE/KO
    + + +
    DZ
    + +
    +
    @@ -9203,6 +9441,16 @@

    Zauber


    + +
    +
    +
    MU/IN/KO + Mod.
    + + +
    DZ
    + +
    +
    @@ -9716,6 +9964,44 @@

    Zauber

    + +
    +
    Dunkle Zeiten
    + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    @@ -9851,13 +10137,13 @@

    Zauber

    - + Ausrüstung - + Nahkampf - + Fernkampf - + Sonderfertigk.
    @@ -9866,6 +10152,7 @@

    Nahkampfwaffen

    + @@ -9880,8 +10167,9 @@

    Nahkampfwaffen

    + + + + @@ -11320,350 +11542,306 @@

    Bewaffneter Nahkampf

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + -
    SpezAktiv Waffe Kampftechnik TP/KK - + - + - + - + - - - + + + + -
    GS - - INI - - LE + GS + + IB + + BE + mit W6 + LE Schips + Schips
    - + + + + + +
    - - - - - - - - - - + + + + + + + + - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    KoBrRüBaLARALBRBBEAktive WaffeATPATPTP/KKDKINIBF
    - - - - - - - - - - - - - - - - - -
    W6 +
    W6 +
    W6 +
    W6 +
    -
    - - - - + + + + + + + + + + + + + + + + + + + + + +
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    AngriffWertProben
    Attacke: - - - - -
    Passierschlag: - -   - -
    Trefferpunkte: - W + - - - - -
    Patzer: - -
    -
    -
    -
    Verteidigung -
    -
    Wert -
    -
    Proben -
    -
    -
    -
    Waffenparade:
    - - - -
    -
    -
    Waffenparadepatzer:
    - -
    - - -
    -
    Ausweichen:
    - - -
    -
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    AngriffProben
    ManöverProben
    - + + + + + + + + + + +
    - - - - + + - - - - + + - - + + + + + + - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Basismanöver - Ansage - Mod - TP + - ParadeProben
    Finte: - - - -
    Wuchtschlag: - - - - - - -
    - - - -
    ManöverProben
    -
    - - +
    - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    HauptwaffeATPADKINIBF aktuell/minAktiv
    - - - - - - - - - - - / - - - -
    - - - - - - - - - - - / - - - -
    - - - - - - - - - - - / - - - -
    - - - - - - - - - - - / - - - -
    -
    -
    - -
    @@ -11112,8 +11334,8 @@

    Rüstung

    - +
    Aufmerksamkeit
    - + Ausfall
    Ausweichen I
    Ausweichen II
    Ausweichen III
    - + Befreiungsschlag
    Beidhändiger Kampf I
    Beidhändiger Kampf II
    - + Binden
    - + Betäubungsschlag
    Blindkampf
    Defensiver Kampfstil
    - + Doppelangriff
    - + Entwaffnen
    - + Festnageln
    - + Finte
    Formation
    - + Gegenhalten
    - + Gezielter Stich
    Halbschwert
    - + Hammerschlag
    Improvisierte Waffen
    Kampf im Wasser
    Kampfgespür
    Kampfreflexe
    - + Klingensturm
    Klingentänzer
    - + Klingenwand
    Linkhand
    - + Meisterliches Entwaffnen
    - + Meisterparade
    - + Niederwerfen
    - + Parierwaffen I
    Parierwaffen II
    Rüstungsgewöhnung I
    Rüstungsgewöhnung II
    Rüstungsgewöhnung III
    Schildkampf I
    Schildkampf II
    - + Schildspalter
    Schnellziehen
    Spießgespann
    - + Sturmangriff
    - + Tod von Links
    - + Todesstoß
    - + Umreißen
    Unterwasserkampf
    - + Waffe zerbrechen
    Waffenmeister
    + + Windmühle
    - + Wuchtschlag
    @@ -12320,19 +12498,38 @@

    Effekte der Wunden

    Optionalregeln
    - Verstecke Magie + Verstecke Magie +
    + Verstecke Aktivierung von Sprüchen aus „Dunkle Zeiten“
    - Verstecke Götterwirken + Verstecke Götterwirken
    Work in Progress +
    + + AT-Wert aus aktiver Waffe (bei Wahl mehrerer aktiver Waffen wird addiert!) + + + Anzahl an W6 aus aktiver Waffe (bei Wahl mehrerer aktiver Waffen wird addiert!) + + + Schadensbonus aus aktiver Waffe inkl. TP/KK (bei Wahl mehrerer aktiver Waffen wird addiert!) + + + PA-Wert aus aktiver Waffe (bei Wahl mehrerer aktiver Waffen wird addiert!) + + + Ausweichen-Wert für den Kampf + +
    - „Das Schwarze Auge“-Heldenbogen für Roll20.net, Version + „Das Schwarze Auge“-Heldenbogen für Roll20.net, Version
    Autoren: Gereon Heinemann (Original), Patrick Gebhardt, Steven 'Kreuvf' Koenig.
    Dank an: G V., Kai, SepDepp @@ -12349,16 +12546,49 @@

    Effekte der Wunden

    {{name}} - Talentprobe {{#rollGreater() Talent -1}}ge{{/rollGreater() Talent -1}}{{#rollLess() Talent 0}}miss{{/rollLess() Talent 0}}lungen ({{Talent}} TaP*). + Talentprobe {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} +{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} +{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} {{#rollGreater() Talent -1}}ge{{/rollGreater() Talent -1}}{{#rollLess() Talent 0}}miss{{/rollLess() Talent 0}}lungen ({{Talent}} TaP*). TaW: {{taw}} - Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} -{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} -{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Eigenschaften: {{stat1}}/{{stat2}}/{{stat3}} + + {{#rollWasCrit() Talent}} + + Auf Mehrfach-1 prüfen! + + {{/rollWasCrit() Talent}} + {{#rollWasFumble() Talent}} + + Auf Mehrfach-20 prüfen! + + {{/rollWasFumble() Talent}} + + + + +{{#rollGreater() Talent -1}} + +{{/rollGreater() Talent -1}} +{{#rollLess() Talent 0}} +
    +{{/rollLess() Talent 0}} + + + + + + + + + - + + {{#rollWasCrit() Talent}} @@ -12384,16 +12614,13 @@

    Effekte der Wunden

    - - - - - +{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} {{#rollGreater() Talent -1}}ge{{/rollGreater() Talent -1}}{{#rollLess() Talent 0}}miss{{/rollLess() Talent 0}}lungen ({{Talent}} ZfP*). - + + {{#rollWasCrit() Talent}} @@ -12419,16 +12646,13 @@

    Effekte der Wunden

    - - - - - +{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} {{#rollGreater() Liturgie -1}}ge{{/rollGreater() Liturgie -1}}{{#rollLess() Liturgie 0}}miss{{/rollLess() Liturgie 0}}lungen ({{Liturgie}} LkP*). - + + {{#rollWasCrit() Liturgie}} @@ -12474,7 +12698,9 @@

    Effekte der Wunden

    - - - + {{#rollWasCrit() Probe}} - + {{/rollWasCrit() Probe}} {{#rollWasFumble() Probe}} - + {{/rollWasFumble() Probe}}
    {{name}}
    Talentprobe {{#rollLess() modebe 0}}{{modebe}}{{/rollLess() modebe 0}} +{{#rollTotal() modebe 0}}±{{modebe}}{{/rollTotal() modebe 0}} +{{#rollGreater() modebe 0}}+{{modebe}}{{/rollGreater() modebe 0}} {{#rollGreater() Talent -1}}ge{{/rollGreater() Talent -1}}{{#rollLess() Talent 0}}miss{{/rollLess() Talent 0}}lungen ({{Talent}} TaP*).
    TaW: {{taw}}Eigenschaften: {{stat1}}/{{stat2}}/{{stat3}}
    Eigenschaften: {{stat1}}/{{stat2}}/{{stat3}}Mod.: {{mod}}eBE: {{ebe}}
    {{name}}
    Zauberprobe {{#rollGreater() Talent -1}}ge{{/rollGreater() Talent -1}}{{#rollLess() Talent 0}}miss{{/rollLess() Talent 0}}lungen ({{Talent}} ZfP*).
    ZfW: {{taw}}Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} + Zauberprobe {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} {{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} -{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}}
    Eigenschaften: {{stat1}}/{{stat2}}/{{stat3}}ZfW: {{taw}}Eigenschaften: {{stat1}}/{{stat2}}/{{stat3}}
    {{name}}
    Mirakelprobe {{#rollGreater() Liturgie -1}}ge{{/rollGreater() Liturgie -1}}{{#rollLess() Liturgie 0}}miss{{/rollLess() Liturgie 0}}lungen ({{Liturgie}} LkP*).
    LkW: {{lkw}}Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} + Mirakelprobe {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} {{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} -{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}}
    Eigenschaften: {{stat1}}/{{stat2}}/{{stat3}}LkW: {{lkw}}Eigenschaften: {{stat1}}/{{stat2}}/{{stat3}}
    {{name}}
    Eigenschaftsprobe + Eigenschaftsprobe {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} +{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} +{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} {{#rollGreater() Probe -1}} {{#rollWasCrit() Probe}} gelungen ({{ew}} @@ -12493,7 +12719,7 @@

    Effekte der Wunden

    gelungen ({{ew}} {{/rollWasCrit() Probe}} {{#rollWasFumble() Probe}} - misslungen (? + misslungen (-{{ew}} {{/rollWasFumble() Probe}} {{#^rollWasCrit() Probe}} {{#^rollWasFumble() Probe}} @@ -12504,24 +12730,42 @@

    Effekte der Wunden

    EP*).
    EW: {{ew}}Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} -{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} -{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}}EW: {{ew}}
    Automatischer Erfolg.Automatischer Erfolg (1).
    Automatischer Misserfolg.Automatischer Misserfolg (20).
    + + + + + + + + + + + +
    Initiative für {{char}}: {{ini}}
    #W6: + {{#rollTotal() dice 1}} + 1 + {{/rollTotal() dice 1}} + {{#rollTotal() dice 2}} + 2 + {{/rollTotal() dice 2}} + IB: {{IB}}BE: {{be}}Mod.: {{mod}}
    +
    + {{#rollTotal() wurf eff_wert}} {{#rollWasCrit() wurf}} @@ -12671,40 +12915,49 @@

    Effekte der Wunden

    {{/^rollWasCrit() wurf}} {{/rollGreater() wurf eff_wert}} - {{name}} + {{name}} +{{#rollGreater() ansage 0}} - ({{wurf}}). + Attacke {{#rollLess() modansage 0}}{{modansage}}{{/rollLess() modansage 0}}{{#rollTotal() modansage 0}}±{{modansage}}{{/rollTotal() modansage 0}}{{#rollGreater() modansage 0}}+{{modansage}}{{/rollGreater() modansage 0}} ({{wurf}}). AT-Wert: {{wert}} - Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} -{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} -{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Mod.: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Ansage: {{ansage}} + +{{/rollGreater() ansage 0}} +{{#^rollGreater() ansage 0}} + + Attacke {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} ({{wurf}}). + + + AT-Wert: {{wert}} +{{/^rollGreater() ansage 0}} {{#rollLess() eff_wert 0}} - Hohe Erschwernis. + Hohe Erschwernis. {{/rollLess() eff_wert 0}} {{#rollWasCrit() wurf}} {{#rollWasCrit() pruefwurf}} - Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten. + Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten. {{/rollWasCrit() pruefwurf}} {{#rollWasFumble() pruefwurf}} - Glückliche Attacke! Prüfwurf: {{pruefwurf}}. + Glückliche Attacke! Prüfwurf: {{pruefwurf}}. {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} {{#rollTotal() pruefwurf eff_wert}} - Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten. + Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten. {{/rollTotal() pruefwurf eff_wert}} {{#rollLess() pruefwurf eff_wert}} - Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten. + Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten. {{/rollLess() pruefwurf eff_wert}} {{#rollGreater() pruefwurf eff_wert}} - Glückliche Attacke! Prüfwurf: {{pruefwurf}}. + Glückliche Attacke! Prüfwurf: {{pruefwurf}}. {{/rollGreater() pruefwurf eff_wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -12713,21 +12966,21 @@

    Effekte der Wunden

    {{#rollWasFumble() wurf}} {{#rollWasCrit() pruefwurf}} - Unbestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollWasCrit() pruefwurf}} {{#rollWasFumble() pruefwurf}} - Bestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. + Bestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} {{#rollTotal() pruefwurf eff_wert}} - Unbestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollTotal() pruefwurf eff_wert}} {{#rollLess() pruefwurf eff_wert}} - Unbestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollLess() pruefwurf eff_wert}} {{#rollGreater() pruefwurf eff_wert}} - Bestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. + Bestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. {{/rollGreater() pruefwurf eff_wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -12885,40 +13138,49 @@

    Effekte der Wunden

    {{/^rollWasCrit() wurf}} {{/rollGreater() wurf eff_wert}} - {{name}} + {{name}} +{{#rollGreater() ansage 0}} - ({{wurf}}). + Parade {{#rollLess() modansage 0}}{{modansage}}{{/rollLess() modansage 0}}{{#rollTotal() modansage 0}}±{{modansage}}{{/rollTotal() modansage 0}}{{#rollGreater() modansage 0}}+{{modansage}}{{/rollGreater() modansage 0}} ({{wurf}}). PA-Wert: {{wert}} - Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} -{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} -{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Mod.: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Ansage: {{ansage}} +{{/rollGreater() ansage 0}} +{{#^rollGreater() ansage 0}} + + Parade {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} ({{wurf}}). + + + PA-Wert: {{wert}} + +{{/^rollGreater() ansage 0}} {{#rollLess() eff_wert 0}} - Hohe Erschwernis. + Hohe Erschwernis. {{/rollLess() eff_wert 0}} {{#rollWasCrit() wurf}} {{#rollWasCrit() pruefwurf}} - Glückliche Parade! Prüfwurf: {{pruefwurf}}. + Glückliche Parade! Prüfwurf: {{pruefwurf}}. {{/rollWasCrit() pruefwurf}} {{#rollWasFumble() pruefwurf}} - Gewöhnliche Parade! Prüfwurf: {{pruefwurf}}. + Gewöhnliche Parade! Prüfwurf: {{pruefwurf}}. {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} {{#rollTotal() pruefwurf eff_wert}} - Glückliche Parade! Prüfwurf: {{pruefwurf}}. + Glückliche Parade! Prüfwurf: {{pruefwurf}}. {{/rollTotal() pruefwurf eff_wert}} {{#rollLess() pruefwurf eff_wert}} - Glückliche Parade! Prüfwurf: {{pruefwurf}}. + Glückliche Parade! Prüfwurf: {{pruefwurf}}. {{/rollLess() pruefwurf eff_wert}} {{#rollGreater() pruefwurf eff_wert}} - Gewöhnliche Parade! Prüfwurf: {{pruefwurf}}. + Gewöhnliche Parade! Prüfwurf: {{pruefwurf}}. {{/rollGreater() pruefwurf eff_wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -12927,21 +13189,21 @@

    Effekte der Wunden

    {{#rollWasFumble() wurf}} {{#rollWasCrit() pruefwurf}} - Unbestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollWasCrit() pruefwurf}} {{#rollWasFumble() pruefwurf}} - Bestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. + Bestätigter Attackepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} {{#rollTotal() pruefwurf eff_wert}} - Unbestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollTotal() pruefwurf eff_wert}} {{#rollLess() pruefwurf eff_wert}} - Unbestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollLess() pruefwurf eff_wert}} {{#rollGreater() pruefwurf eff_wert}} - Bestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. + Bestätigter Paradepatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. {{/rollGreater() pruefwurf eff_wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -13099,40 +13361,49 @@

    Effekte der Wunden

    {{/^rollWasCrit() wurf}} {{/rollGreater() wurf eff_wert}} - {{name}} + {{name}} +{{#rollGreater() ansage 0}} - ({{wurf}}). + Ausweichen {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} ({{wurf}}). Ausweichenwert: {{wert}} - Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} -{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} -{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Mod.: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Ansage: {{ansage}} + +{{/rollGreater() ansage 0}} +{{#^rollGreater() ansage 0}} + + Ausweichen {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} ({{wurf}}). + + Ausweichenwert: {{wert}} + +{{/^rollGreater() ansage 0}} {{#rollLess() eff_wert 0}} - Hohe Erschwernis. + Hohe Erschwernis. {{/rollLess() eff_wert 0}} {{#rollWasCrit() wurf}} {{#rollWasCrit() pruefwurf}} - Glückliches Ausweichen! Prüfwurf: {{pruefwurf}}. + Glückliches Ausweichen! Prüfwurf: {{pruefwurf}}. {{/rollWasCrit() pruefwurf}} {{#rollWasFumble() pruefwurf}} - Gewöhnliches Ausweichen! Prüfwurf: {{pruefwurf}}. + Gewöhnliches Ausweichen! Prüfwurf: {{pruefwurf}}. {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} {{#rollTotal() pruefwurf eff_wert}} - Glückliches Ausweichen! Prüfwurf: {{pruefwurf}}. + Glückliches Ausweichen! Prüfwurf: {{pruefwurf}}. {{/rollTotal() pruefwurf eff_wert}} {{#rollLess() pruefwurf eff_wert}} - Glückliches Ausweichen! Prüfwurf: {{pruefwurf}}. + Glückliches Ausweichen! Prüfwurf: {{pruefwurf}}. {{/rollLess() pruefwurf eff_wert}} {{#rollGreater() pruefwurf eff_wert}} - Gewöhnliches Ausweichen! Prüfwurf: {{pruefwurf}}. + Gewöhnliches Ausweichen! Prüfwurf: {{pruefwurf}}. {{/rollGreater() pruefwurf eff_wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -13141,21 +13412,21 @@

    Effekte der Wunden

    {{#rollWasFumble() wurf}} {{#rollWasCrit() pruefwurf}} - Unbestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollWasCrit() pruefwurf}} {{#rollWasFumble() pruefwurf}} - Bestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. + Bestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} {{#rollTotal() pruefwurf eff_wert}} - Unbestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollTotal() pruefwurf eff_wert}} {{#rollLess() pruefwurf eff_wert}} - Unbestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. + Unbestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert. {{/rollLess() pruefwurf eff_wert}} {{#rollGreater() pruefwurf eff_wert}} - Bestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. + Bestätigter Ausweichenpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln. {{/rollGreater() pruefwurf eff_wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -13341,17 +13612,28 @@

    Effekte der Wunden

    {{/rollGreater() wurf eff_wert}} {{/^rollLess() eff_wert 0}} - {{name}} + {{name}} +{{#rollGreater() ansage 0}} - ({{wurf}}). + FK-Angriff {{#rollLess() modansage 0}}{{modansage}}{{/rollLess() modansage 0}}{{#rollTotal() modansage 0}}±{{modansage}}{{/rollTotal() modansage 0}}{{#rollGreater() modansage 0}}+{{modansage}}{{/rollGreater() modansage 0}} ({{wurf}}). FK-Wert: {{wert}} - Erschwernis: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} + Mod.: {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}} {{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}} {{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} + Ansage: {{ansage}} + +{{/rollGreater() ansage 0}} +{{#^rollGreater() ansage 0}} + + FK-Angriff {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollTotal() mod 0}}±{{mod}}{{/rollTotal() mod 0}}{{#rollGreater() mod 0}}+{{mod}}{{/rollGreater() mod 0}} ({{wurf}}). + + + FK-Wert: {{wert}} +{{/^rollGreater() ansage 0}} {{#rollLess() eff_wert 0}} Automatischer Misserfolg. diff --git a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.png b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.png index 2077ce02a836..6a095d908a03 100644 Binary files a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.png and b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.png differ diff --git a/Dime Adventures/README.md b/Dime Adventures/README.md new file mode 100644 index 000000000000..53924369ec1a --- /dev/null +++ b/Dime Adventures/README.md @@ -0,0 +1,9 @@ +This is a character sheet for [Dime Adventures: Pulp Alternate History Roleplaying](http://www.tabcreations.com/site/Dime_Adventures) +by Tab Creations. + +This character sheet makes use of the optional dice-based rules found in the appendix. This is due to Roll20 having better support +for dice than for cards. If you wish to use the default card-based rules, simply duplicate the poker deck that comes with a Roll20 +game, give each player a deck and then manually flip cards and add to the appropriate numbers. + +* Author: Thorin Tabor +* Last Updated: 04-09-2017 \ No newline at end of file diff --git a/Dime Adventures/dimeadventures.css b/Dime Adventures/dimeadventures.css new file mode 100644 index 000000000000..08979dc15555 --- /dev/null +++ b/Dime Adventures/dimeadventures.css @@ -0,0 +1,98 @@ +.charsheet { + background-size: contain; + background-repeat: repeat-y; + background-color: rgba(113, 83, 3, 0.4); +} + +.charsheet label { + display: inline-block; + width: 95px; + + color: white; + text-shadow: + -1px -1px 0 #000, + 1px -1px 0 #000, + -1px 1px 0 #000, + 1px 1px 0 #000; +} + +.charsheet h2 { + color: white; + text-shadow: + -1px -1px 0 #000, + 1px -1px 0 #000, + -1px 1px 0 #000, + 1px 1px 0 #000; + border-bottom: 1px black solid; + margin-bottom: 10px; +} + +.charsheet textarea { + width: 100%; +} + +.charsheet select { + width: 110px; +} + +.charsheet input[type="number"].sheet-stat-number { + width: 50px; +} + +.sheet-xp { + color: white; + text-shadow: + -1px -1px 0 #000, + 1px -1px 0 #000, + -1px 1px 0 #000, + 1px 1px 0 #000; +} + +.sheet-top-text { + width: 500px; +} + +.sheet-logo { + float: right; + font-size: 25pt; + font-weight: bold; + line-height: 26pt; + margin-right: 10px; + text-align: center; + width: 175px; +} + +.sheet-experience { + width: 100%; +} + +.sheet-skill-roll { + float: right; +} + +.sheet-spacer { + width: 100%; + height: 10px; +} + +.sheet-custom-skill { + width: 100px; +} + +.sheet-right-align { + text-align: right; + margin-right: 32px; + clear: both; +} + +.sheet-stat-label { + width: 130px; +} + +[name=attr_Consequences] { + height: 100px; +} + +.sheet-damage-severity { + width: 50px; +} \ No newline at end of file diff --git a/Dime Adventures/dimeadventures.html b/Dime Adventures/dimeadventures.html new file mode 100644 index 000000000000..1b864d5c253f --- /dev/null +++ b/Dime Adventures/dimeadventures.html @@ -0,0 +1,485 @@ + +
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    Stats & Scores

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    Skills & Experiences

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    Traits

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    Combat

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    Wealth & Equipment

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    Notes

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    Modifiers

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    \ No newline at end of file diff --git a/Dime Adventures/dimeadventures.png b/Dime Adventures/dimeadventures.png new file mode 100644 index 000000000000..10b00ae34d7e Binary files /dev/null and b/Dime Adventures/dimeadventures.png differ diff --git a/Dime Adventures/preview.jpg b/Dime Adventures/preview.jpg new file mode 100644 index 000000000000..8fff973626b6 Binary files /dev/null and b/Dime Adventures/preview.jpg differ diff --git a/Dime Adventures/sheet.json b/Dime Adventures/sheet.json new file mode 100644 index 000000000000..47bc5064fcc5 --- /dev/null +++ b/Dime Adventures/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "dimeadventures.html", + "css": "dimeadventures.css", + "authors": "Thorin Tabor", + "roll20userid": "20810", + "preview": "preview.jpg", + "instructions": "This is a character sheet for [Dime Adventures: Pulp Alternate History Roleplaying](http://www.tabcreations.com/site/Dime_Adventures) by Tab Creations.\n\nThis character sheet makes use of the optional dice-based rules found in the appendix. This is due to Roll20 having better support for dice than for cards. If you wish to use the default card-based rules, simply duplicate the poker deck that comes with a Roll20 game, give each player a deck and then manually flip cards and add to the appropriate numbers." +} diff --git a/DnD_5e/DnD_5e.html b/DnD_5e/DnD_5e.html index c696edf1a692..a3517126c1a4 100644 --- a/DnD_5e/DnD_5e.html +++ b/DnD_5e/DnD_5e.html @@ -12059,7 +12059,7 @@

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    @@ -12214,7 +12214,7 @@

    Spell Book g
    - +
    @@ -12253,7 +12253,7 @@

    Spell Book g
    - @@ -12282,7 +12282,7 @@

    Spell Book g

    - +

    @@ -12294,7 +12294,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -12399,16 +12399,16 @@

    Spell Book g

    - +
    -
    - @@ -12448,16 +12448,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -12522,7 +12522,7 @@

    Spell Book g
    - +
    @@ -12561,7 +12561,7 @@

    Spell Book g
    - @@ -12590,7 +12590,7 @@

    Spell Book g

    - +

    @@ -12602,7 +12602,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -12707,16 +12707,16 @@

    Spell Book g

    - +
    -
    - @@ -12756,16 +12756,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -12830,7 +12830,7 @@

    Spell Book g
    - +
    @@ -12869,7 +12869,7 @@

    Spell Book g
    - @@ -12898,7 +12898,7 @@

    Spell Book g

    - +

    @@ -12910,7 +12910,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -13015,16 +13015,16 @@

    Spell Book g

    - +
    -
    - @@ -13064,16 +13064,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -13138,7 +13138,7 @@

    Spell Book g
    - +
    @@ -13177,7 +13177,7 @@

    Spell Book g
    - @@ -13206,7 +13206,7 @@

    Spell Book g

    - +

    @@ -13218,7 +13218,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -13323,16 +13323,16 @@

    Spell Book g

    - +
    -
    - @@ -13372,16 +13372,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -13446,7 +13446,7 @@

    Spell Book g
    - +
    @@ -13485,7 +13485,7 @@

    Spell Book g
    - @@ -13514,7 +13514,7 @@

    Spell Book g

    - +

    @@ -13526,7 +13526,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -13631,16 +13631,16 @@

    Spell Book g

    - +
    -
    - @@ -13680,16 +13680,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -13754,7 +13754,7 @@

    Spell Book g
    - +
    @@ -13793,7 +13793,7 @@

    Spell Book g
    - @@ -13822,7 +13822,7 @@

    Spell Book g

    - +

    @@ -13834,7 +13834,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -13939,16 +13939,16 @@

    Spell Book g

    - +
    -
    - @@ -13988,16 +13988,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -14062,7 +14062,7 @@

    Spell Book g
    - +
    @@ -14101,7 +14101,7 @@

    Spell Book g
    - @@ -14130,7 +14130,7 @@

    Spell Book g

    - +

    @@ -14142,7 +14142,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -14247,16 +14247,16 @@

    Spell Book g

    - +
    -
    - @@ -14296,16 +14296,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -14370,7 +14370,7 @@

    Spell Book g
    - +
    @@ -14409,7 +14409,7 @@

    Spell Book g
    - @@ -14438,7 +14438,7 @@

    Spell Book g

    - +

    @@ -14450,7 +14450,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -14555,16 +14555,16 @@

    Spell Book g

    - +
    -
    - @@ -14604,16 +14604,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -14678,7 +14678,7 @@

    Spell Book g
    - +
    @@ -14717,7 +14717,7 @@

    Spell Book g
    - @@ -14746,7 +14746,7 @@

    Spell Book g

    - +

    @@ -14758,7 +14758,7 @@

    Spell Book g
    - +
    +
    +
    - @@ -14863,16 +14863,16 @@

    Spell Book g

    - +
    -
    - @@ -14912,16 +14912,16 @@

    Spell Book g

    - +
    - +
    - +
    - +
    @@ -14986,7 +14986,7 @@

    Spell Book g
    - +
    @@ -15025,7 +15025,7 @@

    Spell Book g
    - @@ -15054,7 +15054,7 @@

    Spell Book g

    - +

    @@ -15066,7 +15066,7 @@

    Spell Book g
    - +
    +

    Player's Name
     

    Dungeon Master
    -
     
    +
     
    -
    + +

    Character's Name
     
    -
    Alignment
     
    Class
    @@ -52,7 +47,8 @@
     
    -
    + +
    Level
     
    @@ -67,7 +63,8 @@
     
    -
    + +
     
    @@ -102,22 +99,14 @@
     
    - HP Die
     
    - -
    + +
    ABILITIES:
    SAVING THROWS:
    @@ -127,7 +116,8 @@
    -
    + +
    @@ -139,7 +129,8 @@
    -
    + +
    @@ -149,7 +140,8 @@
    Additional Languages
    -
    + +
    @@ -159,7 +151,8 @@
    Magic Saving Throws
    -
    + +
    @@ -171,7 +164,8 @@
    -
    + +
    @@ -180,8 +174,9 @@
    Hit Points
    - -
    + + +
    @@ -207,10 +202,12 @@
    -
    + +
    -
    + +
    @@ -218,7 +215,8 @@
    POISON or DEATH RAY
    -
    + +
    @@ -226,15 +224,17 @@
    MAGIC WAND      
    -
    + +
    TURN TO STONE or PARALYSIS
    -
    +
    -
    + +
    @@ -242,7 +242,8 @@
    DRAGON BREATH      
    -
    + +
    @@ -253,7 +254,8 @@
     
    -
    + +
    +/-
     
    @@ -273,7 +275,8 @@
    -
    + +
    AC :
    @@ -306,7 +309,8 @@
    -
    + +
    ATTACKS
    @@ -316,7 +320,7 @@
     
    - +
     
    @@ -419,7 +423,7 @@
    - +
    @@ -574,7 +578,8 @@
    -
    + +
    CLASS ABILITIES
    @@ -610,7 +615,7 @@ - +
    @@ -744,7 +749,7 @@
    - +
    @@ -802,7 +807,7 @@
     
    - +
    @@ -933,7 +938,7 @@
    - +
    @@ -977,7 +982,7 @@
     
    - +
    @@ -1013,8 +1018,8 @@
     
    @@ -1044,7 +1049,7 @@
     
    - +
    @@ -1171,7 +1176,7 @@
    - +
    @@ -1330,7 +1335,9 @@

    -
    + + +
    @@ -1959,8 +1966,8 @@
     

    - -
    + +
    RANDOM ENCOUNTERS
    @@ -1969,7 +1976,7 @@
     
    -
    +
    Random Encounters
    @@ -1985,14 +1992,14 @@
    -
    +
     

    - -
    + +
    MONSTER INFO
    @@ -2000,8 +2007,8 @@
     
    - -
    + +

    Monster Name
    @@ -2019,8 +2026,8 @@
     
    - -
    + +

    Monster Type
    @@ -2034,8 +2041,8 @@
     
    - -
    + +

    # Hit Dice

    HD Bonus
    @@ -2053,8 +2060,8 @@
     
    - -
    + +

    No. Appearing
    @@ -2071,8 +2078,8 @@
     
    - -
    + +
     
    Monster Surprise
    @@ -2088,20 +2095,14 @@
    -
    - - Alignment -
    -
    +
    Alignment
    +
    +
     
    - -
    + +

    Treasure Type
    @@ -2120,8 +2121,8 @@
    - -
    + +
    MONSTER SAVING THROWS
    @@ -2217,27 +2218,40 @@
     
    - +
    -
    -
    -
    +/-
    -
     
    -
    Against
    -
    - +
    +
    +
     
    +
    +/-
    +
     
    +
    Against
    +
     
    +
    + +
    -
    -
     
    -
    +
    +
    +
     
    +
    +
     
    +
    +
    + +
    -
    +
    + +
     
    + +

    - -
    + +
    AC :
    diff --git a/DnD_Moldvay_AmandatheAmazon/MACROexample.txt b/DnD_Moldvay_AmandatheAmazon/MACROexample.txt new file mode 100644 index 000000000000..aad92b16a09b --- /dev/null +++ b/DnD_Moldvay_AmandatheAmazon/MACROexample.txt @@ -0,0 +1 @@ +&{template:odnd}{{{combat=1}} {{name=@{selected|Name}}} {{title=@{selected|MissileWeaponName1} \n @{selected|RangedDistance1}}} {{rangedattack=[[@{selected|HitAC0}[THAC0] - (@{selected|toHitRoll}[Dice Roll] + @{selected|MissileToHit1}[Bonus] + 2[ElkClan] + (?{Bonus/Minus|0})[ADD'L BONUS])]]}} {{damage=[[@{selected|MissileDmg_Die1}+@{selected|MissileDmg_Bonus1}]]}}} \ No newline at end of file diff --git a/DnD_Moldvay_AmandatheAmazon/ReadMe.md b/DnD_Moldvay_AmandatheAmazon/ReadMe.md index e2f0b3dcff2d..e13ade93c0be 100644 --- a/DnD_Moldvay_AmandatheAmazon/ReadMe.md +++ b/DnD_Moldvay_AmandatheAmazon/ReadMe.md @@ -3,10 +3,18 @@ This is a re-creation of the "green-sheet" for the D&D Basic Moldvay Red box game. It was created for the Roll20 Moldvay Basic Contest. ## Current Version -2.4 +2.5 ### Changelog +#### 2.6 +* Fix for Halfling Initiative to be set to on by default giving all characters the halfling initiative bonus + +#### 2.5 +* Fix for Monster Tab Overlapping UI Error (#2565) +* Monster Alignment is no longer a drop down box (#2332) +* Cleaned up some no longer used code + #### 2.4 * Fix for Monster THAC0 being set to read-only (#2426) * Added field for Monster Initiative Bonus vs it being inside the roll (#2427) @@ -43,7 +51,6 @@ This is a re-creation of the "green-sheet" for the D&D Basic Moldvay Red box gam * Monsters now have abilities section for non-attack roll abilities (Moldvay: Add monster abilities #1896) * Fumbles no longer show damage done - #### 1.16 * Fixing sheet worker to calculate chance to open door on sheet open and STR mod change diff --git a/DnD_Moldvay_AmandatheAmazon/sheet.json b/DnD_Moldvay_AmandatheAmazon/sheet.json index b199b15073b1..067b6dbbe6b5 100644 --- a/DnD_Moldvay_AmandatheAmazon/sheet.json +++ b/DnD_Moldvay_AmandatheAmazon/sheet.json @@ -4,5 +4,5 @@ "authors": "Amanda the Amazon", "roll20userid": "565956", "preview": "Moldvay_Basic_Sheet.png", - "instructions": "# Moldvay Character Sheet\r This sheet has both a Player sheet and a pared down Monster Sheet for the GM that is switchable via a tab at the top left of the sheet.\r\r## Player Sheet\r\r* All of the automatic roll buttons (shown as a d20 dice) should have roll templates.\r* Attack rolls now show the AC hit (they use the values from the To Hit Roll table) - No more looking up what AC you did hit!\r* All ability bonus' should be included in their automatic rolls.\r* Halflings should check the box marking 'Halfling' under Attacks, Missile in order to get the bonus' to Missile Attacks and Initiative\r* Movement must be calculated by the player using their current encumbrance and armor worn.\r\r## Monster Sheet\r\r* Monster Name and Type\r* Armor Class and Movement\r* Treasure Type and Alignment\r* Hit Die (a gmroll button is in the works for this field)\r* Number Appearing (a roll button is in the works for this field, possibly a roll template and maybe a choice between gmroll or not gmroll\r* Monster Save (roll templates are in the works for this)\r* Monster Morale (roll template is in the work for this\r* Attacks are a repeating field and you can add as many as you want - Roll Template attack button is included :)\r* Monster Notes - Add anything you like here.\r* Monster Initiative roll button is in the works-will be a roll template\r* Random Monster check roll button-this is a gmroll.\r* Random Monster check distance roll button-this is a gmroll.\r* Monster Hit AC table\r\r\r## Current Version: 2.4" + "instructions": "# Moldvay Character Sheet\r This sheet has both a Player sheet and a pared down Monster Sheet for the GM that is switchable via a tab at the top left of the sheet.\r\r## Player Sheet\r\r* All of the automatic roll buttons (shown as a d20 dice) should have roll templates.\r* Attack rolls now show the AC hit (they use the values from the To Hit Roll table) - No more looking up what AC you did hit!\r* All ability bonus' should be included in their automatic rolls.\r* Halflings should check the box marking 'Halfling' under Attacks, Missile in order to get the bonus' to Missile Attacks and Initiative\r* Movement must be calculated by the player using their current encumbrance and armor worn.\r\r## Monster Sheet\r\r* Monster Name and Type\r* Armor Class and Movement\r* Treasure Type and Alignment\r* Hit Die (a gmroll button is in the works for this field)\r* Number Appearing (a roll button is in the works for this field, possibly a roll template and maybe a choice between gmroll or not gmroll\r* Monster Save (roll templates are in the works for this)\r* Monster Morale (roll template is in the work for this\r* Attacks are a repeating field and you can add as many as you want - Roll Template attack button is included :)\r* Monster Notes - Add anything you like here.\r* Monster Initiative roll button is in the works-will be a roll template\r* Random Monster check roll button-this is a gmroll.\r* Random Monster check distance roll button-this is a gmroll.\r* Monster Hit AC table\r\r\r## Current Version: 2.6" } diff --git a/DresdenFilesAccelerated/DFA.html b/DresdenFilesAccelerated/DFA.html index 23b342a705d4..c769b497368a 100644 --- a/DresdenFilesAccelerated/DFA.html +++ b/DresdenFilesAccelerated/DFA.html @@ -31,45 +31,45 @@
    APPROACHES
    - + - +
    Flair
    - + - +
    Focus
    - + - +
    Force
    - + - +
    Guile
    - +
    - + - +
    Haste
    - + - +
    Intellect
    - - - + + +
    Mantle
    diff --git "a/Dungeon World Portugu\303\252s/Dungeon World Portugu\303\252s.css" "b/Dungeon World Portugu\303\252s/Dungeon World Portugues.css" similarity index 100% rename from "Dungeon World Portugu\303\252s/Dungeon World Portugu\303\252s.css" rename to "Dungeon World Portugu\303\252s/Dungeon World Portugues.css" diff --git "a/Dungeon World Portugu\303\252s/Dungeon World Portugu\303\252s.html" "b/Dungeon World Portugu\303\252s/Dungeon World Portugues.html" similarity index 100% rename from "Dungeon World Portugu\303\252s/Dungeon World Portugu\303\252s.html" rename to "Dungeon World Portugu\303\252s/Dungeon World Portugues.html" diff --git "a/Dungeon World Portugu\303\252s/sheet.json" "b/Dungeon World Portugu\303\252s/sheet.json" index 96a38bae4b0b..275f1b9b6985 100644 --- "a/Dungeon World Portugu\303\252s/sheet.json" +++ "b/Dungeon World Portugu\303\252s/sheet.json" @@ -1,8 +1,8 @@ { - "html": "Dungeon World Português.html", - "css": "Dungeon World Português.css", + "html": "Dungeon World Portugues.html", + "css": "Dungeon World Portugues.css", "authors": "Adalberto", - "roll20userid": "615105", + "roll20userid": "615105", "preview": "ficha.png", "instructions": "Ficha para Dungeon World em português. Os Atributos usandos nas rolagens estão em iniciais e são auto calculados. Ex: Força = For" } diff --git a/DungeonWorldFrench/ReadMe.md b/DungeonWorldFrench/ReadMe.md index 08dbdfaaefea..f6ee672cf084 100644 --- a/DungeonWorldFrench/ReadMe.md +++ b/DungeonWorldFrench/ReadMe.md @@ -8,11 +8,11 @@ Basée sur la feuille VO de Willem den Besten (Morenim) et Devindra Payment (@Ar # Notes de version -##v3.3 (2017-02-18) +## v3.3 (2017-02-18) * Correction d'une anomalie occasionnelle dans la totalisation automatique de l'encombrement -##v3.2 (2016-12-18) +## v3.2 (2016-12-18) * Dans les actions appropriées, ajout d'un modificateur en saisie, à ajouter au jet de dégâts * Ajout d'une section "Divers" @@ -21,13 +21,13 @@ Basée sur la feuille VO de Willem den Besten (Morenim) et Devindra Payment (@Ar * Correction d'une anomalie occasionnelle dans la totalisation automatique de l'encombrement * Correction technique interne sur la gestion des retours à la ligne dans les Actions -##v3.1 (2016-11-21) +## v3.1 (2016-11-21) * Ajout de 2 options, pour des bonus interactifs aux jets et dégâts * Ajout d'un onglet "Notes" ... pour noter des choses * Info-bulle plus détaillée des jets dans le roll template / chat -##v3.0 (2016-08-12) +## v3.0 (2016-08-12) Adaptation pour [Dungeon World VF V2](http://www.500nuancesdegeek.fr/dungeon-world-v2/) : @@ -35,7 +35,7 @@ Adaptation pour [Dungeon World VF V2](http://www.500nuancesdegeek.fr/dungeon-wor * Ajout des nouvelles actions de base, spéciales et de départ * Toutes les actions avec jets gèrent désormais les résultats 12+, 10+, 7 à 9, 6- -##v2.0 (2016-03-06) +## v2.0 (2016-03-06) Merci à Acritarche, Antoine P., MaxiMax, Eric Nieudan et les autres pour leur aide, tests et retours. @@ -62,14 +62,14 @@ Merci à Acritarche, Antoine P., MaxiMax, Eric Nieudan et les autres pour leur a * Ajout d'une coche et d'une zone de saisie pour un jet associé au sort (dégâts, soins etc.). Si cochée, jet effectué et résultat affiché dans le template de jet du sort * Ajout du copyright VO et VF des textes de Actions -##v1.1 (2016-02-28) +## v1.1 (2016-02-28) * Ajout du logo * Affichage légèrement plus compact * Ajout du nombre d'utilisations (courante et maximum) dans le matériel * Affichage direct de la base de PV et de la base de Charge * Reformatage des sorts sur la colonne de droite, sous les actions -##v1.0 (2016-02-21) +## v1.0 (2016-02-21) Création de la fiche. Différences par rapport à la feuille VO : diff --git a/DungeonWorldFrench/sheet.json b/DungeonWorldFrench/sheet.json index beb585e254fe..b77b9850400b 100644 --- a/DungeonWorldFrench/sheet.json +++ b/DungeonWorldFrench/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "dwfr.png", - "instructions": "Feuille de personnage pour [Dungeon World V1 et V2](http://dungeonworld.pbta.fr/). Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/DungeonWorldFrench/ReadMe.md). v3.3 (2017-02-18)" + "instructions": "Feuille de personnage pour [Dungeon World V1 et V2](http://dungeonworld.pbta.fr/). Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/DungeonWorldFrench/ReadMe.md). v3.3 (2017-02-18)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Dungeonslayers-4/DS4-DEF.png b/Dungeonslayers-4/DS4-DEF.png new file mode 100644 index 000000000000..8eed5646bcc8 Binary files /dev/null and b/Dungeonslayers-4/DS4-DEF.png differ diff --git a/Dungeonslayers-4/DS4-HP.png b/Dungeonslayers-4/DS4-HP.png new file mode 100644 index 000000000000..d6bcb542acef Binary files /dev/null and b/Dungeonslayers-4/DS4-HP.png differ diff --git a/Dungeonslayers-4/DS4-INI.png b/Dungeonslayers-4/DS4-INI.png new file mode 100644 index 000000000000..a8fee9a103bf Binary files /dev/null and b/Dungeonslayers-4/DS4-INI.png differ diff --git a/Dungeonslayers-4/DS4-MAT.png b/Dungeonslayers-4/DS4-MAT.png new file mode 100644 index 000000000000..09e41dfcbb5a Binary files /dev/null and b/Dungeonslayers-4/DS4-MAT.png differ diff --git a/Dungeonslayers-4/DS4-MP.png b/Dungeonslayers-4/DS4-MP.png new file mode 100644 index 000000000000..9e8e875eab3e Binary files /dev/null and b/Dungeonslayers-4/DS4-MP.png differ diff --git a/Dungeonslayers-4/DS4-MR.png b/Dungeonslayers-4/DS4-MR.png new file mode 100644 index 000000000000..8d3e405eb573 Binary files /dev/null and b/Dungeonslayers-4/DS4-MR.png differ diff --git a/Dungeonslayers-4/DS4-MRA.png b/Dungeonslayers-4/DS4-MRA.png new file mode 100644 index 000000000000..82e6501b5922 Binary files /dev/null and b/Dungeonslayers-4/DS4-MRA.png differ diff --git a/Dungeonslayers-4/DS4-MSPC.png b/Dungeonslayers-4/DS4-MSPC.png new file mode 100644 index 000000000000..217c926d5215 Binary files /dev/null and b/Dungeonslayers-4/DS4-MSPC.png differ diff --git a/Dungeonslayers-4/DS4-RAT.png b/Dungeonslayers-4/DS4-RAT.png new file mode 100644 index 000000000000..c292458d94e3 Binary files /dev/null and b/Dungeonslayers-4/DS4-RAT.png differ diff --git a/Dungeonslayers-4/DS4-SPC.png b/Dungeonslayers-4/DS4-SPC.png new file mode 100644 index 000000000000..bde713bf69cd Binary files /dev/null and b/Dungeonslayers-4/DS4-SPC.png differ diff --git a/Dungeonslayers-4/DS4-TSC.png b/Dungeonslayers-4/DS4-TSC.png new file mode 100644 index 000000000000..3608126c49ff Binary files /dev/null and b/Dungeonslayers-4/DS4-TSC.png differ diff --git a/Dungeonslayers-4/DS4-edit.png b/Dungeonslayers-4/DS4-edit.png new file mode 100644 index 000000000000..207d1e6e1baa Binary files /dev/null and b/Dungeonslayers-4/DS4-edit.png differ diff --git a/Dungeonslayers-4/DS4-logo.png b/Dungeonslayers-4/DS4-logo.png new file mode 100644 index 000000000000..f199854c0ae8 Binary files /dev/null and b/Dungeonslayers-4/DS4-logo.png differ diff --git a/Dungeonslayers-4/DS4-preview.png b/Dungeonslayers-4/DS4-preview.png new file mode 100644 index 000000000000..28685074409c Binary files /dev/null and b/Dungeonslayers-4/DS4-preview.png differ diff --git a/Dungeonslayers-4/DS4.css b/Dungeonslayers-4/DS4.css new file mode 100644 index 000000000000..e0396e68a5dc --- /dev/null +++ b/Dungeonslayers-4/DS4.css @@ -0,0 +1,573 @@ +.charsheet { + background-color: rgb(115,82,49); + padding: 5px; + min-width: 760px; +} +.charsheet > div { + min-width: 750px; + max-width: 1500px; + margin: 0 auto; + padding: 5px; + background-color: white; +} +.charsheet * { + font-family: Arial; + font-size: 16px; + padding: 0; + margin: 0; + white-space: nowrap; + flex-shrink: 0; + box-sizing: border-box; +} +.charsheet button { + cursor: pointer; +} +.charsheet input, +.charsheet textarea { + border-radius: 0px; +} +.sheet-checks button[type=roll] { + border-radius: 0px; + margin: 0; +} +.charsheet input:disabled { + background-color: white; + border: none; + color: black; +} +.charsheet textarea { + width: 100%; + resize: none; + display: block; + height: 60px; + border: none; + white-space: pre-wrap; +} +.charsheet > div > .sheet-section { + padding: 5px; + border: 1px solid black; +} +.sheet-section fieldset { + border: none; +} +.charsheet *[title] { + font-style:italic; + text-decoration: underline; +} +.charsheet .sheet-visibility-controls, +.charsheet input[type=radio]:checked + div { + display: none; +} +.sheet-flex { + display: flex; +} +.charsheet .sheet-col1 { + width: 200px; +} +.charsheet .sheet-col1 input[type=text] { + width: 160px; + border: none; +} +.charsheet label { + display: initial; + margin: 0; + font-weight: initial; + font-size: initial; + padding: 0; +} +.charsheet .sheet-col1 label input { + display: none; +} +/* SECTION SPECIFIC STYLES */ +.charsheet .sheet-character img { + width: 152px; + height: auto; +} +.charsheet .sheet-character .sheet-flex span { + font-size: 16px; + background-color: rgb(230, 230, 230); +} +.charsheet .sheet-character .sheet-flex input { + font-size: 14px; +} +.charsheet .sheet-character .sheet-flex .sheet-col2, +.charsheet .sheet-character .sheet-flex .sheet-col2 span, +.charsheet .sheet-character .sheet-flex .sheet-col2 input, +.charsheet .sheet-character .sheet-flex .sheet-col3, +.charsheet .sheet-character .sheet-flex .sheet-col3 span, +.charsheet .sheet-character .sheet-flex .sheet-col3 input { + text-align: center; + width: 70px; +} +.charsheet .sheet-character input.sheet-split:nth-child(2) { + width: 25px; + border-right: none; + display: inline-block; +} +.charsheet .sheet-character input.sheet-split:nth-child(3) { + width: 20px; + border-left: none; + border-right: none; + display: inline-block; +} +.charsheet .sheet-character input.sheet-split:nth-child(4) { + width: 25px; + border-left: none; + display: inline-block; +} +.charsheet .sheet-character .sheet-flex .sheet-col1, +.charsheet .sheet-character .sheet-flex .sheet-col4 { + width: 160px; + flex-grow: 1; +} +.charsheet .sheet-character .sheet-flex .sheet-col1 input, +.charsheet .sheet-character .sheet-flex .sheet-col4 input { + width: 100%; +} +.charsheet .sheet-character .sheet-flex label { + margin: 5px; +} +.charsheet .sheet-character .sheet-flex span, +.charsheet .sheet-character .sheet-flex input { + border: 1px solid black; + padding: 2px; + display: block; +} +.charsheet .sheet-characteristics .sheet-flex label { + padding: 5px; +} +.charsheet .sheet-characteristics .sheet-flex .sheet-flex { + flex-direction: column; + flex-grow: 1; +} +.charsheet .sheet-characteristics .sheet-flex label span { + border: 1px solid black; + display: block; + padding: 2px; + font-size: 16px; + background-color: rgb(230, 230, 230); +} +.charsheet .sheet-characteristics .sheet-flex label input, +.charsheet .sheet-characteristics .sheet-flex label textarea { + width: 100%; + padding: 2px; + border: 1px solid black; + font-size: 14px; +} +.charsheet .sheet-attributes-traits .sheet-flex { + justify-content: space-around; + padding: 5px; +} +.charsheet .sheet-attributes-traits .sheet-flex label { + text-align: right; + flex-basis: 165px; +} +.charsheet .sheet-attributes-traits .sheet-attributes * { + font-weight: bold; + font-size: 22px; +} +.charsheet .sheet-attributes-traits .sheet-traits * { + font-size: 18px; +} +.charsheet .sheet-attributes-traits input { + width: 42px; + height: 42px; + border: 1px solid black; +} +.charsheet .sheet-combat-values > .sheet-flex { + justify-content: space-around; + flex-wrap: wrap; +} +.charsheet .sheet-combat-values > .sheet-flex > .sheet-flex { + justify-content: space-around; + flex-basis: 50px; + flex-grow: 1; +} +.charsheet .sheet-combat-values > .sheet-flex > .sheet-flex > .sheet-flex { + flex-direction: column; + align-items: center; + padding: 5px; +} +.charsheet .sheet-combat-values input { + width: 35px; + height: 35px; + background-size: contain; + text-align: center; +} +.charsheet .sheet-bonus-details { + display: flex; + flex-wrap: wrap; + justify-content: space-around; +} +.charsheet .sheet-bonus-details label { + width: initial; + float: initial; + text-align: initial; + padding: 4px 5px; +} +.charsheet .sheet-bonus-details label span { + font-size: 12px; +} +.charsheet .sheet-bonus-details label span::after { + content:':'; +} +.charsheet .sheet-bonus-details input { + border: none; + border-bottom: 1px solid black; + width: 25px; + text-align: center; + font-size: 12px; +} +.charsheet .sheet-img-select { + display: flex; + flex-direction: column; +} +.charsheet .sheet-img-select input { + display: none; +} +.charsheet .sheet-img-select:hover label { + cursor: pointer; +} +.charsheet .sheet-img-select span { + height: 18px; + display: block; + background-size: auto 18px; + background-repeat: no-repeat; + background-position: center center; +} +.charsheet .sheet-img-select:hover input:not(:checked) + span { + opacity: 0.5; +} +.charsheet .sheet-img-select:not(:hover) input:not(:checked) + span { + display: none; +} +.charsheet .sheet-edit-bonuses { + width: auto; + height: 14px; +} +.charsheet .sheet-edit-bonuses:hover { + cursor: pointer; +} +.charsheet .sheet-show-bonuses:not(:checked) + div { + display: none; +} +.charsheet .sheet-header * { + font-size: 16px !important; + font-weight: normal; + background-color: rgb(230, 230, 230); +} +.charsheet .sheet-weapon .sheet-flex > * { + border: 1px solid black; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-weapon .sheet-col2, +.charsheet .sheet-weapon .sheet-col3, +.charsheet .sheet-weapon .sheet-col4, +.charsheet .sheet-weapon .sheet-col5 { + width: 55px; + text-align: center; +} +.charsheet .sheet-weapon .sheet-col6 { + width: 55px; + text-align: center; +} +.charsheet .sheet-weapon .sheet-col7 { + width: 80px; + flex-grow: 3; +} +.charsheet .sheet-weapon .sheet-melee-attack { + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dungeonslayers-4/DS4-MAT.png'); +} +.charsheet .sheet-weapon .sheet-ranged-attack { + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dungeonslayers-4/DS4-RAT.png'); +} +.charsheet .sheet-weapon .sheet-both-attack { + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dungeonslayers-4/DS4-MRA.png'); +} +.charsheet .sheet-armor .sheet-flex > * { + border: 1px solid black; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-armor .sheet-col2, +.charsheet .sheet-armor .sheet-col3, +.charsheet .sheet-armor .sheet-col4, +.charsheet .sheet-armor .sheet-col5 { + width: 70px; + text-align: center; +} +.charsheet .sheet-armor .sheet-col6 { + width: 80px; + flex-grow: 3; +} +.charsheet .sheet-spell .sheet-flex { + flex-wrap: wrap; +} +.charsheet .sheet-spell .sheet-flex > * { + border: 1px solid black; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-spell .sheet-col1 input[type=text] { + width: 177px; +} +.charsheet .sheet-spell .sheet-col2 { + width: 40px; + text-align: center; +} +.charsheet .sheet-spell .sheet-col3, +.charsheet .sheet-spell .sheet-col4, +.charsheet .sheet-spell .sheet-col5, +.charsheet .sheet-spell .sheet-col6, +.charsheet .sheet-spell .sheet-col7 { + width: 80px; + text-align: center; + max-width: 120px; + flex-grow: 1; +} +.charsheet .sheet-spell .sheet-row2 { + display: flex; + border-top: none; + background-color: rgb(230, 230, 230); +} +.charsheet .sheet-spell .sheet-row2 span { + padding-right: 10px; + text-align: right; + display: inline-block; +} +.charsheet .sheet-spell .sheet-row2 textarea { + width: 40px; + height: 40px; + flex-grow: 1; + border: none; +} +.charsheet .sheet-spell .sheet-normal-spell { + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dungeonslayers-4/DS4-SPC.png'); +} +.charsheet .sheet-spell .sheet-targeted-spell { + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dungeonslayers-4/DS4-TSC.png'); +} +.charsheet .sheet-spell .sheet-mind-influencing-spell { + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dungeonslayers-4/DS4-MSPC.png'); +} +.charsheet .sheet-talent .sheet-flex > * { + border: none; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-talent .sheet-col1 { + border: 1px solid black; +} +.charsheet .sheet-talent .sheet-col2 { + width: 75px; + text-align: center; + border: 1px solid black; + padding: 2px 6px; +} +.charsheet .sheet-talent .sheet-col2-1, +.charsheet .sheet-talent .sheet-col2-2, +.charsheet .sheet-talent .sheet-col2-3 { + width: 25px; + text-align: center; + border-top: 1px solid black; + border-bottom: 1px solid black; +} +.charsheet .sheet-talent .sheet-col2-1 { + border-left: 1px solid black; +} +.charsheet .sheet-talent .sheet-col2-3 { + border-right: 1px solid black; +} +.charsheet .sheet-talent .sheet-col3 { + width: 100px; + flex-grow: 3; + border: 1px solid black; +} +.charsheet .sheet-equipment .sheet-flex > * { + border: 1px solid black; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-equipment .sheet-flex > *:nth-child(1) { + width: 200px; +} +.charsheet .sheet-equipment .sheet-flex > *:nth-child(2) { + width: 75px; + text-align: center; +} +.charsheet .sheet-equipment .sheet-flex > *:nth-child(3), +.charsheet .sheet-equipment .sheet-flex > *:nth-child(4) { + width: 120px; + flex-grow: 1; +} +.charsheet .sheet-equipment .sheet-flex > div { + padding-right: 20px; +} +.charsheet .sheet-equipment .sheet-flex > div input[type=text] { + width: 100%; + border: none; +} +.charsheet .sheet-equipment input[type=checkbox] { + display: none; +} +.charsheet .sheet-miscellaneous .sheet-flex > * { + border: 1px solid black; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-miscellaneous .sheet-flex > *:nth-child(1) { + width: 200px; + text-align: center; +} +.charsheet .sheet-miscellaneous .sheet-flex > *:nth-child(2) { + width: 120px; + flex-grow: 1; +} +.charsheet .sheet-progress-points1 { + min-width: 500px; +} +.charsheet .sheet-progress-points1 > div { + overflow-x: auto; +} +.charsheet .sheet-progress-points1 table { + border-collapse: collapse; + width: 100%; +} +.charsheet .sheet-progress-points1 tr:nth-child(1), +.charsheet .sheet-progress-points1 tr:nth-child(4), +.charsheet .sheet-progress-points1 tr:nth-child(10) { + border-bottom: 2px solid black; +} +.charsheet .sheet-progress-points1 th, +.charsheet .sheet-progress-points1 td { + border: 1px solid black; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-progress-points1 td:nth-child(3), +.charsheet .sheet-progress-points1 td:nth-child(4), +.charsheet .sheet-progress-points1 td:nth-child(5), +.charsheet .sheet-progress-points1 td:nth-child(6), +.charsheet .sheet-progress-points1 td:nth-child(7), +.charsheet .sheet-progress-points1 td:nth-child(13), +.charsheet .sheet-progress-points1 td:nth-child(14), +.charsheet .sheet-progress-points1 td:nth-child(15) { + border-left: none; + border-right: none; +} +.charsheet .sheet-progress-points1 td:last-child { + border-right: 1px solid black; +} +.charsheet .sheet-progress-points1 input { + border: none; + width: 100%; + text-align: center; +} +.charsheet .sheet-progress-points1 th { + text-align: center; +} +.charsheet .sheet-progress-points1 td:nth-child(13) input, +.charsheet .sheet-progress-points1 td:nth-child(15) input { + width: 30px; +} +.charsheet .sheet-progress-points2 { + min-width: 500px; +} +.charsheet .sheet-progress-points2 > div { + overflow-x: auto; +} +.charsheet .sheet-progress-points2 table { + border-collapse: collapse; + width: 100%; +} +.charsheet .sheet-progress-points2 tr:nth-child(1), +.charsheet .sheet-progress-points2 tr:nth-child(3) { + border-bottom: 2px solid black; +} +.charsheet .sheet-progress-points2 th, +.charsheet .sheet-progress-points2 td { + border: 1px solid black; + padding: 2px; + font-size: 14px; +} +.charsheet .sheet-progress-points2 td:nth-child(2), +.charsheet .sheet-progress-points2 td:nth-child(3), +.charsheet .sheet-progress-points2 td:nth-child(4), +.charsheet .sheet-progress-points2 td:nth-child(5), +.charsheet .sheet-progress-points2 td:nth-child(6) { + border-left: none; 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+ text-align: center; +} +.charsheet.lang-de .sheet-checks > div > div:nth-child(4) {order: 17;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(5) {order: 2;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(6) {order: 21;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(7) {order: 22;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(8) {order: 19;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(9) {order: 7;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(10) {order: 5;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(11) {order: 16;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(12) {order: 10;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(13) {order: 18;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(14) {order: 6;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(15) {order: 24;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(16) {order: 23;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(17) {order: 1;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(18) {order: 15;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(19) {order: 9;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(20) {order: 8;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(21) {order: 14;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(22) {order: 12;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(23) {order: 20;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(24) {order: 13;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(25) {order: 3;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(26) {order: 4;} +.charsheet.lang-de .sheet-checks > div > div:nth-child(27) {order: 11;} +.charsheet .sheet-attack-checks .sheet-flex { + flex-wrap: wrap; + justify-content: space-around; +} +.charsheet .sheet-attack-checks button { + margin: 5px; + padding: 2px; +} +.charsheet .sheet-notes textarea { + height: 300px; +} \ No newline at end of file diff --git a/Dungeonslayers-4/DS4.html b/Dungeonslayers-4/DS4.html new file mode 100644 index 000000000000..992c3540ddad --- /dev/null +++ b/Dungeonslayers-4/DS4.html @@ -0,0 +1,2137 @@ +
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    StartProgress pointsWeaponArmorEquipmentTalentMiscellaneousTotal
    Body/=of
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    Mind/=of
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    + \ No newline at end of file diff --git a/Dungeonslayers-4/README.md b/Dungeonslayers-4/README.md new file mode 100644 index 000000000000..2b538cf0cdab --- /dev/null +++ b/Dungeonslayers-4/README.md @@ -0,0 +1,2 @@ +This sheet is created for Dungeonslayers (vers. 4; http://www.dungeonslayers.net/). +It supports the mana system described in the Magicworks Fanworks. diff --git a/Dungeonslayers-4/sheet.json b/Dungeonslayers-4/sheet.json new file mode 100644 index 000000000000..92b34fc208a7 --- /dev/null +++ b/Dungeonslayers-4/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "DS4.html", + "css": "DS4.css", + "authors": "Michael K.", + "roll20userid": "1468847", + "preview": "DS4-preview.png", + "instructions": "" +} diff --git a/Dungeonslayers-4/translation.json b/Dungeonslayers-4/translation.json new file mode 100644 index 000000000000..c951c80e5680 --- /dev/null +++ b/Dungeonslayers-4/translation.json @@ -0,0 +1,177 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, …", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, …", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/af.json b/Dungeonslayers-4/translations/af.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/af.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/cs.json b/Dungeonslayers-4/translations/cs.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/cs.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/da.json b/Dungeonslayers-4/translations/da.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/da.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/de.json b/Dungeonslayers-4/translations/de.json new file mode 100644 index 000000000000..582609b1e988 --- /dev/null +++ b/Dungeonslayers-4/translations/de.json @@ -0,0 +1,176 @@ +{ + "active":"Aktiv", + "additional":"Zusätzlich", + "age":"Alter", + "agility":"Bewegung", + "alphabets":"Schriftzeichen", + "appraise":"Schätzen", + "appraise-bonus":"Beute schätzen, ...", + "armor":"Rüstung", + "armor-material-example":"Holz, Leder, Metall, ...", + "armor-type-example":"Helm, Körper, Armschienen, Beinschienen, Schild, ...", + "armor-value":"Panzerung", + "armor-value-short":"PA", + "attribute+trait":"Attribute + Eigenschaften", + "aura":"Aura", + "base":"Basis", + "body":"Körper", + "body-short+constitution-short":"KÖR+H", + "body-short+strength-short":"KÖR+ST", + "bonus":"Bonus", + "both-attack":"Beides", + "character":"Charakter", + "character-name":"Charaktername", + "check":"Probe", + "check-result":"Probenergebnis", + "check-value":"Probenwert", + "class":"Klasse", + "class-example":"Krieger, Späher, Heiler, Zauberer, Schwarzmagier, ...", + "climb":"Klettern", + "climb-bonus":"Akrobat, Kletterass, ...", + "communicate":"Verständigen", + "communicate-bonus":"Bildung, ...", + "constitution":"Härte", + "cooldown":"Abklingzeit", + "culture":"Kultur", + "culture-example":"Barbaren, Bergzwerge, Freiländer, Kaitaner, Waldelfen, Wildelfen, Wüstenzwerge, Wyndländer, Zasaren, ...", + "cultural-talents":"Kulturtalente", + "current-hit-points":"Aktuelle Lebenskraft", + "current-mana-points":"Aktuelles Mana", + "date-of-birth":"Geburtsdatum", + "decipher-script":"Inschrift entziffern", + "decipher-script-bonus":"Wahrnehmung, Bildung, ...", + "defense":"Abwehr", + "defy-poison":"Gift trotzen", + "defy-poison-bonus":"Einstecker, ...", + "dexterity":"Geschick", + "disable-traps":"Fallen entschärfen", + "disable-traps-bonus":"Diebeskunst, ...", + "distance":"Distanz", + "duration":"Dauer", + "edit-bonuses":"Boni bearbeiten", + "effect":"Effekt", + "equipment":"Gegenstand", + "experience-points":"Erfahrungspunkte", + "experience-points-short":"EP", + "eye-color":"Augenfarbe", + "feat-of-strength":"Kraftakt", + "feat-of-strength-bonus":"Brutaler Hieb, Vernichtender Schlag, ...", + "flirt":"Flirten", + "flirt-bonus":"Charmant, ...", + "gender":"Geschlecht", + "generic":"Generische", + "generic-check":"Generische Probe", + "haggle":"Feilschen", + "haggle-base":"GEI+MAX(VE, AU)", + "haggle-bonus":"Charmant, Schlitzohr, ...", + "hair-color":"Haarfarbe", + "hands":"Hände", + "hands-example":"1H = einhändig, 2H = zweihändig, ...", + "character-height":"Grösse", + "hero-class":"Heldenklasse", + "hero-class-example":"Berserker, Paladin, Waffenmeister, Attentäter, Meisterdieb, Waldläufer, Druide, Kampfmönch, Kleriker, Elementarist, Erzmagier, Kriegszauberer, Blutmagier, Dämonologe, Nekromant, ...", + "hide":"Verbergen", + "hit-points":"Lebenskraft", + "initiative":"Initiative", + "intellect":"Verstand", + "jump":"Springen", + "jump-bonus":"Akrobat, ...", + "knowledge":"Wissen", + "knowledge-bonus":"Bildung, Wissensgebiet, ...", + "languages":"Sprachen", + "learned":"Gelernt", + "level":"Stufe", + "magic-bonus":"Magiebonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Schlagen", + "mind":"Geist", + "mind-influencing-spell":"Geistesbeeinflussende Zauber", + "mind-short+aura-short":"GEI+AU", + "mind-short+dexterity-short":"GEI+GE", + "mind-short+intellect-short":"GEI+VE", + "mind-short+intellect-short-or-eight":"MAX(GEI+VE, 8)", + "miscellaneous":"Sonstiges", + "mobility":"Agilität", + "mobility-short+agility-short":"AGI+BE", + "mobility-short+dexterity-short":"AGI+GE", + "mobility-short+strength-short":"AGI+ST", + "movement-rate":"Laufen", + "normal-spell":"Zaubern", + "normal-spellcasting":"Zaubern", + "notes":"Notizen", + "of":"von", + "open-lock":"Schlösser öffnen", + "open-lock-bonus":"Diebeskunst, Schlossknacker, ...", + "opponent-defense":"Gegnerabwehr", + "opponent-defense-short":"GA", + "other-abilities":"Sonstige Fähigkeiten", + "perception":"Bemerken", + "perception-bonus":"Diebeskunst, Wahrnehmung, ...", + "pick-pocket":"Taschendiebstahl", + "pick-pocket-bonus":"Diebeskunst, Heimlichkeit, Kann ich mal vorbei?, Langfinger, ...", + "place-of-birth":"Geburtsort", + "player":"Spieler", + "player-name":"Spielername", + "private-biography":"Geheime Biographie", + "progress-points":"Lernpunkte", + "progress-points-short":"LP", + "public-biography":"Öffentliche Biographie", + "quantity":"Menge", + "race":"Volk", + "race-example":"Elf, Mensch, Zwerg, ...", + "racial-abilities":"Volksfähigkeiten", + "ranged-attack":"Schiessen", + "read-tracks":"Spuren lesen", + "read-tracks-bonus":"Jäger, Wahrnehmung, ...", + "resist-disease":"Krankheit trotzen", + "resist-disease-bonus":"Einstecker, ...", + "ride":"Reiten", + "ride-base":"AGI+MAX(BE, AU)", + "ride-bonus":"Reiten, Sattelschütze, Tiermeister, ...", + "search":"Suchen", + "search-bonus":"Diebeskunst, Heimlichkeit, Wahrnehmung, ...", + "sneak":"Schleichen", + "sneak-bonus":"Heimlichkeit, ...", + "special":"Besonderes", + "special-behavior":"Besonderes Verhalten", + "special-characteristics":"Besonderes Aussehen", + "spell":"Zauber", + "spell-cooldown":"Abklingzeit", + "spell-distance":"Distanz", + "spell-duration":"Dauer", + "spell-modifier":"Zauberbonus", + "spell-modifier-short":"ZB", + "spell-type":"Zauber, Zielzauber, Geistesbeeinflussender Zauber", + "start":"Start", + "start-fire":"Feuer machen", + "start-fire-bonus":"Jäger, ...", + "stealth-bonus":"Heimlichkeit, ...", + "strength":"Stärke", + "swim":"Schwimmen", + "swim-bonus":"Schwimmen, ...", + "talent":"Talent", + "talents":"Talente", + "talent-points":"Talentpunkte", + "talent-points-short":"TP", + "targeted-spell":"Zielzauber", + "targeted-spellcasting":"Zielzauber", + "tier":"Rang", + "total":"Gesamt", + "type":"Typ", + "typical-checks":"Typische Proben", + "unarmed":"Waffenlos", + "wake-up":"Erwachen", + "wake-up-bonus":"Schnelle Reflexe, Wahrnehmung, ...", + "weapon":"Waffe", + "weapon-bonus":"Waffenbonus", + "weapon-bonus-short":"WB", + "weapon-type":"Schlagen oder Schiessen", + "weight":"Gewicht", + "where-carried":"Wo gelagert?", + "work-mechanism":"Mechanismus öffnen", + "work-mechanism-base":"GEI+MAX(GE, VE)", + "work-mechanism-bonus":"Diebeskunst, Handwerk, Schlossknacker, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/el.json b/Dungeonslayers-4/translations/el.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/el.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/en.json b/Dungeonslayers-4/translations/en.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/en.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/es.json b/Dungeonslayers-4/translations/es.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/es.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/fr.json b/Dungeonslayers-4/translations/fr.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/fr.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/he.json b/Dungeonslayers-4/translations/he.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/he.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/it.json b/Dungeonslayers-4/translations/it.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/it.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/ja.json b/Dungeonslayers-4/translations/ja.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/ja.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/ko.json b/Dungeonslayers-4/translations/ko.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/ko.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/nl.json b/Dungeonslayers-4/translations/nl.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/nl.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/pt.json b/Dungeonslayers-4/translations/pt.json new file mode 100644 index 000000000000..e7fc84dce5d7 --- /dev/null +++ b/Dungeonslayers-4/translations/pt.json @@ -0,0 +1,176 @@ +{ + "active":"Ativo", + "additional":"Additional", + "age":"Age", + "agility":"Agilidade", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/ru.json b/Dungeonslayers-4/translations/ru.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/ru.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/sv.json b/Dungeonslayers-4/translations/sv.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/sv.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/tr.json b/Dungeonslayers-4/translations/tr.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/tr.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/zh.json b/Dungeonslayers-4/translations/zh.json new file mode 100644 index 000000000000..7485cfabbae9 --- /dev/null +++ b/Dungeonslayers-4/translations/zh.json @@ -0,0 +1,176 @@ +{ + "active":"Active", + "additional":"Additional", + "age":"Age", + "agility":"Agility", + "alphabets":"Alphabets", + "appraise":"Appraise", + "appraise-bonus":"Appraise, ...", + "armor":"Armor", + "armor-material-example":"Wood, Leather, Metal, ...", + "armor-type-example":"Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value":"Armor value", + "armor-value-short":"AV", + "attribute+trait":"Attribute + Trait", + "aura":"Aura", + "base":"Base", + "body":"Body", + "body-short+constitution-short":"BOD+CO", + "body-short+strength-short":"BOD+ST", + "bonus":"Bonus", + "both-attack":"Both", + "character":"Character", + "character-name":"Character name", + "check":"Check", + "check-result":"Check result", + "check-value":"Check value", + "class":"Class", + "class-example":"Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb":"Climb", + "climb-bonus":"Acrobat, Master Climber, ...", + "communicate":"Communicate", + "communicate-bonus":"Education, ...", + "constitution":"Constitution", + "cooldown":"Cooldown", + "culture":"Culture", + "culture-example":"Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents":"Cultural talents", + "current-hit-points":"Current hit points", + "current-mana-points":"Current mana points", + "date-of-birth":"Date of birth", + "decipher-script":"Decipher script", + "decipher-script-bonus":"Alertness, Education, ...", + "defense":"Defense", + "defy-poison":"Defy poison", + "defy-poison-bonus":"Endurance, ", + "dexterity":"Dexterity", + "disable-traps":"Disable traps", + "disable-traps-bonus":"Thievery, ...", + "distance":"Distance", + "duration":"Duration", + "edit-bonuses":"Edit bonuses", + "effect":"Effect", + "equipment":"Equipment", + "experience-points":"Experience points", + "experience-points-short":"EP", + "eye-color":"Eye color", + "feat-of-strength":"Feat of strength", + "feat-of-strength-bonus":"Brutal Blow, Devastating Strike, ...", + "flirt":"Flirt", + "flirt-bonus":"Charming, ...", + "gender":"Gender", + "generic":"Generic", + "generic-check":"Generic check", + "haggle":"Haggle", + "haggle-base":"MND+MAX(IN, AU)", + "haggle-bonus":"Charming, Rascal, ...", + "hair-color":"Hair color", + "hands":"Hands", + "hands-example":"1H = one-handed, 2H = two-handed, ...", + "character-height":"Height", + "hero-class":"Hero class", + "hero-class-example":"Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide":"Hide", + "hit-points":"Hit points", + "initiative":"Initiative", + "intellect":"Intellect", + "jump":"Jump", + "jump-bonus":"Acrobat, ...", + "knowledge":"Knowledge", + "knowledge-bonus":"Education, Expertise, ...", + "languages":"Languages", + "learned":"Learned", + "level":"Level", + "magic-bonus":"Magic bonus", + "magic-bonus-short":"MB", + "mana":"Mana", + "material":"Material", + "melee-attack":"Melee attack", + "mind":"Mind", + "mind-influencing-spell":"Mind-influencing spell", + "mind-short+aura-short":"MND+AU", + "mind-short+dexterity-short":"MND+DX", + "mind-short+intellect-short":"MND+IN", + "mind-short+intellect-short-or-eight":"MAX(MND+IN, 8)", + "miscellaneous":"Miscellaneous", + "mobility":"Mobility", + "mobility-short+agility-short":"MOB+AG", + "mobility-short+dexterity-short":"MOB+DX", + "mobility-short+strength-short":"MOB+ST", + "movement-rate":"Movement rate", + "normal-spell":"Normal spell", + "normal-spellcasting":"Spellcasting", + "notes":"Notes", + "of":"of", + "open-lock":"Open lock", + "open-lock-bonus":"Thievery, Lockpicking, ...", + "opponent-defense":"Opponent's defense", + "opponent-defense-short":"OD", + "other-abilities":"Other abilities", + "perception":"Perception", + "perception-bonus":"Thievery, Alertness, ...", + "pick-pocket":"Pick pocket", + "pick-pocket-bonus":"Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth":"Place of birth", + "player":"Player", + "player-name":"Player name", + "private-biography":"Private biography", + "progress-points":"Progress points", + "progress-points-short":"PP", + "public-biography":"Public biography", + "quantity":"Quantity", + "race":"Race", + "race-example":"Elf, Human, Dwarf, ...", + "racial-abilities":"Racial abilities", + "ranged-attack":"Ranged attack", + "read-tracks":"Read tracks", + "read-tracks-bonus":"Hunter, Alertness, ...", + "resist-disease":"Resist disease", + "resist-disease-bonus":"Endurance, ", + "ride":"Ride", + "ride-base":"MOB+MAX(AG, AU)", + "ride-bonus":"Riding, Mounted Archer, Beast Master, ...", + "search":"Search", + "search-bonus":"Thievery, Stealth, Alertness, ...", + "sneak":"Sneak", + "sneak-bonus":"Stealth, ...", + "special":"Special", + "special-behavior":"Special behavior", + "special-characteristics":"Special characteristics", + "spell":"Spell", + "spell-cooldown":"Cooldown", + "spell-distance":"Distance", + "spell-duration":"Duration", + "spell-modifier":"Spell modifier", + "spell-modifier-short":"SM", + "spell-type":"Normal spell, Targeted spell or Mind-influencing spell", + "start":"Start", + "start-fire":"Start fire", + "start-fire-bonus":"Hunter, ...", + "stealth-bonus":"Stealth, ...", + "strength":"Strength", + "swim":"Swim", + "swim-bonus":"Swim, ...", + "talent":"Talent", + "talents":"Talents", + "talent-points":"Talent points", + "talent-points-short":"TP", + "targeted-spell":"Targeted spell", + "targeted-spellcasting":"Targeted spellcasting", + "tier":"Tier", + "total":"Total", + "type":"Type", + "typical-checks":"Typical checks", + "unarmed":"Unarmed", + "wake-up":"Wake up", + "wake-up-bonus":"Lightning Reflexes, Alertness, ...", + "weapon":"Weapon", + "weapon-bonus":"Weapon bonus", + "weapon-bonus-short":"WB", + "weapon-type":"Melee attack or Ranged attack", + "weight":"Weight", + "where-carried":"Where carried?", + "work-mechanism":"Work mechanism", + "work-mechanism-base":"MND+MAX(DX, IN)", + "work-mechanism-bonus":"Thievery, Artisan, Lockpicking, ..." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/zu.json b/Dungeonslayers-4/translations/zu.json new file mode 100644 index 000000000000..404773f6fb1b --- /dev/null +++ b/Dungeonslayers-4/translations/zu.json @@ -0,0 +1,176 @@ +{ + "active":"crwdns41416:0crwdne41416:0", + "additional":"crwdns41650:0crwdne41650:0", + "age":"crwdns41417:0crwdne41417:0", + "agility":"crwdns41418:0crwdne41418:0", + "alphabets":"crwdns41651:0crwdne41651:0", + "appraise":"crwdns41420:0crwdne41420:0", + "appraise-bonus":"crwdns41421:0crwdne41421:0", + "armor":"crwdns41422:0crwdne41422:0", + "armor-material-example":"crwdns41423:0crwdne41423:0", + "armor-type-example":"crwdns41424:0crwdne41424:0", + "armor-value":"crwdns41425:0crwdne41425:0", + "armor-value-short":"crwdns41426:0crwdne41426:0", + "attribute+trait":"crwdns41427:0crwdne41427:0", + "aura":"crwdns41428:0crwdne41428:0", + "base":"crwdns41429:0crwdne41429:0", + "body":"crwdns41430:0crwdne41430:0", + "body-short+constitution-short":"crwdns41431:0crwdne41431:0", + "body-short+strength-short":"crwdns41432:0crwdne41432:0", + "bonus":"crwdns41433:0crwdne41433:0", + "both-attack":"crwdns41434:0crwdne41434:0", + "character":"crwdns41435:0crwdne41435:0", + "character-name":"crwdns41436:0crwdne41436:0", + "check":"crwdns41437:0crwdne41437:0", + "check-result":"crwdns41438:0crwdne41438:0", + "check-value":"crwdns41439:0crwdne41439:0", + "class":"crwdns41440:0crwdne41440:0", + "class-example":"crwdns41441:0crwdne41441:0", + "climb":"crwdns41442:0crwdne41442:0", + "climb-bonus":"crwdns41443:0crwdne41443:0", + "communicate":"crwdns41444:0crwdne41444:0", + "communicate-bonus":"crwdns41445:0crwdne41445:0", + "constitution":"crwdns41446:0crwdne41446:0", + "cooldown":"crwdns41447:0crwdne41447:0", + "culture":"crwdns41448:0crwdne41448:0", + "culture-example":"crwdns41449:0crwdne41449:0", + "cultural-talents":"crwdns41652:0crwdne41652:0", + "current-hit-points":"crwdns41450:0crwdne41450:0", + "current-mana-points":"crwdns41451:0crwdne41451:0", + "date-of-birth":"crwdns41452:0crwdne41452:0", + "decipher-script":"crwdns41453:0crwdne41453:0", + "decipher-script-bonus":"crwdns41454:0crwdne41454:0", + "defense":"crwdns41455:0crwdne41455:0", + "defy-poison":"crwdns41456:0crwdne41456:0", + "defy-poison-bonus":"crwdns41457:0crwdne41457:0", + "dexterity":"crwdns41458:0crwdne41458:0", + "disable-traps":"crwdns41459:0crwdne41459:0", + "disable-traps-bonus":"crwdns41460:0crwdne41460:0", + "distance":"crwdns41461:0crwdne41461:0", + "duration":"crwdns41462:0crwdne41462:0", + "edit-bonuses":"crwdns41463:0crwdne41463:0", + "effect":"crwdns41464:0crwdne41464:0", + "equipment":"crwdns41465:0crwdne41465:0", + "experience-points":"crwdns41466:0crwdne41466:0", + "experience-points-short":"crwdns41467:0crwdne41467:0", + "eye-color":"crwdns41468:0crwdne41468:0", + "feat-of-strength":"crwdns41469:0crwdne41469:0", + "feat-of-strength-bonus":"crwdns41470:0crwdne41470:0", + "flirt":"crwdns41471:0crwdne41471:0", + "flirt-bonus":"crwdns41472:0crwdne41472:0", + "gender":"crwdns41473:0crwdne41473:0", + "generic":"crwdns41474:0crwdne41474:0", + "generic-check":"crwdns41475:0crwdne41475:0", + "haggle":"crwdns41476:0crwdne41476:0", + "haggle-base":"crwdns41477:0crwdne41477:0", + "haggle-bonus":"crwdns41478:0crwdne41478:0", + "hair-color":"crwdns41479:0crwdne41479:0", + "hands":"crwdns41480:0crwdne41480:0", + "hands-example":"crwdns41481:0crwdne41481:0", + "character-height":"crwdns41482:0crwdne41482:0", + "hero-class":"crwdns41483:0crwdne41483:0", + "hero-class-example":"crwdns41484:0crwdne41484:0", + "hide":"crwdns41485:0crwdne41485:0", + "hit-points":"crwdns41486:0crwdne41486:0", + "initiative":"crwdns41487:0crwdne41487:0", + "intellect":"crwdns41488:0crwdne41488:0", + "jump":"crwdns41489:0crwdne41489:0", + "jump-bonus":"crwdns41490:0crwdne41490:0", + "knowledge":"crwdns41491:0crwdne41491:0", + "knowledge-bonus":"crwdns41492:0crwdne41492:0", + "languages":"crwdns41653:0crwdne41653:0", + "learned":"crwdns41654:0crwdne41654:0", + "level":"crwdns41494:0crwdne41494:0", + "magic-bonus":"crwdns41495:0crwdne41495:0", + "magic-bonus-short":"crwdns41496:0crwdne41496:0", + "mana":"crwdns41497:0crwdne41497:0", + "material":"crwdns41498:0crwdne41498:0", + "melee-attack":"crwdns41499:0crwdne41499:0", + "mind":"crwdns41500:0crwdne41500:0", + "mind-influencing-spell":"crwdns41501:0crwdne41501:0", + "mind-short+aura-short":"crwdns41502:0crwdne41502:0", + "mind-short+dexterity-short":"crwdns41503:0crwdne41503:0", + "mind-short+intellect-short":"crwdns41504:0crwdne41504:0", + "mind-short+intellect-short-or-eight":"crwdns41505:0crwdne41505:0", + "miscellaneous":"crwdns41506:0crwdne41506:0", + "mobility":"crwdns41507:0crwdne41507:0", + "mobility-short+agility-short":"crwdns41508:0crwdne41508:0", + "mobility-short+dexterity-short":"crwdns41509:0crwdne41509:0", + "mobility-short+strength-short":"crwdns41510:0crwdne41510:0", + "movement-rate":"crwdns41511:0crwdne41511:0", + "normal-spell":"crwdns41512:0crwdne41512:0", + "normal-spellcasting":"crwdns41513:0crwdne41513:0", + "notes":"crwdns41514:0crwdne41514:0", + "of":"crwdns41515:0crwdne41515:0", + "open-lock":"crwdns41516:0crwdne41516:0", + "open-lock-bonus":"crwdns41517:0crwdne41517:0", + "opponent-defense":"crwdns41518:0crwdne41518:0", + "opponent-defense-short":"crwdns41519:0crwdne41519:0", + "other-abilities":"crwdns41520:0crwdne41520:0", + "perception":"crwdns41521:0crwdne41521:0", + "perception-bonus":"crwdns41522:0crwdne41522:0", + "pick-pocket":"crwdns41523:0crwdne41523:0", + "pick-pocket-bonus":"crwdns41524:0crwdne41524:0", + "place-of-birth":"crwdns41525:0crwdne41525:0", + "player":"crwdns41526:0crwdne41526:0", + "player-name":"crwdns41527:0crwdne41527:0", + "private-biography":"crwdns41528:0crwdne41528:0", + "progress-points":"crwdns41529:0crwdne41529:0", + "progress-points-short":"crwdns41530:0crwdne41530:0", + "public-biography":"crwdns41531:0crwdne41531:0", + "quantity":"crwdns41532:0crwdne41532:0", + "race":"crwdns41534:0crwdne41534:0", + "race-example":"crwdns41535:0crwdne41535:0", + "racial-abilities":"crwdns41536:0crwdne41536:0", + "ranged-attack":"crwdns41537:0crwdne41537:0", + "read-tracks":"crwdns41538:0crwdne41538:0", + "read-tracks-bonus":"crwdns41539:0crwdne41539:0", + "resist-disease":"crwdns41540:0crwdne41540:0", + "resist-disease-bonus":"crwdns41541:0crwdne41541:0", + "ride":"crwdns41542:0crwdne41542:0", + "ride-base":"crwdns41543:0crwdne41543:0", + "ride-bonus":"crwdns41544:0crwdne41544:0", + "search":"crwdns41545:0crwdne41545:0", + "search-bonus":"crwdns41546:0crwdne41546:0", + "sneak":"crwdns41547:0crwdne41547:0", + "sneak-bonus":"crwdns41548:0crwdne41548:0", + "special":"crwdns41549:0crwdne41549:0", + "special-behavior":"crwdns41550:0crwdne41550:0", + "special-characteristics":"crwdns41551:0crwdne41551:0", + "spell":"crwdns41552:0crwdne41552:0", + "spell-cooldown":"crwdns41553:0crwdne41553:0", + "spell-distance":"crwdns41554:0crwdne41554:0", + "spell-duration":"crwdns41555:0crwdne41555:0", + "spell-modifier":"crwdns41556:0crwdne41556:0", + "spell-modifier-short":"crwdns41557:0crwdne41557:0", + "spell-type":"crwdns41558:0crwdne41558:0", + "start":"crwdns41559:0crwdne41559:0", + "start-fire":"crwdns41560:0crwdne41560:0", + "start-fire-bonus":"crwdns41561:0crwdne41561:0", + "stealth-bonus":"crwdns41562:0crwdne41562:0", + "strength":"crwdns41563:0crwdne41563:0", + "swim":"crwdns41564:0crwdne41564:0", + "swim-bonus":"crwdns41565:0crwdne41565:0", + "talent":"crwdns41566:0crwdne41566:0", + "talents":"crwdns41655:0crwdne41655:0", + "talent-points":"crwdns41567:0crwdne41567:0", + "talent-points-short":"crwdns41568:0crwdne41568:0", + "targeted-spell":"crwdns41569:0crwdne41569:0", + "targeted-spellcasting":"crwdns41570:0crwdne41570:0", + "tier":"crwdns41571:0crwdne41571:0", + "total":"crwdns41572:0crwdne41572:0", + "type":"crwdns41573:0crwdne41573:0", + "typical-checks":"crwdns41574:0crwdne41574:0", + "unarmed":"crwdns41575:0crwdne41575:0", + "wake-up":"crwdns41576:0crwdne41576:0", + "wake-up-bonus":"crwdns41577:0crwdne41577:0", + "weapon":"crwdns41578:0crwdne41578:0", + "weapon-bonus":"crwdns41579:0crwdne41579:0", + "weapon-bonus-short":"crwdns41580:0crwdne41580:0", + "weapon-type":"crwdns41581:0crwdne41581:0", + "weight":"crwdns41582:0crwdne41582:0", + "where-carried":"crwdns41583:0crwdne41583:0", + "work-mechanism":"crwdns41584:0crwdne41584:0", + "work-mechanism-base":"crwdns41585:0crwdne41585:0", + "work-mechanism-bonus":"crwdns41586:0crwdne41586:0" +} \ No newline at end of file diff --git a/Earthdawn-4E/ED4E.css b/Earthdawn-4E/ED4E.css index 6f0fbb7d19f1..3134f2c86335 100644 --- a/Earthdawn-4E/ED4E.css +++ b/Earthdawn-4E/ED4E.css @@ -1,4 +1,4 @@ -/*-- ED4 Character Sheet v1.1 Last update: 02-08-2017 +/*-- ED4 Character Sheet v1.2 Last update: 05-24-2017 Author: Dougansf --*/ h3 {text-indent: 20px;} @@ -10,8 +10,8 @@ input {font-size: 90%} /*----------- Main Tabs Setup -------------*/ /*this hides the contents of each tab by default*/ -.charsheet div[class^="sheet-section"] { - display: none; +.charsheet div[class^="sheet-section"] { + display: none; } /*this shows the tab content when the appropriate input field is selected*/ @@ -22,6 +22,7 @@ input {font-size: 90%} .charsheet input.sheet-tab5:checked ~ div.sheet-section-spellcasting, .charsheet input.sheet-tab6:checked ~ div.sheet-section-grimoire, .charsheet input.sheet-tab7:checked ~ div.sheet-section-treasury, +.charsheet input.sheet-tab8:checked ~ div.sheet-section-creature, .charsheet input.sheet-tab51:checked ~ div.sheet-section-circle1, .charsheet input.sheet-tab52:checked ~ div.sheet-section-circle2, .charsheet input.sheet-tab53:checked ~ div.sheet-section-circle3, @@ -32,39 +33,39 @@ input {font-size: 90%} .charsheet input.sheet-tab58:checked ~ div.sheet-section-circle8, { - display: block; + display: block; } -.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] { - display: block; +.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] { + display: block; } /*this hides the radio button for each tab, makes it 100px wide and 40px tall and makes sure it's above everything else*/ .charsheet input.sheet-tab { - width: 93px; - height: 20px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; + width: 87px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; } /*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ .charsheet span.sheet-tab { - text-align: center; - display: inline-block; - font-size: 12px; - background: #c7c3b0; - color: black; - font-weight: bold; - border-radius: 4px; - - width: 93px; - height: 20px; - cursor: pointer; - position: relative; - vertical-align: middle; - margin-left: -96px;/*originally 91px*/ + text-align: center; + display: inline-block; + font-size: 12px; + background: #c7c3b0; + color: black; + font-weight: bold; + border-radius: 3px; + + width: 91px; + height: 20px; + cursor: pointer; + position: relative; + vertical-align: middle; + margin-left: -96px;/*originally 91px*/ } /*this modifies the span color once the radio button is selected so you know which tab is selected*/ @@ -75,6 +76,7 @@ input {font-size: 90%} .charsheet input.sheet-tab5:checked + span.sheet-tab5, .charsheet input.sheet-tab6:checked + span.sheet-tab6, .charsheet input.sheet-tab7:checked + span.sheet-tab7, +.charsheet input.sheet-tab8:checked + span.sheet-tab8, .charsheet input.sheet-tab51:checked + span.sheet-tab51, .charsheet input.sheet-tab52:checked + span.sheet-tab52, .charsheet input.sheet-tab53:checked + span.sheet-tab53, @@ -85,8 +87,8 @@ input {font-size: 90%} .charsheet input.sheet-tab58:checked + span.sheet-tab58, .charsheet input.sheet-tab99:checked + span.sheet-tab99 { - background: #034cb2; - color: #FFFFFF; - border-radius: 4px; + background: #034cb2; + color: #FFFFFF; + border-radius: 4px; } /*----------- End Main Tab Setup -----------*/ diff --git a/Earthdawn-4E/ED4E.html b/Earthdawn-4E/ED4E.html index f82ca00a1ac1..df574d5342c3 100644 --- a/Earthdawn-4E/ED4E.html +++ b/Earthdawn-4E/ED4E.html @@ -1,152 +1,152 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + - - - - + + - - - - - - - + + + + + + - - - - - - - - - + + + + + + + + + + + + +
    - - Name - - - - - - Damage - - - - - Wounds - - - -   - - - DEFENSE - - - - ARMOR - -
    - - Movement -
    - -
    - - Base / Current -
    - - / - -
    - - Wound Threshold - - - - Base / Current -
    - - / - -
    - - Knockdown Threshold - - - - - - PHYSICAL - - - - - -
    - - Karma - - - Current / Max
    - - / - -
    + + Name + + + + + + Damage + + + + + Wounds + + + +   + + + DEFENSE + + + + ARMOR + +
    + + Movement +
    + +
    + + Base / Current +
    + + / + +
    + + Wound Threshold + + + + Base / Current +
    + + / + +
    + + Knockdown Threshold + + + + + + PHYSICAL + + + + + +
    + + Karma + + + Maximum / Current
    + + / + + -
    - - Unconcious Rating - - - - Base / Current -
    - - / - -
    - - Resist Knockdown - - - - + + Resist Knockdown + + + + - - - - MYSTIC - - - - - -
    - - Initiative - - - -     - - - + + + +
    + + Initiative + + + +     + + + - - - - - Death Rating - - - - Base / Current -
    - - / - -
    - - Blood Magic - - - - - - SOCIAL - - - - -   -
    + + Death Rating + + + + Base / Current +
    + + / + +
    + + Blood Magic + + + + + + SOCIAL + + + + +   +

    - - - ATTRIBUTES - - TALENTS - - SKILLS - - EQUIPMENT - - SPELLS - - GRIMOIRE - - TREASURY - + + + ATTRIBUTES + + TALENTS + + SKILLS + + EQUIPMENT + + SPELLS + + GRIMOIRE + + TREASURY + + CREATURE +

    - - - - +
    - - - - - - - - - - - - - - + + -
    -
    - - ATTRIBUTES - -
    -
    -
    - - VALUE - -
    -
    -
    - - STEP - -
    -
    -
    - - ROLL - -
    -
    - - Dexterity - - - - - Base - - - Modifier - - - - -
    + + + + + + + + + + + + + + - - - - - - - + + + + - - - - - - - + + + + - - - - - - - + + + + - - - - - - - + + + + - - - - - - - + + + + - - - - - - - - - - - - - - + + + + - - -
    +
    + + ATTRIBUTES + +
    +
    +
    + + VALUE + +
    +
    +
    + + STEP + +
    +
    +
    + + ROLL + +
    +
    + + Dexterity + + + + + Base + + + Modifier + + + + + - - -
    - - Strength - - - - - - - - - - - + + Strength + + + + + + + + + + + - - -
    - - Toughness - - - - - - - - - - - + + + + + + + + + - - -
    - - Perception - - - - - - - - - - - + + Perception + + + + + + + + + + + - - -
    - - Willpower - - - - - - - - - - - + + + + + + + + + - - -
    - - Charisma - - - - - - - - - - - + + Charisma + + + + + + + + + + + - - -
    -   - - - Armor Mod - - - - Karma? - - - - Modifier - - -
    - - Initiative - - - - - - - - - - - + + Armor Mod + + + + + Karma? + + + + + + + + - - -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + +
    - - - DEFENSE - - - - ARMOR - -
    - - Physical - - - Base - - - Current - - - Base - - - Current - -
    - - Mystic - - - - - - - - - -
    - - Social - - - - - - -   -
    - - Race - - - - - - Karma 1d - - - -
    - - Discipline 1 - - - - - - Circle - - - -
    - - Discipline 2 - - - - - - Circle - - - -
    -   - - - Per Day - - - - Current - - - - Karma? - - -
    - - Recovery - - - - - - - - - -
    +
    @@ -813,32 +786,32 @@

    Special Abilities

    - - - + + +
    - - - - - - - - - -
    - - EFFECT - - - - - - SOURCE - - - -
    -
    + + + + + + + + + +
    + + EFFECT + + + + + + SOURCE + + + +
    +
    @@ -848,58 +821,58 @@

    Special Abilities

    - - - + + + + + + + + + + + + + +
    - - - - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - - - - -
    - - TALENT - - - - STEP - - - - ROLL - - - - RANK - - - - ACTION - - - - STRAIN - - - - DURATION - -
    - - - - - Public / GM Only - -
    + + TALENT + + + + STEP + + + + ROLL + + + + RANK + + + + ACTION + + + + STRAIN + + + + DURATION + +
    + + + + + Public / GM Only + + - -   - / -   - - - - - - - - - - - - + - - =
    - - -
    - - DESCRIPTION - - - -
    -
    + + + + + + + + + + + =
    + + +
    + + DESCRIPTION + + + +
    +

    @@ -1018,58 +991,58 @@

    Special Abilities

    - - - + + + + + + + + + + + + + +
    - - - - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - - - - -
    - - SKILL - - - - STEP - - - - ROLL - - - - RANK - - - - ACTION - - - - STRAIN - - - - DURATION - -
    - - - - - Public / GM Only - -
    + + SKILL + + + + STEP + + + + ROLL + + + + RANK + + + + ACTION + + + + STRAIN + + + + DURATION + +
    + + + + + Public / GM Only + + - -   - / -   - - - - - - - - - - - - + - - =
    - - -
    - - DESCRIPTION - - - -
    -
    + + + + + + + + + + + =
    + + +
    + + DESCRIPTION + + + +
    + +
    @@ -1190,47 +1163,47 @@

    - - - + + + + + + + + + + +
    - - - - - - - - - - - - - + + + + + + + + + + + - - + - - - - - - - -
    - - NAME - - - - ATTACK STEP - - - - ATTACK ROLL - - - - DAMAGE STEP - - - - DAMAGE ROLL - -
    - - - - - -
    + + NAME + + + + ATTACK STEP + + + + ATTACK ROLL + + + + DAMAGE STEP + + + + DAMAGE ROLL + +
    + + + + + + - - - - - - + + - -
    - - SPECIAL - - - -
    -
    + + SPECIAL + + + +
    + +
    @@ -1298,55 +1271,55 @@

    Ranged Weapons

    - - - - - - - - - - - - - - - + + + + + + + + + + + + + - - + - - - - - - + + + + + + - - - -
    - - NAME - - - - ATTACK STEP - - - - ATTACK ROLL - - - - DAMAGE STEP - - - - DAMAGE ROLL - - - - RANGE - - - - AMMO - -
    - - - - - -
    + + NAME + + + + ATTACK STEP + + + + ATTACK ROLL + + + + DAMAGE STEP + + + + DAMAGE ROLL + + + + RANGE + + + + AMMO + +
    + + + + + + - - - - - - + + - - - - Short - - - - - Current - - -
    - - SPECIAL - - + + + + + Short + + + + + Current + + +
    + + SPECIAL + + - - Long - - - - - Max - - -
    + + Long + + + + + + Max + + + + + +

    @@ -1437,54 +1410,54 @@

    Armor

    - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + - - + +
    - - NAME - - - - PA - - - - MA - - - - INIT - -
    - - - - - - - -
    - - SPECIAL - - +
    + + NAME + + + + PA + + + + MA + + + + INIT + +
    + + + + + + + +
    + + SPECIAL + +
    @@ -1492,62 +1465,62 @@

    Shield

    - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + - - + +
    - - NAME - - - - PD - - - - MD - - - - INIT - - - - SHATTER - -
    - - - - - - - - - -
    - - SPECIAL - - +
    + + NAME + + + + PD + + + + MD + + + + INIT + + + + SHATTER + +
    + + + + + + + + + +
    + + SPECIAL + +
    @@ -1557,110 +1530,110 @@

    Thread Items

    - - + +
    - - - - - - - - - - - - + - - + + +
    - NAME - RANK - MAX THREADS - MD - TIER
    - - - - - +
    + + + + + + + + + + + + - - - - - - + + + - - -
    + NAME + RANK + MAX THREADS + MD + TIER
    + + + + + - + + - + +
    - - THREAD DETAILS - - +
    + + THREAD DETAILS + +
    -
    +

    - - - - - - - - - - - + + + + + + + + + - - - + + + + + +
    - - NAME - - - - STEP - - - - ROLL - - - - RANK - - - - ACTION - -
    - Spellcasting - - - - Public / GM Only - - + + NAME + + + + STEP + + + + ROLL + + + + RANK + + + + ACTION + +
    + Spellcasting + + + + Public / GM Only + + - -   - / -   - - - - - - - Standard -
    + + + Standard +
    - - - - + + - - - + + + + + +
    - - - - - Public / GM Only - - + + + + + Public / GM Only + + - -   - / -   - - - - - - - Standard -
    + + + Standard +

    Matrixes

    - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + - - - - - - - + + + + + + + - - - + + SUCCESS LEVELS + + + + + - + + + + + - - - -
    - - TYPE - - - - SPELL NAME - - - - - - RANGE - - - -
    - - - - CIRCLE - - - - - - DURATION - - - - + - - -
    - - RANK - - - - THREADS - - - - TN - - / +
    + + TYPE + + + + SPELL NAME + + + + + + RANGE + + + +
    + + + + CIRCLE + + + + + + DURATION + + + + + + + +
    + + RANK + + + + THREADS + + + + TN + + / - - - CASTING - - - -
    - - - - EXTRA THREADS - - - + + + CASTING + + + +
    + + + + EXTRA THREADS + + + - - SUCCESS LEVELS - - - -
    + +
    - - DAMAGE
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    + + + WIL + - + / - - - EFFECT
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    - - -
    - - - + + + + + + + + + + + + +
    @@ -2041,112 +2014,112 @@

    Matrixes

    - - - - - - - - - - - - - - - - - - - + + + + + + +
    - - SPELL NAME - - - - - - RANGE - - - -
    - - CIRCLE - - - - - - DURATION - - - - + - - -
    - - THREADS - - - - TN - - / + + + + + + + + + + + + + + + + + - - - - - - + + + + + + - - - + + SUCCESS LEVELS + + + + + - + + + + + - - - -
    + + SPELL NAME + + + + + + RANGE + + + +
    + + CIRCLE + + + + + + DURATION + + + + + + + +
    + + THREADS + + + + TN + + / - - - CASTING - - - -
    - - EXTRA THREADS - - - + + + CASTING + + + +
    + + EXTRA THREADS + + + - - SUCCESS LEVELS - - - -
    + +
    - - DAMAGE
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    + + + WIL + / - - - EFFECT
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    - - -
    -
    + + +
    + + +
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + +
    - - SPELL NAME - - - - - - RANGE - - - -
    - - CIRCLE - - - - - - DURATION - - - - + - - -
    - - THREADS - - - - TN - - / - - - - CASTING - - - -
    - - EXTRA THREADS - - - + + + + - - - - - + + + + + + + + + + + + + + + + + + + + + + + - + + + + + - - - -
    + + SPELL NAME + - - SUCCESS LEVELS - - - -
    - - DAMAGE
    -
    - Public / GM Only
    - -
    + + RANGE + + + +
    + + CIRCLE + + + + + + DURATION + + + + + + + +
    + + THREADS + + + + TN + + / + + + + CASTING + + + +
    + + EXTRA THREADS + + + + + + SUCCESS LEVELS + + + +
    + + DAMAGE
    +
    + Public / GM Only
    + + - -   - / -   - - - -
    + + + WIL + / - - - EFFECT
    -
    - Public / GM Only
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    -
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    - - - -   - / -   - - - -
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    - Public / GM Only
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    - - EXTRA THREADS - - - + + + CASTING + + + +
    + + EXTRA THREADS + + + - - SUCCESS LEVELS - - - -
    + +
    - - DAMAGE
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    + + + WIL + / - - - EFFECT
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    - - -
    -
    + + +
    + + +
    - - - - - - - - - - - - - - - - - - - + + + + + + +
    - - SPELL NAME - - - - - - RANGE - - - -
    - - CIRCLE - - - - - - DURATION - - - - + - - -
    - - THREADS - - - - TN - - / + + + + + + + + + + + + + + + + + - - - - - - + + + + + + - - - + + SUCCESS LEVELS + + + + + - + + + + + - - - -
    + + SPELL NAME + + + + + + RANGE + + + +
    + + CIRCLE + + + + + + DURATION + + + + + + + +
    + + THREADS + + + + TN + + / - - - CASTING - - - -
    - - EXTRA THREADS - - - + + + CASTING + + + +
    + + EXTRA THREADS + + + - - SUCCESS LEVELS - - - -
    + +
    - - DAMAGE
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    + + + WIL + / - - - EFFECT
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    - - -
    -
    + + +
    + + +
    - - - - - - - - - - - - - - - - - - - + + + + + + +
    - - SPELL NAME - - - - - - RANGE - - - -
    - - CIRCLE - - - - - - DURATION - - - - + - - -
    - - THREADS - - - - TN - - / + + + + + + + + + + + + + + + + + - - - - - - + + + + + + - - - + + SUCCESS LEVELS + + + + + - + + + + + - - - -
    + + SPELL NAME + + + + + + RANGE + + + +
    + + CIRCLE + + + + + + DURATION + + + + + + + +
    + + THREADS + + + + TN + + / - - - CASTING - - - -
    - - EXTRA THREADS - - - + + + CASTING + + + +
    + + EXTRA THREADS + + + - - SUCCESS LEVELS - - - -
    + +
    - - DAMAGE
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    + + + WIL + / - - - EFFECT
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    - - -
    -
    + + +
    + + +
    - - - - - - - - - - - - - - - - - - - + + + + + + +
    - - SPELL NAME - - - - - - RANGE - - - -
    - - CIRCLE - - - - - - DURATION - - - - + - - -
    - - THREADS - - - - TN - - / + + + + + + + + + + + + + + + + + - - - - - - + + + + + + - - - + + SUCCESS LEVELS + + + + + - + + + + + - - - -
    + + SPELL NAME + + + + + + RANGE + + + +
    + + CIRCLE + + + + + + DURATION + + + + + + + +
    + + THREADS + + + + TN + + / - - - CASTING - - - -
    - - EXTRA THREADS - - - + + + CASTING + + + +
    + + EXTRA THREADS + + + - - SUCCESS LEVELS - - - -
    + +
    - - DAMAGE
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    + + + WIL + / - - - EFFECT
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    - - -
    -
    + + +
    + + +
    - - - - - - - - - - - - - - - - - - - + + + + + + +
    - - SPELL NAME - - - - - - RANGE - - - -
    - - CIRCLE - - - - - - DURATION - - - - + - - -
    - - THREADS - - - - TN - - / + + + + + + + + + + + + + + + + + - - - - - - + + + + + + - - - + + SUCCESS LEVELS + + + + + - + + + + + - - - -
    + + SPELL NAME + + + + + + RANGE + + + +
    + + CIRCLE + + + + + + DURATION + + + + + + + +
    + + THREADS + + + + TN + + / - - - CASTING - - - -
    - - EXTRA THREADS - - - + + + CASTING + + + +
    + + EXTRA THREADS + + + - - SUCCESS LEVELS - - - -
    + +
    - - DAMAGE
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    + + + WIL + / - - - EFFECT
    -
    - Public / GM Only
    - - - -   - / -   - - - -
    - - -
    -
    + + +
    + + +
    @@ -3781,92 +3754,92 @@

    Matrixes

    Total Legend Points Renown - Reputation + Reputation

    @@ -3879,7 +3852,805 @@

    Miscelaneous

    -

    - Total Silver Value - -

    +

    + Total Silver Value + +

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    - - COINS - - - Number -
    - Copper - - -
    - Silver - - -
    - Gold - - -
    - Earth Coin - - -
    - Water Coin - - -
    - Air Coin - - -
    - Fire Coin - - -
    - Orichalcum Coin - - -
    + + COINS + + + Number +
    + Copper + + +
    + Silver + + +
    + Gold + + +
    + Earth Coin + + +
    + Water Coin + + +
    + Air Coin + + +
    + Fire Coin + + +
    + Orichalcum Coin + + +

    - - -
    +
    +
    +

    + + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + ATTRIBUTES + +
    +
    +
    + + STEP + +
    +
    +
    + + ROLL + +
    +
    + + Dexterity + + + Base + + + Modifier + + + + + + + +
    + + Strength + + + + + + + + + + + +
    + + Toughness + + + + + + + + + + + +
    + + Perception + + + + + + + + + + + +
    + + Willpower + + + + + + + + + + + +
    + + Charisma + + + + + + + + + + + +
    + + Initiative + + + + Armor Mod + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + DEFENSE + + + + ARMOR + +
    + + Physical + + + Base + + + Current + + + Base + + + Current + +
    + + Mystic + + + + + + + + + +
    + + Social + + + + + + +   +
    + + Race + + + + + + Karma Step + + + +
    + + Discipline 1 + + + + + + Circle + + + +
    + + Discipline 2 + + + + + + Circle + + + +
    + + Recovery + + + + Per Day + + + + + Current + + + + + Karma? + + + + + + +
    +
    +

    +

    Actions

    +
    + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + +
    + + NAME + + + + ATTACK STEP + + + + ATTACK ROLL + + + + DAMAGE STEP + + + + DAMAGE ROLL + +
    + + + + + + + + + + + + + +
    + + SPECIAL + + + +
    +
    +
    +

    +

    Powers

    +
    + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + POWER + + + + STEP + + + + ROLL + + + + RANK + + + + ACTION + + + + STRAIN + + + + DURATION + +
    + + + + + Public / GM Only + + + +   + / +   + + + + + + + + + + + + + + + =
    + + +
    + + DESCRIPTION + + + +
    +
    +
    +

    +

    Special Maneuvers

    +
    + + + + + + +
    + + + + + + + + + + + +
    + + NAME + + + + + + TRIGGER + + + + + + EFFECT + + + +
    +
    +
    +
    diff --git a/Earthdawn-4E/ED4Ev1.1.png b/Earthdawn-4E/ED4Ev1.1.png new file mode 100644 index 000000000000..a46ad2d933b0 Binary files /dev/null and b/Earthdawn-4E/ED4Ev1.1.png differ diff --git a/Earthdawn-4E/README.md b/Earthdawn-4E/README.md index 57885270d66c..ee12ea0c0197 100644 --- a/Earthdawn-4E/README.md +++ b/Earthdawn-4E/README.md @@ -6,14 +6,16 @@ DISCLAIMER: This is NOT a Character Builder. It does very little math for you. You will need a Pro account in order to use this Custom Character Sheet. This is written to work with the following API scripts: -- ChatSetAttr version 1.2.1 -- Power Cards 3.2.23 +- ChatSetAttr version 1.3 (https://github.com/joesinghaus/roll20-api-scripts/blob/master/ChatSetAttr/ChatSetAttr.js) +- Power Cards 3.4.4 (https://gist.github.com/Sky-Captain-13/452330a3d926b32da49c) -Power Cards will require you to create a Handout named "PowerCards Formats" that is visible to all Players with the following information: -* blue: --txcolor|#FFFFFF --bgcolor|#1d5dc4 -* green: --txcolor|#FFFFFF --bgcolor|#008000 -* red: --txcolor|#FFFFFF --bgcolor|#d60606 -* grey: --txcolor|#FFFFFF --bgcolor|#444444 -* gold: --txcolor|#FFFFFF --bgcolor|#e58900 +Power Cards will require you to create a Handout named "PowerCard Formats" that is visible to all Players with the following information: +* blue: --bgcolor|#1d5dc4 --txcolor|#FFFFFF --titlefontshadow|none +* gold: --bgcolor|#e58900 --txcolor|#FFFFFF--titlefontshadow|none +* green: --bgcolor|#008000 --txcolor|#FFFFFF --titlefontshadow|none +* grey: --bgcolor|#444444 --txcolor|#FFFFFF--titlefontshadow|none +* red: --bgcolor|#d60606 --txcolor|#FFFFFF --titlefontshadow|none You can change the color numbers (#XXXXXX) if you like, but do not change the names (blue, green, etc). + +When you set up a Token, I recommend setting the bars to track "Wounds," "Karma," and "Uncon" (Damage). diff --git a/Earthdawn-4E/sheet.json b/Earthdawn-4E/sheet.json index 506e7342516c..61cdd2e247d7 100644 --- a/Earthdawn-4E/sheet.json +++ b/Earthdawn-4E/sheet.json @@ -4,5 +4,5 @@ "authors": "Brett B. or dougansf", "roll20userid": "97299", "preview": "ED4E.png", - "instructions": "Character sheet for playing Earthdawn 4th Edition on Roll20 DISCLAIMER: This is NOT a Character Builder. It does very little math for you. This is written to work with the following API scripts: ChatSetAttr version 1.2.1; Power Cards 3.2.23 Power Cards will require you to create a Handout named PowerCards Formats that is visible to all Players with the following information: blue: --txcolor|#FFFFFF --bgcolor|#1d5dc4 green: --txcolor|#FFFFFF --bgcolor|#008000 red: --txcolor|#FFFFFF --bgcolor|#d60606 grey: --txcolor|#FFFFFF --bgcolor|#444444 gold: --txcolor|#FFFFFF --bgcolor|#e58900" + "instructions": "Character sheet for playing Earthdawn 4th Edition on Roll20. Please view the README for instructions. https://github.com/Roll20/roll20-character-sheets/blob/master/Earthdawn-4E/README.md" } diff --git a/Eirendor/Eirendor.css b/Eirendor/Eirendor.css new file mode 100644 index 000000000000..4ed70da0042a --- /dev/null +++ b/Eirendor/Eirendor.css @@ -0,0 +1,939 @@ +.charsheet .sheet-aligner { + margin-left:15px; + padding-top:5px; +} + +.charsheet .sheet-colcustomlon { + width: 600px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colcustommed { + width: 370px; + display: inline-block; + vertical-align: top; + } + +.charsheet .sheet-coltalent { + width: 285px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colspell { + width: 390px; + margin-left:50px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colataques { + width: 765px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colequip { + width: 350px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colartif { + width: 410px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colcustomsho { + width: 90px; + vertical-align: top; + display: inline-block; +} + +.charsheet .sheet-colcustomshort { + width: 290px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colextras { + width: 85px; + vertical-align: top; + display: inline-block; + margin-left:5px; +} + +.charsheet .sheet-colcustomattributes { + width: 270px; + display: inline-block; + vertical-align: top; + margin-left:-25px; +} + +.charsheet .sheet-colcustomTSheader { + width: 220px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-colcustompoints { + width: 230px; + display: inline-block; + vertical-align: top; + margin-left:-5px; +} + +.charsheet .sheet-colcustomTS { + display: inline-block; + vertical-align: top; + width: 460px; +} + +.charsheet .sheet-colcustomsho7 { + width: 180px; + display: inline-block; + vertical-align: top; +} + +.charsheet .sheet-blockline { + margin-left: 10px; + margin-top: 4px; + margin-bottom: 4px; +} + +.charsheet .sheet-blocklinepoints { + margin-left: 63px; + margin-top: 4px; + margin-bottom: -14px; +} + +.charsheet .sheet-blocklinepersonal { + margin-left: 10px; + margin-top: 4px; + margin-bottom: -4px; +} + +.charsheet .sheet-blockline98 { + margin-left: 10px; + margin-top: 4px; + margin-top: -6px; +} + +.charsheet .sheet-blocklinerepeat { + margin-left: 63px; + margin-top: 4px; + margin-bottom: -24px; +} + +.charsheet .sheet-labeltitleheader { + font-weight: bold; + font-size: 16px; + text-align:center; + +} + +.charsheet .sheet-labeltitle2 { + font-weight: bold; + font-size: 18px; + text-align:center; + +} +.charsheet .sheet-labeltitleextras { + font-weight: bold; + font-size: 16px; + text-align:center; + margin-left:-15px; + +} + +.charsheet .sheet-labeltitle3 { + font-weight: bold; + font-size: 16px; + text-align:center; + margin-left:-15px; + +} + +.charsheet .sheet-labellinerlon { + display: inline-block; + width: 80px; + font-weight: bold; + font-size: 16px; + +} + +.charsheet .sheet-labellinermed { + display: inline-block; + width: 60px; + font-weight: bold; + font-size: 16px; + +} + + +.charsheet .sheet-labellinermed2 { + display: inline-block; + width: 60px; + font-weight: bold; + font-size: 12px; + +} + +.charsheet .sheet-labellinersho { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 16px; + text-align:right; + +} + +.charsheet .sheet-labellinershosma { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:5px; + +} + +.charsheet .sheet-labellinershort { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-2px; +} + +.charsheet .sheet-labellinershosmaspell { + display: inline-block; + width: 50px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-2px; +} + +.charsheet .sheet-labellinershosmaAtk { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-8px; +} + +.charsheet .sheet-labellinershosmaAuto { + display: inline-block; + width: 25px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-5px; +} + +.charsheet .sheet-labellinershoroll { + display: inline-block; + width: 25px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-4px; +} + +.charsheet .sheet-labellinershosmaATR { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-15px; +} + +.charsheet .sheet-labellinerTSMod { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:82px; +} + +.charsheet .sheet-labellinerelementName { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-25px; + margin-bottom:18px; +} + + +.charsheet .sheet-labellinerelementNumber { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:135px; + margin-bottom:18px; +} + +.charsheet .sheet-labellineRarity { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:105px; + margin-bottom:18px; +} + +.charsheet .sheet-labellinershosmaComp { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:80px; +} + +.charsheet .sheet-labellinershosmaMat { + display: inline-block; + width: 30px; + font-weight: bold; + font-size: 11px; + text-align:left; + margin-left:18px; +} + +.charsheet .sheet-labellinershosmaKeys { + display: inline-block; + width: 70px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:5px; +} + +.charsheet .sheet-labellinershosmaMDmg { + display: inline-block; + width: 55px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-15px; +} + +.charsheet .sheet-labellinershosmaMIMp { + display: inline-block; + width: 50px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:110px; + margin-right:5px; +} + +.charsheet .sheet-labellinershosmadDmg { + display: inline-block; + width: 35px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-11px; +} + +.charsheet .sheet-labellinershosma42 { + display: inline-block; + width: 30px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-27px; +} + +.charsheet .sheet-labellinershosmax { + display: inline-block; + width: 15px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-8px; +} + +.charsheet .sheet-labellinerTSC { + display: inline-block; + width: 15px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:-5px; +} + +.charsheet .sheet-labellinershosma2 { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:center; + padding-left:33%; + +} + +.charsheet .sheet-labellinershor { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 16px; + +} + +.charsheet .sheet-labellinershosma3 { + display: inline-block; + width: 25px; + font-weight: bold; + font-size: 12px; + text-align:left; + +} + +.charsheet .sheet-labellinerMaxfield { + display: inline-block; + width: 25px; + font-weight: bold; + font-size: 12px; + text-align:left; + margin-left:5px; + +} + +.charsheet .sheet-inputlinerlonx { + display: inline-block; + width: 280px; +} + +.charsheet .sheet-inputlinerlang { + display: inline-block; + width: 278px; +} + +.charsheet .sheet-inputlinerlonxname { + display: inline-block; + width: 200px; +} + +.charsheet .sheet-inputlinerlonxtext { + display: inline-block; + width: 268px; + height: 55px; + resize:none; +} + +.charsheet .sheet-inputlinerlonxtext2 { + display: inline-block; + width: 192px; + height: 247px; + resize:none; +} + +.charsheet .sheet-inputlinertextarea { + display: inline-block; + margin-top: 10px; + width: 290px; + height: 80px; + resize:none; +} + +.charsheet .sheet-inputlinertalentdesc { + display: inline-block; + margin-top: 0px; + width: 300px; + height: 80px; + resize:none; +} + +.charsheet .sheet-inputlinerlon { + display: inline-block; + width: 180px; +} + +.charsheet .sheet-inputlinerlonlon { + display: inline-block; + width: 310px; + font-weight: bold; +} + +.charsheet .sheet-inputlineitemName { + display: inline-block; + width: 200px; + font-weight: bold; +} + + +.charsheet .sheet-inputlinerbig { + display: inline-block; + width: 60px; + line-height: 30px; + font-size: 16px; + text-align:center; +} + +.charsheet .sheet-inputlinermed { + display: inline-block; + width: 140px; +} + +.charsheet .sheet-inputlinermed2 { + display: inline-block; + width: 260px; + margin-left:5px; +} + +.charsheet .sheet-inputlinermed3 { + display: inline-block; + width: 220px; + margin-left:5px; + font-size: 11px; +} + +.charsheet .sheet-inputlinerAtKey { + display: inline-block; + width: 200px; + margin-left:0px; + font-size: 11px; +} + +.charsheet .sheet-inputlinervershox2 { + width: 30px; +} + +.charsheet .sheet-inputchecksmall { + width: 20px; +} + +.charsheet .sheet-inputlibre { + position:relative; + left: 14px; + top:-8px; +} + +.charsheet .sheet-inputtalent { + position:relative; + left: 0px; +} + +.charsheet .sheet-inputlinersho { + display: inline-block; + width: 80px; +} + +.charsheet .sheet-inputlinersho2 { + display: inline-block; + width: 90px; +} + +.charsheet .sheet-inputlinersho3 { + display: inline-block; + width: 120px; +} + +.charsheet .sheet-inputlinershoAtName { + display: inline-block; + width: 120px; + margin-left:0px; +} + +.charsheet .sheet-inputlinershox { + display: inline-block; + width: 50px; +} + +.charsheet .sheet-inputlinershox2 { + display: inline-block; + width: 40px; + font-size: 14px; + text-align:center; +} + +.charsheet .sheet-inputlinershox3 { + display: inline-block; + width: 60px; + font-size: 11px; + text-align:center; + margin-left:32%; +} + +.charsheet .sheet-inputlinerSelector { + display: inline-block; + width: 60px; + font-size: 11px; + text-align:center; + margin-top:9px; +} + +.charsheet .sheet-inputlinerCompTalent { + display: inline-block; + width: 92px; + font-size: 11px; + text-align:center; + margin-top:9px; +} + +.charsheet .sheet-inputlinershortmod { + display: inline-block; + width: 50px; + font-size: 11px; + text-align:center; +} + +.charsheet .sheet-inputlinerDmg { + display: inline-block; + width: 60px; + font-size: 11px; + text-align:center; +} + +.charsheet .sheet-labellinerversho { + width: 50px; + font-weight: bold; + font-size: 16px; + text-align:center; +} + +.charsheet .sheet-inputlinerversho { + width: 50px; + text-align:center; +} + +.charsheet .sheet-inputpex { + text-align:center; + margin-top:-7px; +} + +.charsheet .sheet-inputdados { + width: 150px; + text-align:center; + margin-top:0px; +} + +.charsheet .sheet-inputlevel { + + + text-align:center; + font-weight: bold; + font-size: 20px; + border: black 3px solid; + padding-bottom:5px; + padding-top:5px; + margin-top:-10px; + +} + +.charsheet .sheet-inputlinerversho2 { + width: 22px; + text-align:center; +} + + +.charsheet .sheet-inputlinervershox3 { + margin-left:14px; + margin-right:14px; +} + +.charsheet .sheet-inputlinerversho3 { + width: 50px; + text-align:left; + +} + +.charsheet .sheet-labellinerverattr { + position:relative; + width: 40px; + font-weight: bold; + font-size: 18px; + text-align:center; + margin-left:5px; + +} + +.charsheet .sheet-labellinerverattr2 { + width: 40px; + font-weight: bold; + font-size: 18px; + text-align:center; + +} + +.charsheet .sheet-labellinepex { + width: 40px; + font-weight: bold; + font-size: 14px; + text-align:center; + margin-top:2px; + margin-left:5px; +} + +.charsheet .sheet-labelroller { + width: 40px; + font-weight: bold; + font-size: 14px; + text-align:center; + margin-top:2px; +} + +.charsheet .sheet-labellineextras { + width: 40px; + font-weight: bold; + font-size: 12px; + text-align:center; + margin-top:3px; + margin-bottom:-1px; + margin-left:4px; + +} + +.charsheet .sheet-labellinerattr { + display: inline-block; + width: 60px; + font-weight: bold; + font-size: 14px; + text-align:right; +} + +.charsheet .sheet-labellinerattrname { + display: inline-block; + width: 40px; + font-weight: bold; + font-size: 14px; + text-align:center; + +} + +.charsheet .sheet-labellinerattr2 { + font-weight: bold; + font-size: 14px; + top: 30px; + width: 80px; + left: 105px; + position: relative; + margin-top: -35px; + background: white; +} + +.charsheet .sheet-labellinerattr3 { + display: inline-block; + width: 65px; + font-weight: 500; + font-style: italic; + font-size: 14px; + text-align:left; + +} + +.charsheet .sheet-labellinerattr4 { + display: inline-block; + width: 60px; + font-weight: bold; + font-size: 12px; + text-align:left; + +} + +.charsheet .sheet-labelsquareField { + display: inline-block; + width: 30px; + font-weight: bold; + font-size: 16px; + text-align:right; + +} + +.charsheet .sheet-labellinerCoins { + display: inline-block; + width: 25px; + font-weight: bold; + font-size: 12px; + text-align:left; + +} + +.charsheet .sheet-inputbutton22 { + position:relative; + left:-30px; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-card { + width:95%; + background-color:#FFFFFF; + font-size: 11px; + + -webkit-border-radius: 5px; + -moz-border-radius: 5px; + border-radius: 5px; + + border: black 1px solid; + padding: 5px 0px; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + +} + +/* Generic header */ +.sheet-rolltemplate-5eDefault .sheet-rt-header { + text-align: center; + position: relative; + color: #fff; + margin: 0 -10px 10px -10px; + padding: 5px 0; + background-color: #5c5c5c; + background-image: linear-gradient(rgba(255,255,255,.3), rgba(255,255,255,0)); + -moz-box-shadow: 0 2px 0 rgba(0,0,0,.3); + -webkit-box-shadow: 0 2px 0 rgba(0,0,0,.3); + box-shadow: 0 2px 0 rgba(0,0,0,.3); +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header:before, +.sheet-rolltemplate-5eDefault .sheet-rt-header:after { + content: ''; + position: absolute; + border-style: solid; + border-color: transparent; + bottom: -10px; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header:before { + border-width: 0 10px 10px 0; + border-right-color: #222; + left: 0; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header:after { + border-width: 0 0 10px 10px; + border-left-color: #222; + right: 0; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-title { + font-size: 1.5em; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-subheader { + +} + +.sheet-rolltemplate-5eDefault .sheet-row:nth-child(even) { + + background-color: #E9EDEE; +} + + +.sheet-rolltemplate-5eDefault .sheet-rt-key { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + max-width: 120px; + padding: 2px 2px 2px 0px; + +} + +.sheet-rolltemplate-5eDefault .sheet-rt-key-wide { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + padding: 2px 2px 2px 0px + +} + + +.sheet-rolltemplate-5eDefault .sheet-rt-value { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + margin-top: 2px ; + +} + +.sheet-rolltemplate-5eDefault .sheet-main-content { + text-align: center; +} + + +.sheet-rolltemplate-5eDefault .sheet-rt-emote { + font-style: italic; + font-size: 11px; + font-family: Arial; + text-align: center; + font-weight:normal; + + border: green 1px dashed; + border-radius: 5px; + + padding: 0px 5px; + margin: 0px 5px 5px 5px; + +} + +.sheet-rolltemplate-5eDefault .sheet-rt-emote .inlinerollresult{ + background-color: transparent; + border:none; +} + +/* this sets the formatting for all repcontrol buttons */ +.charsheet .repcontrol_add, +.charsheet .repcontrol_edit, +.charsheet .repcontrol_del { + margin-top:13px; +} + +.sheet-rolltemplate-5eDefault .sheet-celda1{ + margin-left:15px; + width:70px; + text-align:right; +} +.sheet-rolltemplate-5eDefault .sheet-celda2{ + width:20px; + text-align:left; +} + +.sheet-rolltemplate-5eDefault .sheet-celda3{ + width:20px; + text-align:left; +} + +.sheet-rolltemplate-5eDefault .sheet-celda3 .inlinerollresult{ + background-color: #FE6767; +} + +.sheet-rolltemplate-5eDefault .sheet-celda4{ + width:20px; + text-align:left; +} + +.sheet-rolltemplate-5eDefault .sheet-celda4 .inlinerollresult{ + background-color: #CAF7D3; +} \ No newline at end of file diff --git a/Eirendor/Eirendor.html b/Eirendor/Eirendor.html new file mode 100644 index 000000000000..a9a42a007713 --- /dev/null +++ b/Eirendor/Eirendor.html @@ -0,0 +1,433 @@ +
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    {{title}}
    + {{#subheader}} +
    {{subheader}}{{#subheaderright}} • {{subheaderright}}{{/subheaderright}}
    + {{/subheader}} + + {{#subheader2}} +
    {{subheader2}}{{#subheaderright2}} • {{subheaderright2}}{{/subheaderright2}}
    + {{/subheader2}} +
    + + + {{#emote}} +

    {{emote}}

    + {{/emote}} + +
    + + + {{#message}} + + {{#ca}} + + + {{#^rollLess() message ca}} + + {{/^rollLess() message ca}} + + {{#rollLess() message ca}} + + {{/rollLess() message ca}} + + {{/ca}} + + {{^ca}} + + {{/ca}} + + {{/message}} + + {{#message2}} + + + {{#ca}} + + + {{#^rollLess() message2 ca}} + + {{/^rollLess() message2 ca}} + + {{#rollLess() message2 ca}} + + {{/rollLess() message2 ca}} + + {{/ca}} + + {{^ca}} + + {{/ca}} + {{/message2}} + + + {{#damage}} + + + + {{/damage}} + + {{#crit}} + + + + {{/crit}} + +
    + Dado 1: + + {{message}} + + {{message}} + + + {{message}} + + + Dado 2: + + {{message2}} + + {{message2}} + + + {{message2}} + +
    + + Daño: + + + {{damage}} + + + + Crítico: + + + {{crit}} + +
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    \ No newline at end of file diff --git a/Eirendor/Eirendor.png b/Eirendor/Eirendor.png new file mode 100644 index 000000000000..d58bc8333063 Binary files /dev/null and b/Eirendor/Eirendor.png differ diff --git a/Eirendor/sheet.json b/Eirendor/sheet.json new file mode 100644 index 000000000000..7d247a61b5bb --- /dev/null +++ b/Eirendor/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Eirendor.html", + "css": "Eirendor.css", + "authors": "Ismael Yousfi Roy (Séregras)", + "roll20userid": "362806", + "preview": "Eirendor.png", + "instructions": "Ficha para Eirendor en español. Los botones con la etiqueta Auto se emplean para marcar tokens y autocalcular el ataque (si una tirada sale en verde, el ataque impacta, si sale en rojo falla)." +} diff --git a/End All Be All RPG - Roleplaying without Limits/EABA-Preview.png b/End All Be All RPG - Roleplaying without Limits/EABA-Preview.png new file mode 100644 index 000000000000..399bcd7ef89f Binary files /dev/null and b/End All Be All RPG - Roleplaying without Limits/EABA-Preview.png differ diff --git a/End All Be All RPG - Roleplaying without Limits/EABA.css b/End All Be All RPG - Roleplaying without Limits/EABA.css new file mode 100644 index 000000000000..322fe4b3993b --- /dev/null +++ b/End All Be All RPG - Roleplaying without Limits/EABA.css @@ -0,0 +1,869 @@ +div.sheet-tab-content { + display: none; + } + input.sheet-tab1:checked ~ div.sheet-tab1, input.sheet-tab2:checked ~ div.sheet-tab2, input.sheet-tab3:checked ~ div.sheet-tab3, input.sheet-tab4:checked ~ div.sheet-tab4, input.sheet-tab5:checked ~ div.sheet-tab5, input.sheet-tab6:checked ~ div.sheet-tab6 { + display: block; + } + input.sheet-tab { + width: 120px; + height: 20px; + top: 5px; + left: 6px; + margin: -1.5px; + cursor: pointer; + z-index: 1; + position: relative; + border-radius: 10px; + } + input.sheet-tab::before { + content: attr(title); + border-width: 1px; + border-style: solid; + border-color: rgb(168, 168, 168) rgb(168, 168, 168) black; + text-align: center; + display: inline-block; + width: 120px; + height: 20px; + font-size: 16px; + border-radius: 10px; + top: 96px; + background: rgb(255, 255, 255); + } + input.sheet-tab:checked::before { + border-radius: 10px; + background: rgb(220, 220, 220); + } + div.sheet-tab-content { + padding: 4px 0px; + width: 840px; + margin: 16px 0px; + position: relative; + min-height: 360px; + background-color: white; + } + .sheet-wrapper { + position: absolute; + width: 840px; + height: 840px; + left: 0px; + top: 0px; + font-family: arial; + font-size: 12px; + border-image-source: none; + border-color: transparent; + background-image: none; + background-color: rgb(187, 187, 187); + } + .sheet-attrbox-div { + position: absolute; + font-family: arial; + font-size: 12px; + border-image-source: none; + border-color: transparent; + border-radius: 8px; + transform-origin: 89px 62.5px 0px; + background-image: none; + background-color: rgb(187, 187, 187); + } + .sheet-attrbox-label { + position: absolute; + display: inline; + font-family: Arial; + font-size: 12px; + font-weight: bold; + text-align: right; + padding: 0px; + margin: 0px; + } + .sheet-attrbox-points-input { + position: absolute; + text-align: center; + border-radius: 8px; + padding: 0px; + margin: 0px; + font-family: arial; + font-size: 12px; + border: none; + font-weight: bolder; + } + .sheet-attrbox-points-select { + position: absolute; + text-align: center; + text-align-last: center; + border-radius: 8px; + font-family: arial; + font-size: 12px; + border: none; + -webkit-appearance: none; + text-indent: 1px; + font-weight: normal; + padding: 0px !important; + margin: 0px !important; + line-height: 16px !important; + } + input[type="number"]::-webkit-inner-spin-button, input[type="number"]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0px; + } + .sheet-rollbox { + position: absolute; + height: 16px; + margin: 0px; + padding: 0px; + border-radius: 8px; + width: 76px; + border: none; + background-image: none; + background-color: rgb(255, 255, 255); + } + .sheet-rollbox-input { + position: absolute; + height: 14px; + border-style: none; + padding: 0px; + margin: 0px; + font-family: arial; + font-size: 12px; + width: 20px; + border-image-source: none; + border-color: transparent; + font-weight: normal; + background-color: transparent; + } + .sheet-rollbox-span { + position: absolute; + height: 14px; + width: 14px; + font-size: 12px; + font-family: arial; + padding: 0px; + margin: 0px; + font-weight: normal; + } + .sheet-rollbox-rollbutton { + border-radius: 7px; + cursor: pointer; + color: rgb(255, 255, 255); + position: absolute; + padding: 5px; + border: 1px solid rgb(216, 53, 38); + width: 14px; + height: 14px; + background: none rgb(252, 141, 131); + } + .sheet-rollbox-rollbutton:hover { + background: linear-gradient(rgb(228, 104, 93) 5%, rgb(252, 141, 131) 100%) rgb(228, 104, 93); + } + .sheet-rollbox-rollbutton:active { + position: absolute; + transform: translate(0px, 1px); + } + button[type="roll"]::before { + font-size: 0.75em; + display: none; + content: "" !important; + } + div.sheet-tab-entity-content { + display: none; + } + input.sheet-tab-entity1:checked ~ div.sheet-tab-entity1, input.sheet-tab-entity2:checked ~ div.sheet-tab-entity2, input.sheet-tab-entity3:checked ~ div.sheet-tab-entity3, input.sheet-tab-entity4:checked ~ div.sheet-tab-entity4 { + display: block; + } + input.sheet-tab-entity { + width: 1px; + height: 1px; + top: 0px; + left: 0px; + line-height: 0px; + opacity: 0; + cursor: pointer; + position: absolute; + } + div.sheet-tab-entity-content { + min-height: 360px; + position: relative; + } + .sheet-attrbox-column { + font-size: 10px; + color: rgb(80, 80, 80); + text-align: center; + } + .sheet-luck-container { + font-family: Arial; + font-size: 16px; + position: absolute; + width: 92px; + top: 98px; + left: 82px; + height: 38px; + background-image: url("https://cdn.rawgit.com/FieryScubaDivingAccident/1d7d61225d6082983ff8603e32a2d763/raw/eb3aff794907fea5cd5f417bc1c847dfdcdc7d35/eaba_luck_numbers.svg"); + background-size: 92px 38px; + background-repeat: no-repeat; + } + .sheet-luckbox { + font-family: Arial; + font-size: 12px; + } + .sheet-lucky { + border-radius: 3px; + display: block; + position: absolute; + -webkit-appearance: none; + padding: 4px; + } + .sheet-lucky:active, .sheet-lucky:checked:active { + background-color: transparent; + } + .sheet-lucky:checked { + border: none; + color: red; + background-color: transparent; + } + .sheet-lucky:checked::after { + content: "X"; + font-size: 14px; + position: absolute; + top: 0px; + left: 3px; + color: red; + } + .sheet-coin-A { + position: absolute; + width: 10px; + height: 10px; + } + .sheet-enc-level { + position: absolute; + } + .sheet-stamina-dots { + position: absolute; + width: 22px; + height: 330px; + overflow: hidden; + background-image: url("https://cdn.rawgit.com/FieryScubaDivingAccident/0cd0d9ef14fadf5e039c2fa0b814d8b6/raw/ae7f3fa0a8224823274cdcb1adfaa51610135976/eaba_stamina_vertical_light.svg"); + background-size: 22px 330px; + background-repeat: no-repeat; + } + .sheet-repeatingarea-props { + display: block; + border-radius: 10px; + margin: 8px; + height: auto; + position: relative; + background-color: rgb(187, 187, 187); + } + .sheet-fillbox-input { + position: absolute; + font-family: arial; + border: none; + margin: 0px; + padding: 0px; + font-size: 12px; + border-radius: 8px; + } + .sheet-notes-hidden { + height: 24px; + } + input.sheet-notes-hider:checked ~ div.sheet-notes-hidden { + display: none; + } + input.sheet-notes-hider { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 26px; + margin: -10px; + cursor: pointer; + z-index: 1; + } + input.sheet-notes-hider + span::before { + margin-right: 4px; + text-align: center; + display: inline-block; + vertical-align: middle; + content: "▼"; + width: 14px; + height: 14px; + font-size: 16px; + margin-left: 20px; + } + input.sheet-notes-hider:checked + span::before { + content: "►"; + } + .sheet-infobox-label { + z-index: 0; + } + .sheet-infobox-hidden-info { + display: none; + } + .sheet-infobox-label:hover + .sheet-infobox-hidden-info { + display: block; + position: relative; + width: 120px; + height: auto; + z-index: 10; + padding: 12px; + font-family: arial; + float: left; + font-size: 12px; + border-radius: 10px; + box-shadow: rgba(1, 1, 1, 0.498039) 5px 5px 1px; + background-color: rgb(255, 247, 214); + } + .sheet-infobox-head { + font-weight: bold; + font-size: 12px; + line-height: 12px; + padding-bottom: 4px; + } + .sheet-infobox-label:hover { + color: rgb(32, 63, 109); + } + .sheet-infobox-label { + font-family: arial; + font-weight: bold; + color: rgb(102, 123, 155); + } + .sheet-rollbox-selector { + position: absolute; + height: 14px; + text-align: center; + text-align-last: center; + font-family: arial; + font-size: 12px; + border: none; + -webkit-appearance: none; + text-indent: 1px; + font-weight: normal; + padding: 0px !important; + margin: 0px !important; + line-height: 16px !important; + background-color: transparent; + } + .sheet-page-headers { + position: relative; + height: 96px; + } + .sheet-eaba-logo { + position: absolute; + height: 88px; + width: 176px; + left: -1px; + top: -4px; + } + .sheet-quick-dice-roller { + position: absolute; + width: 46px; + height: 46px; + left: 766px; + top: 17px; + } + .sheet-big-dice-roller { + position: absolute; + width: 60px; + height: 60px; + left: 749px; + top: 8px; + opacity: 0; + background: none; + } + .sheet-big-reveal {} + .sheet-big-hide:checked + .sheet-big-reveal { + display: block; + position: relative; + z-index: 10; + padding: 12px; + font-family: arial; + float: left; + font-size: 12px; + border-radius: 10px; + box-shadow: rgba(1, 1, 1, 0.498039) 5px 5px 1px; + height: 120px; + width: 200px; + left: 590px; + top: 75px; + background-color: rgba(64, 64, 64, 0.901961); + } + .sheet-eaba-dmg-type-selector { + z-index: 1; + height: 22px; + width: 22px; + } + .sheet-eaba-dmg-3waybox { + z-index: 1; + height: 22px; + width: 22px; + } + .sheet-hits-area { + position: absolute; + height: 22px; + overflow: hidden; + left: 0px; + top: 0px; + width: 572px; + background-image: url("https://cdn.rawgit.com/FieryScubaDivingAccident/b0117ce83ef09a54b1486e905166526b/raw/b7f899ec17c56114ad55a03a4ee3dd9e4c43ed19/hitboxes.svg"); + background-size: 572px 22px; + background-repeat: no-repeat; + } + .sheet-eaba-dmg-hidden {} + .sheet-quick-inventory-area { + position: absolute; + width: 762px; + left: 36px; + border-radius: 8px; + border: none; + resize: none; + overflow-y: scroll; + top: 20px; + height: 108px; + } + .sheet-savings-area-stuff { + left: 86px; + top: 165px; + width: 462px; + background-image: url("https://cdn.rawgit.com/FieryScubaDivingAccident/400394da2ac572b84ddf6d782f9a76a7/raw/4af80237f86998aca7d37077e2c1bf255df78467/eaba_invested.svg"); + } + .sheet-eaba-svngs-type-selector { + height: 8px; + width: 8px; + z-index: 1; + } + .sheet-eaba-svngs-3waybox { + height: 8px; + width: 8px; + z-index: 1; + } + ::-webkit-scrollbar { + width: 12px; + border-radius: 10px; + background-color: white; + } + ::-webkit-scrollbar-track { + box-shadow: rgb(0, 0, 0) 0px 0px 1px inset; + border-radius: 10px; + } + ::-webkit-scrollbar-thumb { + border-radius: 10px; + box-shadow: rgb(0, 0, 0) 0px 0px 1px inset; + } + .sheet-universal-scale table, .sheet-universal-scale tr, .sheet-universal-scale td { + font-family: arial; + font-size: 10px; + line-height: 12px; + border-collapse: collapse; + border: none; + border-spacing: 0px; + padding: 0px; + } + .sheet-universal-scale td { + text-align: center; + width: 40px; + } + .sheet-universal-scale tr:nth-child(2n+1) { + background-color: rgb(255, 255, 255); + } + .sheet-eaba-universal-chart { + position: absolute; + width: 240px; + } + .sheet-universal-chart-div { + position: absolute; + width: 280px; + overflow-y: scroll; + height: 440px; + top: 30px; + left: 0px; + } + .sheet-npc-hit-locations { + position: absolute; + border-radius: 10px; + width: 250px; + height: 375px; + top: 45px; + left: 183px; + background-image: url("https://i.imgur.com/FdWHlux.png"); + background-color: rgb(204, 204, 204); + background-size: 250px 375px; + background-repeat: no-repeat; + } + .sheet-npc-healthbar { + left: 162px; + top: 437px; + } + .sheet-stamina-container { + position: absolute; + width: 22px; + height: 330px; + left: 0px; + top: 0px; + background-image: url("https://i.imgur.com/O8kSf2z.png"); + } + input.sheet-sta { + position: absolute; + top: 0px; + left: 0px; + height: 1px; + width: 1px; + opacity: 0; + } + input.sheet-sta[value="0"]:checked ~ div.sheet-stamina-dots { + height: 330px; + } + input.sheet-sta[value="1"]:checked ~ div.sheet-stamina-dots { + height: 22px; + } + input.sheet-sta[value="2"]:checked ~ div.sheet-stamina-dots { + height: 44px; + } + input.sheet-sta[value="3"]:checked ~ div.sheet-stamina-dots { + height: 66px; + } + input.sheet-sta[value="4"]:checked ~ div.sheet-stamina-dots { + height: 88px; + } + input.sheet-sta[value="5"]:checked ~ div.sheet-stamina-dots { + height: 110px; + } + input.sheet-sta[value="6"]:checked ~ div.sheet-stamina-dots { + height: 132px; + } + input.sheet-sta[value="7"]:checked ~ div.sheet-stamina-dots { + height: 154px; + } + input.sheet-sta[value="8"]:checked ~ div.sheet-stamina-dots { + height: 176px; + } + input.sheet-sta[value="9"]:checked ~ div.sheet-stamina-dots { + height: 198px; + } + input.sheet-sta[value="10"]:checked ~ div.sheet-stamina-dots { + height: 220px; + } + input.sheet-sta[value="11"]:checked ~ div.sheet-stamina-dots { + height: 242px; + } + input.sheet-sta[value="12"]:checked ~ div.sheet-stamina-dots { + height: 264px; + } + input.sheet-sta[value="13"]:checked ~ div.sheet-stamina-dots { + height: 286px; + } + input.sheet-sta[value="14"]:checked ~ div.sheet-stamina-dots { + height: 308px; + } + input.sheet-sta[value="15"]:checked ~ div.sheet-stamina-dots { + height: 330px; + } + + input.sheet-sta[value="0"]:checked ~ div.sheet-hits-area { + width: 572px; + } + input.sheet-sta[value="1"]:checked ~ div.sheet-hits-area { + width: 22px; + } + input.sheet-sta[value="2"]:checked ~ div.sheet-hits-area { + width: 44px; + } + input.sheet-sta[value="3"]:checked ~ div.sheet-hits-area { + width: 66px; + } + input.sheet-sta[value="4"]:checked ~ div.sheet-hits-area { + width: 88px; + } + input.sheet-sta[value="5"]:checked ~ div.sheet-hits-area { + width: 110px; + } + input.sheet-sta[value="6"]:checked ~ div.sheet-hits-area { + width: 132px; + } + input.sheet-sta[value="7"]:checked ~ div.sheet-hits-area { + width: 154px; + } + input.sheet-sta[value="8"]:checked ~ div.sheet-hits-area { + width: 176px; + } + input.sheet-sta[value="9"]:checked ~ div.sheet-hits-area { + width: 198px; + } + input.sheet-sta[value="10"]:checked ~ div.sheet-hits-area { + width: 220px; + } + input.sheet-sta[value="11"]:checked ~ div.sheet-hits-area { + width: 242px; + } + input.sheet-sta[value="12"]:checked ~ div.sheet-hits-area { + width: 264px; + } + input.sheet-sta[value="13"]:checked ~ div.sheet-hits-area { + width: 286px; + } + input.sheet-sta[value="14"]:checked ~ div.sheet-hits-area { + width: 308px; + } + input.sheet-sta[value="15"]:checked ~ div.sheet-hits-area { + width: 330px; + } + input.sheet-sta[value="16"]:checked ~ div.sheet-hits-area { + width: 352px; + } + input.sheet-sta[value="17"]:checked ~ div.sheet-hits-area { + width: 374px; + } + input.sheet-sta[value="18"]:checked ~ div.sheet-hits-area { + width: 396px; + } + input.sheet-sta[value="19"]:checked ~ div.sheet-hits-area { + width: 418px; + } + input.sheet-sta[value="20"]:checked ~ div.sheet-hits-area { + width: 440px; + } + input.sheet-sta[value="21"]:checked ~ div.sheet-hits-area { + width: 462px; + } + input.sheet-sta[value="22"]:checked ~ div.sheet-hits-area { + width: 484px; + } + input.sheet-sta[value="23"]:checked ~ div.sheet-hits-area { + width: 506px; + } + input.sheet-sta[value="24"]:checked ~ div.sheet-hits-area { + width: 528px; + } + input.sheet-sta[value="25"]:checked ~ div.sheet-hits-area { + width: 550px; + } + input.sheet-sta[value="26"]:checked ~ div.sheet-hits-area { + width: 572px; + } + + .sheet-hitwraps { + position: absolute; + left: 36px; + top: 20px; + width: 572px; + height: 22px; + background-image: url("https://i.imgur.com/O8kSf2z.png"); + } + +input[type=number] { + -moz-appearance:textfield; + -webkit-box-shadow: none; + -moz-box-shadow: none; + box-shadow: none; +} + +[disabled].sheet-rollbox-input{ + cursor:default; + background-color:transparent; + color:black; + -webkit-box-shadow: none; + -moz-box-shadow: none; + box-shadow: none; +} + +[disabled].sheet-attrbox-points-input { + cursor:default; + background-color:#fff; + color:black; + -webkit-box-shadow: none; + -moz-box-shadow: none; + box-shadow: none; +} + +.charsheet { + background:white; + font-family:arial; +} + +.repcontrol { + height:30px; +} + +.btn-danger{ + z-index:100; +} + +/*Stamina Box Styles*/ +.sheet-eaba-stamina-hidden{ + display: none !important; + +} + + +input.sheet-eaba-stamina-type-selector { + width: 22px; + height: 22px; + display: none; + opacity: 0; + z-index: 1; + margin: 0; + padding: 0; + position: absolute; +} + +.sheet-eaba-stamina-3waybox:checked + .sheet-eaba-stamina-3waybox, { + display: inline-block; + color:black; +} + +/* Styling of the span common to all states */ +span.sheet-eaba-stamina-type-selector { + border: none; + text-align: center; + display: inline-block; + background: transparent; + width:22px; + height: 22px; + font-size: 18px; + text-transform: uppercase; + letter-spacing: 1px; + font-family: serif; + font-weight: 600; + cursor: pointer; +} + + +/* Here you can style the span depending on what state is toggled */ + +input.sheet-eaba-stamina-type-selector[value="0"]:checked ~ span::before { + content: " "; +} + +input.sheet-eaba-stamina-type-selector[value="1"]:checked ~ span::before { + content: url("https://imgur.com/7tPA2zw.png"); +} + +input.sheet-eaba-stamina-type-selector[value="2"]:checked ~ span::before { + content: url("https://imgur.com/7tPA2zw.png"); + +} + +input.sheet-eaba-stamina-type-selector[value="3"]:checked ~ span::before { + content: url("https://i.imgur.com/O8kSf2z.png"); + + +} + +/* hit Styles*/ +.sheet-eaba-dmg-hidden{ + display: none !important; + font-size: 11px; +} + +input.sheet-eaba-dmg-type-selector { + width: 22px; + height: 22px; + display: none; + opacity: 0; + z-index: 1; + margin: 0; + padding: 0; + position: absolute; +} + +.sheet-eaba-dmg-3waybox:checked + .sheet-eaba-dmg-3waybox, { + display: inline-block; + color:black; +} + +/* Styling of the span common to all states */ +span.sheet-eaba-dmg-type-selector { + border: none; + text-align: center; + display: inline-block; + background: transparent; + width: 22px; + height: 22px; + font-size: 11px; + text-transform: uppercase; + letter-spacing: 1px; + font-family: serif; + font-weight: 600; + cursor: pointer; +} + + +/* Here you can style the span depending on what state is toggled */ + +input.sheet-eaba-dmg-type-selector[value="0"]:checked ~ span::before { + content: " "; + +} + +input.sheet-eaba-dmg-type-selector[value="3"]:checked ~ span::before { + content: url("https://i.imgur.com/O8kSf2z.png"); + +} + +input.sheet-eaba-dmg-type-selector[value="1"]:checked ~ span::before { + content: url("https://imgur.com/7tPA2zw.png"); + +} + +input.sheet-eaba-dmg-type-selector[value="2"]:checked ~ span::before { + content: url("https://imgur.com/YnaAqqb.png"); + + +} + +/* end stamina and hits */ + +/* hit Styles*/ +.sheet-eaba-svngs-hidden{ + display: none !important; + padding: 0px; + margin: 0px; +} + +input.sheet-eaba-svngs-type-selector { + width: 22px; + height: 22px; + display: none; + opacity: 0; + z-index: 1; + margin: 0; + padding: 0; + position: absolute; +} + +.sheet-eaba-svngs-3waybox:checked + .sheet-eaba-svngs-3waybox, { + display: inline-block; + color:black; +} + +/* Styling of the span common to all states */ +span.sheet-eaba-svngs-type-selector { + border: none; + display: inline-block; + background: transparent; + width: 22px; + height: 22px; + cursor: pointer; + padding: 0px; + margin: 0px; +} + + +/* Here you can style the span depending on what state is toggled */ + +input.sheet-eaba-svngs-type-selector[value="0"]:checked ~ span::before { + content: " "; +} + +input.sheet-eaba-svngs-type-selector[value="3"]:checked ~ span::before { + content: url("https://i.imgur.com/t7857yZ.png"); + +} + +input.sheet-eaba-svngs-type-selector[value="2"]:checked ~ span::before { + content: url("https://i.imgur.com/V7j3yHh.png"); + +} + +input.sheet-eaba-svngs-type-selector[value="1"]:checked ~ span::before { + content: url("https://i.imgur.com/0yxTAjH.png"); + +} \ No newline at end of file diff --git a/End All Be All RPG - Roleplaying without Limits/EABA.html b/End All Be All RPG - Roleplaying without Limits/EABA.html new file mode 100644 index 000000000000..e087b69c036e --- /dev/null +++ b/End All Be All RPG - Roleplaying without Limits/EABA.html @@ -0,0 +1,3007 @@ +
    +
    + +
    +
    www.btrc.net +

    + +
    ©2012 Blacksburg Tactical Research Center
    +
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    + + + + +
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    + +
    +
    Level is raised by spending  +  points
    +
    + +
    +
    Auto-calculated dice roll. The red buttons roll the appropriate corresponding number of six-sided dice plus fractional bonuses.

    + +
    To modify how these are rolled, check the 'Settings' section at the bottom of this sheet.
    +
    + +
    +
    A modifer to your attribute. This does not affect your derived attributes. This mod only affects only attribute rolls and skill rolls based on the attribute.
    +
    + + + +
    + d+ + + +
    + +
    + + +
    + +
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    carry
    +
    Your load carrying capacity for encumbrance purposes.
    +
    Base: Strength
    +
    Cost: 1A per +3
    +
    + + +
    + + +
    + +
    +
    strike
    +
    Your damage with punches or melee weapons.
    +
    Base: Strength -3
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
    + +
    +
    throw
    +
    Your force and distance for thrown objects and weapons.
    +
    Base: Strength -3
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
    + +
    +
    kick
    +
    Your damage with kicks.
    +
    Base: Strike
    +
    + +
    + d+ + + +
    + +
    +
    + + + + + + +
    + d+ + + +
    + +
    + + +
    + +
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    fight
    +
    Your manual dexterity for doing fine work with your hands.
    +
    Base: Agility
    +
    Cost: 1A per +3
    +
    + +
    + d+ + + +
    + +
    + + +
    + +
    +
    balance
    +
    Your overall bodily grace for skill and dodging purposes.
    +
    Base: Agility
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
    + +
    +
    throw
    +
    Your hand-eye coordination for throwing purposes.
    +
    Base: Agility
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
    + +
    +
    dodge
    +
    Your ability to get out of harm’s way.
    +
    Base: Balance
    +
    + + +
    +
    + + + + + + +
    + d+ + + +
    + +
    + + +
    + +
    +
    think
    +
    This is your Awareness if it is higher or lower for purposes of most awareness-based skills.
    +
    Base: Awareness
    +
    Cost: 1A per +3
    +
    + +
    + d+ + + +
    + +
    + + +
    + +
    +
    spot
    +
    Your ability to spot things with your eyes, or your primary sense for races that use something other than sight.
    +
    Base: Awareness
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
    + +
    +
    hearing
    +
    Your ability to hear things with your ears, or your secondary sense for races that use something other than sight.
    +
    Base: Awareness
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
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    + + + + + + +
    + d+ + + +
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    + +
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    toughness
    +
    Your ability to shrug off minor injuries or bruises.
    +
    Base: Will
    +
    Cost: 1A per +3
    +
    + + +
    + + +
    + +
    +
    charm
    +
    Your force of personality and inherent ability to sway others. Charisma often has elements of physical attractiveness.
    +
    Base: Will
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
    + +
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    resist
    +
    Your ability to resist temptations or overcome emotional obstacles.
    +
    Base: Will
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
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    + d+ + + +
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    speed
    +
    How fast you move with your primary means of movement.
    +
    Base: Health
    +
    Cost: 1A per +3
    +
    + + +
    + + +
    + +
    +
    stamina
    +
    Your reserves of energy for long-term exertion.
    +
    Base: Health
    +
    Cost: 1A per +3
    +
    + + +
    + + +
    + +
    +
    recovery
    +
    How fast you can recover from sickness, injury or exhaustion.
    +
    Base: Health
    +
    Cost: 1A per +3
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    + + +
    + + +
    +
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    + + + + + + +
    + d+ + + +
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    + +
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    shield
    +
    You ability to resist unwanted effects of power with power.
    +
    Base: Fate
    +
    Cost: 1A per +3
    +
    + +
    + d+ + + +
    + +
    + + +
    + +
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    power
    +
    Your potential for projecting power.
    +
    Base: Fate
    +
    Cost: 1A per +3
    +
    + +
    + + d+ + + +
    + +
    + + +
    + +
    +
    luck
    +
    Your ability to manipulate fate.
    +
    Base: Fate
    +
    Cost: 1A per +3
    +
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    + + d+ + + +
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    Vehicle Sheet Coming Soon

    + +
    +
    +

    GM Screen coming soon

    + +
    +
    +
    + + +
    +
    Public: All players can see your roll and difficulty in chat.

    + +
    Private: Only you and the GM can see your roll and difficulty in chat.

    + +
    Announce: Boldy show all players your roll.
    +
    + +
    +
    Level Modifier: Modifies your attribute level directly when rolling.

    + +
    Dice Modifier: Modifier adds or subtracts dice, not levels, when rolling.

    + +
    None: Rolls do not ask for modifier.
    +
    + +
    +
    Select Difficulty: Choose roll difficulty from a menu.

    + +
    Input Difficulty: Manually enter the roll difficulty when prompted.

    + +
    None: Rolls do not ask for difficulty level.
    +
    + +
    +
    How many dice to keep when rolled. Does not affect damage rolls or Strength-based derivatives.

    + +
    Taking 2's susbstitutes every die you roll with a +2 modifier.
    +
    + + + + + + + + + + + + + + + + + +
    +
    + + + + diff --git a/End All Be All RPG - Roleplaying without Limits/sheet.json b/End All Be All RPG - Roleplaying without Limits/sheet.json new file mode 100644 index 000000000000..a9127a4b9d5b --- /dev/null +++ b/End All Be All RPG - Roleplaying without Limits/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "EABA.html", + "css": "EABA.css", + "authors": "Patrick Pineda", + "roll20userid": "206138", + "preview": "EABA-Preview.png", + "instructions": "Greg Porter's Classic Indie RPG, available at www.BTRC.net" +} \ No newline at end of file diff --git a/Exalted 3/Ex3-Sheet.css b/Exalted 3/Ex3-Sheet.css index fb1d36b50f27..587c8f2a3cfb 100644 --- a/Exalted 3/Ex3-Sheet.css +++ b/Exalted 3/Ex3-Sheet.css @@ -2,15 +2,25 @@ position: absolute; left: 0; padding: 0 0 0 10px !important; + height: calc(100% - 70px); + width: calc(100% - 12px); +} + +.sheet-content { + height: 100%; + display: -webkit-flex; + display: flex; + -webkit-flex-direction: row; + flex-direction: column; } .sheet-body { display: block; - height: 565px; - padding: 5px 0 5px 1px; + padding: 5px 0 5px 0; overflow-x: visible; overflow-y: scroll; position: relative; + flex: 1 1 auto; } .sheet-body::-webkit-scrollbar { @@ -28,7 +38,8 @@ .sheet-footer { padding-top: 3px; text-align: right; - background: url(http://i.imgur.com/R0FTYGB.jpg) no-repeat; + background: url(http://i.imgur.com/R0FTYGB.jpg) white no-repeat; + flex: 0 0 auto; } .sheet-footer button[type=roll] { @@ -111,7 +122,10 @@ fieldset.sheet-table-body + .repcontainer { display: table-row-group; } width: 100%; } -.sheet-flexbox-inline > label > span { white-space: nowrap; } +.sheet-flexbox-inline > label > span { + white-space: nowrap; + font-size: 89%; +} .sheet-flexbox-h input[type=text], .sheet-flexbox-h input[type=number], @@ -241,6 +255,10 @@ input[type=number]::-webkit-outer-spin-button { margin: 0; } +input[type=number] { + -moz-appearance: textfield; +} + .sheet-motes span { display: inline-block; } .sheet-motes span:last-child { @@ -348,6 +366,7 @@ input[type=checkbox].sheet-unnamed-toggle + span::before { text-align: center; line-height: 100%; font-size: 18px; + overflow: hidden; } .sheet-layer7, diff --git a/Exalted 3/Ex3-Sheet.html b/Exalted 3/Ex3-Sheet.html index 170608164d6d..d26434ab600a 100644 --- a/Exalted 3/Ex3-Sheet.html +++ b/Exalted 3/Ex3-Sheet.html @@ -464,2141 +464,2143 @@ // Contact: https://app.roll20.net/users/104025/the-aaron // Minified with http://jscompress.com/ function initTAS() { -TAS=TAS||function(){"use strict";var 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    +
    Attune
    +
    Tags
    +
    -
    -
    -
    -
    -
    -
    -
    -
    -
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +

    Health & Defense

    +
    +
    +
    +
    Natural Soak:
    +
    + + +
    +
    Armored Soak:
    +
    + +
    +
    Total Soak:
    +
    + +
    +
    Hardness:
    +
    +
    -
    -
    -
    - -

    Health & Defense

    -
    -
    -
    -
    Natural Soak:
    -
    - + -
    -
    Armored Soak:
    -
    - -
    -
    Total Soak:
    -
    - -
    -
    Hardness:
    -
    - +
    +
    Parry:
    +
    + +
    +
    Evasion:
    +
    + + +
    +
    Resolve:
    +
    + + + + + +
    +
    Guile:
    +
    + + + + + +
    -
    -
    Parry:
    -
    - +
    +
    Health Levels
    +
    + +
    +
    + + + +
    -
    Evasion:
    -
    - - -
    -
    Resolve:
    -
    - - - - - -
    -
    Guile:
    -
    - - - - - -
    -
    -
    -
    -
    Health Levels
    -
    - -
    -
    - - - - -
    - -
    -
    -
    - - - - -
    - -
    -
    -
    - - - - -
    - -
    -
    -
    - - - - -
    - -
    -
    -
    - - - - -
    - -
    -
    -
    - - - - -
    - -
    -
    -
    - - - - +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    -
    - - - - +
    +
    + + + + +
    +
    - -
    -
    - -

    Intimacies

    - -
    -
    -
    -
    Intimacy
    -
    Intensity
    +
    +
    + + + + +
    +
    -
    -
    -
    -
    - + + + +
    +
    - -
    - -

    Charms & Evocations

    -
    -
    -
    -
    Name
    -
    Type
    -
    Duration
    -
    Cost
    -
    Book
    -
    Page #
    -
    Effect
    +
    +
    + + + + +
    +
    -
    -
    -
    -
    - + + + +
    +
    -
    -
    -
    -
    -
    - -
    - -

    Sorceries

    -
    -
    -
    -
    Name
    -
    Circle
    -
    C.
    -
    Duration
    -
    Cost
    -
    Book
    -
    Page #
    -
    Effect
    +
    +
    + + + + +
    +
    -
    -
    -
    -
    - + + + +
    +
    -
    -
    -
    -
    -
    -
    - -
    -
    - \ No newline at end of file +
    + +

    Intimacies

    + +
    +
    +
    +
    Intimacy
    +
    Intensity
    +
    +
    +
    +
    +
    + +
    +
    +
    + +

    Charms & Evocations

    +
    +
    +
    +
    Name
    +
    Type
    +
    Duration
    +
    Cost
    +
    Book
    +
    Page #
    +
    Effect
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + +

    Sorceries

    +
    +
    +
    +
    Name
    +
    Circle
    +
    C.
    +
    Duration
    +
    Cost
    +
    Book
    +
    Page #
    +
    Effect
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    \ No newline at end of file diff --git a/Exalted 3/translations/it.json b/Exalted 3/translations/it.json index 1425a77639f3..e7440057b743 100644 --- a/Exalted 3/translations/it.json +++ b/Exalted 3/translations/it.json @@ -1,5 +1,5 @@ { - "name":"Name", + "name":"Nome", "player":"Player", "caste/aspect":"Caste/Aspect", "solar-exalted":"Solar Exalted", diff --git a/Fallout (classic_pnp 2)/Fallout 2.0.html b/Fallout (classic_pnp 2)/Fallout 2.0.html index 22d59dbc9230..a6c4d43ba275 100644 --- a/Fallout (classic_pnp 2)/Fallout 2.0.html +++ b/Fallout (classic_pnp 2)/Fallout 2.0.html @@ -807,7 +807,7 @@

    Inventory


    -
    +
    diff --git a/Fallout 3.5/Fallout 3.5.html b/Fallout 3.5/Fallout 3.5.html index 1b002194e307..94d70a2647c2 100644 --- a/Fallout 3.5/Fallout 3.5.html +++ b/Fallout 3.5/Fallout 3.5.html @@ -154,40 +154,33 @@

    Secondary Statistics

    - + - + - + - + - - - - - - -
    Item
    Resistance, ElectricityResistance Electricity
    Resistance, GasResistance Gas
    Resistance, PoisonResistance Poison
    Resistance, RadiationResistance Radiation
    Sequence

    Experience

    @@ -222,13 +215,13 @@

    Skills

    - - + + - - - - + + + + @@ -556,8 +549,8 @@

    Armor

    - - + + @@ -565,8 +558,8 @@

    Armor

    - - + + @@ -574,8 +567,8 @@

    Armor

    - - + + @@ -583,8 +576,8 @@

    Armor

    - - + + @@ -592,8 +585,8 @@

    Armor

    - - + + @@ -643,7 +636,7 @@

    Condition

    - + @@ -836,7 +829,7 @@

    Right Hand

    Perks

    -
    +
    @@ -858,7 +851,7 @@

    Inventory

    Base
    AthleticismAthletics
    Explosion
    Fire
    Laser
    Plasma
    Condition 3 +
    1/2 EN
    15 +
    (STR + (EN x2))
    15 +
    (ST + (EN x2))
    Rads

    -
    +
    diff --git a/Fallout 3.5/sheet.json b/Fallout 3.5/sheet.json index 334709028541..6402d0a579d5 100644 --- a/Fallout 3.5/sheet.json +++ b/Fallout 3.5/sheet.json @@ -1,7 +1,7 @@ { "html": "Fallout 3.5.html", "css": "Fallout 3.5.css", - "authors": "Rahl Silver", + "authors": "Emre U.", "roll20userid": "1371604", "preview": "Fallout 3.0.png", "instructions": "**Fallout 3.5**\rWhole Sheet: I changed skills like repair, science, outdoorsman and speech. Then created many skills for them. I did that because skills like science can be very tricky. Hacking was under it, craftings were under it. So now they have own skills. Animalism for animal handle, tame and helps you with skining and helps communicate with animals. Armorsmith for both armor crafting and making some outfit, Repair stays the same as before. Robotics for Robot knowledge and crafting. Computer Science now has hacking and computer use mechanisms. Electronics skill created for purposes of pure crafting. You can craft any electronic item with the help of Smith skills. And so on... \rPrime Tab: Included height value for character and changed sp per level value for purpose of supporting increased amount of skills. \rSkill tab: Fixed some bugs for earlier 3.0 sheet and added 11 new skills along with tag skill. So tagging skill will increase that skill for 20 points. All skills have their own category in the Skills tab, like all speech-like skills will stay together. So you can find any skill easily. \rTrait tab: Changed the name of this tab as perks. \rInventoryTab: Location name has changed with amount." diff --git a/Fallout/Fallout 3.0.html b/Fallout/Fallout 3.0.html index cc059ffa1cbc..711cd2585fe2 100644 --- a/Fallout/Fallout 3.0.html +++ b/Fallout/Fallout 3.0.html @@ -49,7 +49,7 @@

    Primary Statistics

    - + @@ -57,7 +57,7 @@

    Primary Statistics

    - + @@ -65,7 +65,7 @@

    Primary Statistics

    - + @@ -73,7 +73,7 @@

    Primary Statistics

    - + @@ -81,7 +81,7 @@

    Primary Statistics

    - + @@ -89,7 +89,7 @@

    Primary Statistics

    - + @@ -97,7 +97,7 @@

    Primary Statistics

    - + @@ -114,7 +114,7 @@

    Secondary Statistics

    - + @@ -242,9 +242,9 @@

    Skills

    - + - + @@ -766,7 +766,7 @@

    Inventory

    Item Strength (ST)
    Perception (PE)
    Endurance (EN)
    Charisma (CH)
    Intelligence (IN)
    Agility (AG)
    Luck (LU)
    Action Points
    Big Guns

    -
    +
    diff --git a/Fate_Core/fate.html b/Fate_Core/fate.html index cd4921963581..f8cb84b4291f 100644 --- a/Fate_Core/fate.html +++ b/Fate_Core/fate.html @@ -1,6 +1,6 @@
    - +
    Item
    - + diff --git a/Infected!/translations/it.json b/Infected!/translations/it.json index 1eb629058d81..5a8a409b995e 100644 --- a/Infected!/translations/it.json +++ b/Infected!/translations/it.json @@ -1,5 +1,5 @@ { - "Language":"Language", + "Language":"Lingua", "CharacterName":"Character Name", "PlayerName":"Player Name", "Disposition":"Disposition", diff --git a/Infected!/translations/pt.json b/Infected!/translations/pt.json index 585ef36db326..d6e9f3ba602e 100644 --- a/Infected!/translations/pt.json +++ b/Infected!/translations/pt.json @@ -91,7 +91,7 @@ "StealthRoll":"Stealth Roll", "WildernessRoll":"Wilderness Roll", "Circumstances":"Circumstances", - "Advantages+Disadvantages":"Advantages &aml; Disadvantages", + "Advantages+Disadvantages":"Vantagens e Desvantagens", "Experience":"Experience", "Unused":"Unused", "Total":"Total", diff --git a/Ironclaw/Ironclaw.html b/Ironclaw/Ironclaw.html index d7286310942e..23ad289f00b0 100644 --- a/Ironclaw/Ironclaw.html +++ b/Ironclaw/Ironclaw.html @@ -73,7 +73,7 @@

    Character

    diff --git a/Fragged-Empire/translations/it.json b/Fragged-Empire/translations/it.json index 488ec7e3018c..f32b1357b83e 100644 --- a/Fragged-Empire/translations/it.json +++ b/Fragged-Empire/translations/it.json @@ -1,5 +1,5 @@ { - "style":"Style:", + "style":"Stile:", "style_character":"Character", "style_combat":"Combat", "style_spacecraft":"Spacecraft Sheet", diff --git a/Hawkmoon/hawkmoon.css b/Hawkmoon/hawkmoon.css index c51265c5327a..509779a9cabb 100644 --- a/Hawkmoon/hawkmoon.css +++ b/Hawkmoon/hawkmoon.css @@ -57,6 +57,32 @@ h1 { vertical-align:bottom; } + +.sheet-text-button { + font-family: Arial, sans-serif; +} +.sheet-accessible:checked + .sheet-pf-wrapper .sheet-text-button { + font-family: Verdana, Segoe UI, Garamond, Arial, sans-serif; +} +.sheet-text-button, +button.sheet-text-button { + font-size: 1rem; + color: White; + background-color: darkgrey; + border: 0; + width: 90%; + text-align: left; + padding: .125em .125em .125em .25em; + font-weight: normal; +} +span.sheet-text-button { + padding-left: 1.8em; +} + +button[type=roll].sheet-text-button { + border-radius: 4px; +} + .sheet-table { display: table; width: 100%; @@ -91,11 +117,11 @@ h1 { background: darkgrey; } -.sheet-table-carac-head h4{ +.sheet-table-carac-head h4{ color: white; } -.sheet-table-carac-label{ +.sheet-table-carac-label{ color: grey; } .sheet-table-carac-left{ @@ -187,7 +213,7 @@ input[type="number"]:disabled { text-align:center; font-size: 1em; font-weight: bold; - color: grey; + color: grey; height:2em; vertical-align:bottom; width:10%; /*default */ @@ -282,7 +308,6 @@ input.sheet-pagetab7:checked ~ .sheet-main div.sheet-section-config.sheet-sectio padding: 3px; } - .sheet-sect.sheet-expand .sheet-macro-text, .sheet-sect.sheet-expand .sheet-macro-text .sheet-small-label2 { height:auto; @@ -290,14 +315,14 @@ input.sheet-pagetab7:checked ~ .sheet-main div.sheet-section-config.sheet-sectio .sheet-expand-show:checked ~ div .sheet-sect-show:checked ~.sheet-expand , -.sheet-expand-show:checked ~ div .sheet-expand -.sheet-expand-show:checked ~ .sheet-expand { +.sheet-expand-show:checked ~ div .sheet-expand +.sheet-expand-show:checked ~ .sheet-expand { display:none; } .sheet-sect-show:not(:checked)~.sheet-sect, .sheet-sect-show-inverse:checked~.sheet-sect-inverse{ - display:none !important; + display:none !important; } .sheet-section-character, @@ -310,7 +335,7 @@ input.sheet-pagetab7:checked ~ .sheet-main div.sheet-section-config.sheet-sectio display:none; } -div.sheet-h2-section { +div.sheet-h2-section { display:block; position:relative; clear:both; @@ -336,7 +361,7 @@ input.sheet-sect-show:checked ~.sheet-npc-spells.sheet-sect { visibility: visible; opacity: 1; transition: opacity 0.5s linear 0s; - overflow: hidden; + overflow: hidden; } input[type="checkbox"].sheet-cssbutton, input[type="checkbox"].sheet-showbutton, @@ -345,7 +370,7 @@ input[type="checkbox"].sheet-options-show, input[type="checkbox"].sheet-desc-sho input[type="checkbox"].sheet-repeating_ids-show, input[type="checkbox"].sheet-sect-show { opacity: 0;height: 1.5em; position: relative; top: 0; left: 0; cursor: pointer; z-index: 1; } -/* added sheet-noshow to input so class can be on checkbox, instead of on a span after checkbox +/* added sheet-noshow to input so class can be on checkbox, instead of on a span after checkbox though ideally we'd add a class only to checkbox we want to modify */ input[type="checkbox"]:not(.sheet-noshow) + span:not(.sheet-not-sheet-show)::before { display: inline-block; @@ -387,7 +412,7 @@ input[type="checkbox"]:not(.sheet-noshow):checked + span:not(.sheet-not-sheet-sh .sheet-sect-show:not(:checked)~.sheet-sect, .sheet-sect-show-inverse:checked~.sheet-sect-inverse{ - display:none !important; + display:none !important; } .sheet-hide-a , .sheet-label-a{ @@ -429,7 +454,7 @@ input[type="checkbox"]:not(.sheet-noshow):checked + span:not(.sheet-not-sheet-sh .sheet-nontable-name { text-align: center; font-weight: bold; - color: #FFF; + color: #FFF; background: darkgrey; width: 100%; display: block; @@ -503,31 +528,31 @@ div.sheet-divbox{ } div.sheet-header{ - background-color:darkgrey; + background-color:darkgrey; height:30px; color: white; - font-weight:bold; + font-weight:bold; line-height:30px; font-size:13px; width:98%; } -.sheet-text-center{ - text-align:center; +.sheet-text-center{ + text-align:center; } -.sheet-rTable { - display: table; - width: 100%; +.sheet-rTable { + display: table; + width: 100%; font-size:11px; -} +} .sheet-rTableRow { display: table-row; } -.sheet-rTableCell, .sheet-rTableHead { - display: table-cell; - padding: 3px 10px; -} +.sheet-rTableCell, .sheet-rTableHead { + display: table-cell; + padding: 3px 10px; +} .sheet-divbox-skill .sheet-rTableCell { padding: 3px 3px; } @@ -661,6 +686,11 @@ content: counter(sheet-rep-items) '. ▼' !important; .sheet-counted:not(:checked) ~ .sheet-small-label2.sheet-entry-vshort { width:3.5em; } +.sheet-minimize-show:checked ~ .sheet-repeating-fields .sheet-entry-vvshort, +.sheet-split-column-show:checked ~ .sheet-repeating-fields .sheet-entry-vvshort, +.sheet-counted:not(:checked) ~ .sheet-small-label2.sheet-entry-vvshort { + width:2em; +} .sheet-minimize-show:checked ~ .sheet-repeating-fields .sheet-small-label2.sheet-space-right-collapse, .sheet-minimize-show:checked ~ .sheet-repeating-fields .sheet-linked-fields.sheet-space-right-collapse, .sheet-counted:not(:checked) ~ .sheet-small-label2.sheet-space-right-collapse, @@ -669,6 +699,27 @@ content: counter(sheet-rep-items) '. ▼' !important; } +.sheet-small-label2.sheet-entry-vvshort { + width:3em; +} +.sheet-small-label2.sheet-entry-vshort { + width:4.5em; +} +.sheet-small-label2.sheet-entry-small { + width:5em; +} +.sheet-small-label2.sheet-entry-med { + width:8em; +} +.sheet-small-label2.sheet-entry-long { + width:10em; +} +.sheet-small-label2.sheet-entry-vlong { + width:12em; +} +.sheet-small-label2.sheet-space-right-collapse { + margin-right:2em; +} .sheet-entry-25p { width:25%; @@ -777,12 +828,16 @@ content: counter(sheet-rep-items) '. ▼' !important; /* ROLL TEMPLATES */ .sheet-rolltemplate-hm_weapons, -.sheet-rolltemplate-hm_skill { +.sheet-rolltemplate-hm_skill, +.sheet-rolltemplate-hm_ability, +.sheet-rolltemplate-hm_macro { box-sizing: border-box; } .sheet-rolltemplate-hm_weapons .sheet-roll-table, -.sheet-rolltemplate-hm_skill .sheet-roll-table { +.sheet-rolltemplate-hm_skill .sheet-roll-table, +.sheet-rolltemplate-hm_ability .sheet-roll-table, +.sheet-rolltemplate-hm_macro .sheet-roll-table { width: 100%; display: table; font-family: cursive; @@ -796,12 +851,16 @@ content: counter(sheet-rep-items) '. ▼' !important; } .sheet-rolltemplate-hm_weapons .sheet-roll-table .sheet-rounded, -.sheet-rolltemplate-hm_skill .sheet-roll-table .sheet-rounded { +.sheet-rolltemplate-hm_skill .sheet-roll-table .sheet-rounded, +.sheet-rolltemplate-hm_ability .sheet-roll-table .sheet-rounded, +.sheet-rolltemplate-hm_macro .sheet-roll-table .sheet-rounded { border-radius: 5px; } .sheet-rolltemplate-hm_weapons .sheet-roll-header, -.sheet-rolltemplate-hm_skill .sheet-roll-header { +.sheet-rolltemplate-hm_skill .sheet-roll-header, +.sheet-rolltemplate-hm_ability .sheet-roll-header, +.sheet-rolltemplate-hm_macro .sheet-roll-header { display: table-row-group; width: 100%; overflow: hidden; @@ -812,31 +871,41 @@ content: counter(sheet-rep-items) '. ▼' !important; } .sheet-rolltemplate-hm_weapons .sheet-roll-header a , -.sheet-rolltemplate-hm_skill .sheet-roll-header a { +.sheet-rolltemplate-hm_skill .sheet-roll-header a , +.sheet-rolltemplate-hm_ability .sheet-roll-header a, +.sheet-rolltemplate-hm_macro .sheet-roll-header a { text-decoration: underline; } .sheet-rolltemplate-hm_weapons .sheet-roll-row, -.sheet-rolltemplate-hm_skill .sheet-roll-row { +.sheet-rolltemplate-hm_skill .sheet-roll-row , +.sheet-rolltemplate-hm_ability .sheet-roll-row , +.sheet-rolltemplate-hm_macro .sheet-roll-row { width: 100%; overflow: hidden; background-color: whitesmoke; } .sheet-rolltemplate-hm_weapons .sheet-roll-row:nth-child(even), -.sheet-rolltemplate-hm_skill .sheet-roll-row:nth-child(even){ +.sheet-rolltemplate-hm_skill .sheet-roll-row:nth-child(even), +.sheet-rolltemplate-hm_ability .sheet-roll-row:nth-child(even), +.sheet-rolltemplate-hm_macro .sheet-roll-row:nth-child(even){ background-color: #B7B7B7; } .sheet-rolltemplate-hm_weapons .sheet-roll-cell, -.sheet-rolltemplate-hm_skill .sheet-roll-cell { +.sheet-rolltemplate-hm_skill .sheet-roll-cell , +.sheet-rolltemplate-hm_ability .sheet-roll-cell, +.sheet-rolltemplate-hm_macro .sheet-roll-cell { padding: 1px 1px 1px 5px; text-align: left; width: 100%; } .sheet-rolltemplate-hm_weapons .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell, -.sheet-rolltemplate-hm_skill .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell { +.sheet-rolltemplate-hm_skill .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell , +.sheet-rolltemplate-hm_ability .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell, +.sheet-rolltemplate-hm_macro .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell { font-size: .9em; width: 24%; float: right; @@ -847,7 +916,9 @@ content: counter(sheet-rep-items) '. ▼' !important; } .sheet-rolltemplate-hm_weapons .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:first-child, -.sheet-rolltemplate-hm_skill .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:first-child { +.sheet-rolltemplate-hm_skill .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:first-child, +.sheet-rolltemplate-hm_ability .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:first-child, +.sheet-rolltemplate-hm_macro .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:first-child { width: 69%; float: left; text-align: left; @@ -856,69 +927,119 @@ content: counter(sheet-rep-items) '. ▼' !important; .sheet-rolltemplate-hm_weapons .inlinerollresult, -.sheet-rolltemplate-hm_skill .inlinerollresult { +.sheet-rolltemplate-hm_skill .inlinerollresult, +.sheet-rolltemplate-hm_ability .inlinerollresult, +.sheet-rolltemplate-hm_macro .inlinerollresult { background-color: lightgrey; border: 2px solid grey; } .sheet-rolltemplate-hm_weapons .inlinerollresult.fullcrit, -.sheet-rolltemplate-hm_skill .inlinerollresult.fullcrit { +.sheet-rolltemplate-hm_skill .inlinerollresult.fullcrit, +.sheet-rolltemplate-hm_ability .inlinerollresult.fullcrit, +.sheet-rolltemplate-hm_macro .inlinerollresult.fullcrit { color: #FFF; background-color: #3FB315; } .sheet-rolltemplate-hm_weapons .inlinerollresult.fullfail, -.sheet-rolltemplate-hm_skill .inlinerollresult.fullfail { +.sheet-rolltemplate-hm_skill .inlinerollresult.fullfail , +.sheet-rolltemplate-hm_ability .inlinerollresult.fullfail, +.sheet-rolltemplate-hm_macro .inlinerollresult.fullfail { color: #FFF; background-color: #B31515; } .sheet-rolltemplate-hm_weapons .inlinerollresult.importantroll, -.sheet-rolltemplate-hm_skill .inlinerollresult.importantroll { +.sheet-rolltemplate-hm_skill .inlinerollresult.importantroll, +.sheet-rolltemplate-hm_ability .inlinerollresult.importantroll , +.sheet-rolltemplate-hm_macro .inlinerollresult.importantroll { color: #FFF; background-color: #4A57ED; } .sheet-rolltemplate-hm_weapons .sheet-roll-text-white, -.sheet-rolltemplate-hm_skill .sheet-roll-text-white { +.sheet-rolltemplate-hm_skill .sheet-roll-text-white, +.sheet-rolltemplate-hm_ability .sheet-roll-text-white, +.sheet-rolltemplate-hm_macro .sheet-roll-text-white { color:white; } .sheet-rolltemplate-hm_weapons .sheet-roll-text-12px, -.sheet-rolltemplate-hm_skill .sheet-roll-text-12px { +.sheet-rolltemplate-hm_skill .sheet-roll-text-12px, +.sheet-rolltemplate-hm_ability .sheet-roll-text-12px, +.sheet-rolltemplate-hm_macro .sheet-roll-text-12px { font-size: 12px; } .sheet-rolltemplate-hm_weapons .sheet-roll-text-right, -.sheet-rolltemplate-hm_skill .sheet-roll-text-right { +.sheet-rolltemplate-hm_skill .sheet-roll-text-right, +.sheet-rolltemplate-hm_ability .sheet-roll-text-right, +.sheet-rolltemplate-hm_macro .sheet-roll-text-right { text-align:right; } -/* custom labels for repitem buttons -[data-groupname=repeating_meleeWeapons] > button.btn.repcontrol_add::after { - content: " Nouvelle Arme de contact"; -} -[data-groupname=repeating_rangedweapons] > button.btn.repcontrol_add::after { - content: " Nouvelle Arme à distance"; -} -[data-groupname=repeating_equipments] > button.btn.repcontrol_add::after { - content: " Nouvel Equipement"; -} -[data-groupname=repeating_scientificExpertises] > button.btn.repcontrol_add::after { - content: " Nouvelle Expertise Scientifique"; -} -[data-groupname=repeating_scientificDocuments] > button.btn.repcontrol_add::after { - content: " Nouveau Document Scientifique"; + +.repcontrol_add::before { + content: '&'; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid #000; + border-radius: 2px; + font-size: 1rem; + padding: 2px 4px 2px 4px; + color: #000; +} +.repcontrol .repcontrol_edit:after { + content: 'W'; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid #000; + border-radius: 2px; + font-size: 1rem; + padding: 2px 3px 2px 3px; + color: #000; + margin-left: -3em; +} +.editmode ~ .repcontrol .repcontrol_edit:after { + content: '3'; +} +.repcontrol_edit:hover:before, +.repcontrol_edit:hover:after, +.repcontrol_add:hover:before { + background-color: #EFEFEF; +} +.repcontrol .btn { + border: medium none; + color: transparent !important; + background: none; + box-shadow: none; +} +.repcontrol .btn:focus { + outline: 0; } -[data-groupname=repeating_memorizedMagics] > button.btn.repcontrol_add::after { - content: " Nouvelle Magie Mémorisée"; +.repcontrol_add, +.repcontrol_edit { + display: block; + background: none; + color: transparent !important; + border: none; + box-shadow: none; } -[data-groupname=repeating_mountSkills] > button.btn.repcontrol_add::after { - content: " Nouvelle Compétence"; +.repcontrol_del, +.repcontrol_move { + display: block; + background: darkgrey; + color: White !important; + border: none; + box-shadow: none; + width: 2em; } -[data-groupname=repeating_mutationsFlawsDeformities] > button.btn.repcontrol_add::after { - content: " Nouvelle Mutation, Tare ou Malformation"; +.repcontrol_move { + float: right; + margin-right: 5px; } -*/ \ No newline at end of file diff --git a/Hawkmoon/hawkmoon.html b/Hawkmoon/hawkmoon.html index 917400ef05ff..5fe392c4c375 100644 --- a/Hawkmoon/hawkmoon.html +++ b/Hawkmoon/hawkmoon.html @@ -1,1061 +1,2035 @@
    - -
     
    -
    -
    - - - -
    + + +
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    +

    Compétences

    + + +
    + +
    +
    Compétences
    +
    +
    + + + Nom + Valeur + +
    +
    + +
    +
    +
    +
    + + +
    + + +
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    + + +
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    Notes
    +
    +
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    +
    + + + Nom + + +
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    + Résultat des jets : + +
    +
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    + +
    + + + + - - diff --git a/Hawkmoon/hawkmoon.png b/Hawkmoon/hawkmoon.png index a6244466b6b0..f6527afb4c5f 100644 Binary files a/Hawkmoon/hawkmoon.png and b/Hawkmoon/hawkmoon.png differ diff --git a/Hawkmoon/sheet.json b/Hawkmoon/sheet.json index de24bb39f417..fc2b7224ff61 100644 --- a/Hawkmoon/sheet.json +++ b/Hawkmoon/sheet.json @@ -4,5 +4,5 @@ "authors": "PadRpg", "preview": "hawkmoon.png", "roll20userid": "173154", - "instructions": "Default version is French.\nThe Configuration tab is empty (update coming soon)." -} \ No newline at end of file + "instructions": "Default version in French." +} diff --git a/Hawkmoon/translation.json b/Hawkmoon/translation.json index e04901d91088..e8dafdacdb82 100644 --- a/Hawkmoon/translation.json +++ b/Hawkmoon/translation.json @@ -8,19 +8,25 @@ "POW": "POU", "STR": "FOR", "abilities": "Caractéristiques :", + "ability": "Caracteristique", "absorption-abbrv": "Absorp.", "affect": "% Affect", "age": "Age", "age-title": "Age du personnage", "alliance": "Alliance", + "ammo-ab": "Mun.", "ancient-world": "Monde Ancien", "app-title": "Apparence du personnage", + "appearance-ab": "Apparence", "armor": "Armure", "armor-load-title": "Encombrement de l'armure", "armor-name-place": "Nom de l'armure", "armor-round-title": "Round nécessaire pour revêtir l'armure", "armor-shield": "Armure, Bouclier", "armor-shield-exp": "Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name": "Macro Armure", + "armorMacroFormula-place": "Ex: [[2d10+6]]", + "armorMacroFormula-title": "Macro dédiée à l'armure", "art": "Art", "attack": "", "autonomy": "Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp": "Développer les Statistiques du Personnage", "charisma": "Charisme", "climb": "Grimper", - "clumsiness": "Maladresse !", "con-title": "Constitution du personnage", "conceal-object": "Dissimuler Obj.", + "constitution-ab": "Constitution", + "copper": "Cuivre", + "copper-title": "Cuivre (Ecu)", + "cost": "Coût", + "counter": "Pare", "craft": "Artisanat", "critical": "Critique !", + "currency-desc": "Monnaies", + "currency-desc-exp": "Développer les Monnaies", "current": "Actuel", + "damage": "Dgt.", "damage+push": "Dgt.+Rep.", "damage-mod": "Mod. Dégâts", "damages": "Dégâts", @@ -57,6 +70,7 @@ "dex-title": "Dextérité du personnage", "dext-title": "Dextérité du personnage (DEX x5)", "dexterity": "Dextérité", + "dexterity-ab": "Dextérité", "direction": "Orientation", "disguise": "Déguisement", "dodge": "Esquive", @@ -69,6 +83,8 @@ "equipment-name-place": "Nom de l'équipement", "equipment-number-title": "Nombre", "equipment-value-title": "Valeur de l'équipement", + "equipmentMacroFormula-place": "Ex: [[2d10+6]]", + "equipmentMacroFormula-title": "Macro dédiée à l'Equipement", "equipments": "Equipements", "equipments-exp": "Développer les compétences", "europe": "Europe", @@ -77,6 +93,7 @@ "family-friend": "Famille & Amis", "family-friend-place": "Famille et Amis du Personnage", "female": "Feminin", + "field": "Discipline", "flaw": "Tare", "footer-created-by": "Créé par", "footer-inspired": "(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int": "INT Libre", "full-abbrv": "E", "gender": "Sexe", + "gold": "Or", + "gold-title": "Or (Couronne)", "half-abbrv": "D", "hand": "Main", + "height-ab": "Taille", "helmet": "Heaume", "helmet-absorption-title": "Absorption du heaume", "helmet-affect-title": "% Affect du heaume", @@ -98,11 +118,15 @@ "hypnosis": "Hypnose", "idea": "Idée", "idea-title": "Idée du personnage (INT x5)", - "impale": "Pare", - "impaled": "Empalé !", + "impale": "Empale", "init-percent-abbrv": "% Init.", "init-trap": "Amorcer Piège", "int-title": "Intelligence du personnage", + "intelligence-ab": "Intelligence", + "iron": "Fer", + "iron-title": "Fer", + "job": "Métier", + "job-place": "Métier du personnage", "jump": "Sauter", "large-abbrv": "G", "length": "Longueur", @@ -110,10 +134,11 @@ "load": "Enc.", "location": "Lieu de résidence", "location-place": "Lieu de résidence du personnage", - "look": "Allure, Attitude, Mutations, Tares & Malformations Apparentes", + "look": "Allure, Attitude, Mutations, Tares & Malformations Apparentes", "look-place": "Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck": "Chance", "luck-title": "Chance du personnage (POU x5)", + "macro": "Macro", "male": "Masculin", "max": "Max", "melee-weapon-damage-place": "ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place": "Nom de la magie mémorisée", "million-spheres": "Million de Sphères", "minimize-cmd": "Minimize Row", + "misc": "Divers", + "misc-title": "Divers", "mod-damage-title": "Modificateur de dégâts du personnage", "mother-tongue": "Langue Matern.", + "mount": "Monture", "mount-abilities-desc": "Caractéristiques", "mount-abilities-desc-exp": "Développer les Caractéristiques", "mount-armor-title": "Armure de la monture", @@ -165,6 +193,8 @@ "natural-world": "Monde Naturel", "negative": "Négatif", "no": "Non", + "note-title-place": "Titre de la note", + "notes": "Notes", "number-abbrv": "Nb.", "pa": "PA", "page-character": "Personnage", @@ -183,8 +213,13 @@ "positive": "Positif", "potions": "Potions", "pow-title": "Pouvoir du personnage", + "power-ab": "Pouvoir", "power-source": "Source d'énergie", + "prerequisite": "Pré-Requis", + "public": "Pour Tous", + "push": "Rep.", "range": "Portée", + "ranged-weapon-ammo-title": "Munition de l'arme", "ranged-weapon-autonomy-title": "Autonomie de l'arme", "ranged-weapon-damage-place": "ex: 1d6+2", "ranged-weapon-name-place": "Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design": "Reparer/Concev.", "result": "Résultat", "riding": "Equitation", + "rolls-results": "Résultat des jets", "round": "Att./Round", "rounds": "Rounds", "sailing": "Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp": "Développer les Documents Scientifiques", "scientific-documents-name-place": "Nom du Document Scientifique", "scientific-expertise": "Expertise Scientifique", - "scientific-expertise-description-place": "Description de l'Expertise Scientifique", + "scientific-expertise-cost-place": "Coût de cette expertise", "scientific-expertise-exp": "Développer l'Expertise Scientifique", + "scientific-expertise-field-place": "Discipline de l'Expertise Scientifique", "scientific-expertise-name-place": "Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place": "Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place": "Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title": "Macro dédiée à l'Expertise Scientifique", "scribe": "Scribe", "search": "Chercher", "secret-knowledge": "Secret & Savoir", "shield": "Bouclier", "shield-check-title": "Utilisation du bouclier", "shield-damage-push-title": "Dégâts infliger par le bouclier + Repousser", + "shield-damage-title": "Dégâts infliger par le bouclier", "shield-f-title": "Bouclier Entier", "shield-h-title": "Demi Bouclier", "shield-init-percent-title": "Pourcentage Initiale du bouclier", "shield-l-title": "Grand Bouclier", "shield-pds-title": "Pds du bouclier", "shield-percent-title": "Pourcentage du bouclier", + "shield-push-title": "Repousser avec le bouclier", "shield-s-title": "Petit Bouclier", + "shield-structure-title": "Structure du Bouclier", + "shieldMacroFormula-bt-name": "Macro Bouclier", + "shieldMacroFormula-place": "Ex: [[2d10+6]]", + "shieldMacroFormula-title": "Macro dédiée au Bouclier", "showsect-cmd": "Cliquer pour développer", + "silver": "Argent", + "silver-title": "Argent (Souverain)", "skill": "Compétence", "skills": "Compétences", "small-abbrv": "P", @@ -237,6 +285,7 @@ "stealth": "Depl. Silencieux", "steer": "Piloter", "str-title": "Force du personnage", + "strength-ab": "Force", "structure": "Structure", "success": "Réussite", "swim": "Natation", @@ -261,8 +310,12 @@ "value": "Valeur", "weapon": "Arme", "weapon-damage": "Dégâts", + "weapon-damage-mod": "Mod. Dégâts", + "weapons": "Armes", + "weapons-exp": "Développer les armes", + "whisper-to-gm": "Pour le MJ", "without-helmet": "Sans Heaume", "without-helmet-absorption-title": "Absorption sans heaume", "without-helmet-affect-title": "% Affect sans heaume", "yes": "Oui" -} \ No newline at end of file +} diff --git a/Hawkmoon/translations/af.json b/Hawkmoon/translations/af.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/af.json +++ b/Hawkmoon/translations/af.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/cs.json b/Hawkmoon/translations/cs.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/cs.json +++ b/Hawkmoon/translations/cs.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/da.json b/Hawkmoon/translations/da.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/da.json +++ b/Hawkmoon/translations/da.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/de.json b/Hawkmoon/translations/de.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/de.json +++ b/Hawkmoon/translations/de.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/el.json b/Hawkmoon/translations/el.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/el.json +++ b/Hawkmoon/translations/el.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/en.json b/Hawkmoon/translations/en.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/en.json +++ b/Hawkmoon/translations/en.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/es.json b/Hawkmoon/translations/es.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/es.json +++ b/Hawkmoon/translations/es.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/fr.json b/Hawkmoon/translations/fr.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/fr.json +++ b/Hawkmoon/translations/fr.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/he.json b/Hawkmoon/translations/he.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/he.json +++ b/Hawkmoon/translations/he.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/it.json b/Hawkmoon/translations/it.json index 71e585da1b99..dbc6b917473d 100644 --- a/Hawkmoon/translations/it.json +++ b/Hawkmoon/translations/it.json @@ -1,5 +1,5 @@ { - "APP":"APP", + "APP":"FAS", "CON":"CON", "DEX":"DEX", "HGT":"TAI", @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/ja.json b/Hawkmoon/translations/ja.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/ja.json +++ b/Hawkmoon/translations/ja.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/ko.json b/Hawkmoon/translations/ko.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/ko.json +++ b/Hawkmoon/translations/ko.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/nl.json b/Hawkmoon/translations/nl.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/nl.json +++ b/Hawkmoon/translations/nl.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/pt.json b/Hawkmoon/translations/pt.json index 8c0d3499688f..aac61bd444d5 100644 --- a/Hawkmoon/translations/pt.json +++ b/Hawkmoon/translations/pt.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Idade", "age-title":"Idade do personagem", "alliance":"Aliança", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nome da armadura", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nome do Equipamento", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nome da arma", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nome do Documento Científico", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/ru.json b/Hawkmoon/translations/ru.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/ru.json +++ b/Hawkmoon/translations/ru.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/sv.json b/Hawkmoon/translations/sv.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/sv.json +++ b/Hawkmoon/translations/sv.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/tr.json b/Hawkmoon/translations/tr.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/tr.json +++ b/Hawkmoon/translations/tr.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/zh.json b/Hawkmoon/translations/zh.json index 71e585da1b99..4ee836da01ae 100644 --- a/Hawkmoon/translations/zh.json +++ b/Hawkmoon/translations/zh.json @@ -8,19 +8,25 @@ "POW":"POU", "STR":"FOR", "abilities":"Caractéristiques :", + "ability":"Caracteristique", "absorption-abbrv":"Absorp.", "affect":"% Affect", "age":"Age", "age-title":"Age du personnage", "alliance":"Alliance", + "ammo-ab":"Mun.", "ancient-world":"Monde Ancien", "app-title":"Apparence du personnage", + "appearance-ab":"Apparence", "armor":"Armure", "armor-load-title":"Encombrement de l'armure", "armor-name-place":"Nom de l'armure", "armor-round-title":"Round nécessaire pour revêtir l'armure", "armor-shield":"Armure, Bouclier", "armor-shield-exp":"Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name":"Macro Armure", + "armorMacroFormula-place":"Ex: [[2d10+6]]", + "armorMacroFormula-title":"Macro dédiée à l'armure", "art":"Art", "attack":"", "autonomy":"Autonomie", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"Développer les Statistiques du Personnage", "charisma":"Charisme", "climb":"Grimper", - "clumsiness":"Maladresse !", "con-title":"Constitution du personnage", "conceal-object":"Dissimuler Obj.", + "constitution-ab":"Constitution", + "copper":"Cuivre", + "copper-title":"Cuivre (Ecu)", + "cost":"Coût", + "counter":"Pare", "craft":"Artisanat", "critical":"Critique !", + "currency-desc":"Monnaies", + "currency-desc-exp":"Développer les Monnaies", "current":"Actuel", + "damage":"Dégats", "damage+push":"Dgt.+Rep.", "damage-mod":"Mod. Dégâts", "damages":"Dégâts", @@ -57,6 +70,7 @@ "dex-title":"Dextérité du personnage", "dext-title":"Dextérité du personnage (DEX x5)", "dexterity":"Dextérité", + "dexterity-ab":"Dextérité", "direction":"Orientation", "disguise":"Déguisement", "dodge":"Esquive", @@ -69,6 +83,8 @@ "equipment-name-place":"Nom de l'équipement", "equipment-number-title":"Nombre", "equipment-value-title":"Valeur de l'équipement", + "equipmentMacroFormula-place":"Ex: [[2d10+6]]", + "equipmentMacroFormula-title":"Macro dédiée à l'Equipement", "equipments":"Equipements", "equipments-exp":"Développer les compétences", "europe":"Europe", @@ -77,6 +93,7 @@ "family-friend":"Famille & Amis", "family-friend-place":"Famille et Amis du Personnage", "female":"Feminin", + "field":"Discipline", "flaw":"Tare", "footer-created-by":"Créé par", "footer-inspired":"(fortement inspiré de la fiche Pathfinder)", @@ -85,8 +102,11 @@ "free-int":"INT Libre", "full-abbrv":"E", "gender":"Sexe", + "gold":"Or", + "gold-title":"Or (Couronne)", "half-abbrv":"D", "hand":"Main", + "height-ab":"Taille", "helmet":"Heaume", "helmet-absorption-title":"Absorption du heaume", "helmet-affect-title":"% Affect du heaume", @@ -99,10 +119,14 @@ "idea":"Idée", "idea-title":"Idée du personnage (INT x5)", "impale":"Pare", - "impaled":"Empalé !", "init-percent-abbrv":"% Init.", "init-trap":"Amorcer Piège", "int-title":"Intelligence du personnage", + "intelligence-ab":"Intelligence", + "iron":"Fer", + "iron-title":"Fer", + "job":"Métier", + "job-place":"Métier du personnage", "jump":"Sauter", "large-abbrv":"G", "length":"Longueur", @@ -114,6 +138,7 @@ "look-place":"Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", "luck":"Chance", "luck-title":"Chance du personnage (POU x5)", + "macro":"Macro", "male":"Masculin", "max":"Max", "melee-weapon-damage-place":"ex: 1d6+2", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"Nom de la magie mémorisée", "million-spheres":"Million de Sphères", "minimize-cmd":"Minimize Row", + "misc":"Divers", + "misc-title":"Divers", "mod-damage-title":"Modificateur de dégâts du personnage", "mother-tongue":"Langue Matern.", + "mount":"Monture", "mount-abilities-desc":"Caractéristiques", "mount-abilities-desc-exp":"Développer les Caractéristiques", "mount-armor-title":"Armure de la monture", @@ -165,6 +193,8 @@ "natural-world":"Monde Naturel", "negative":"Négatif", "no":"Non", + "note-title-place":"Titre de la note", + "notes":"Notes", "number-abbrv":"Nb.", "pa":"PA", "page-character":"Personnage", @@ -183,8 +213,13 @@ "positive":"Positif", "potions":"Potions", "pow-title":"Pouvoir du personnage", + "power-ab":"Pouvoir", "power-source":"Source d'énergie", + "prerequisite":"Pré-Requis", + "public":"Pour Tous", + "push":"Rep.", "range":"Portée", + "ranged-weapon-ammo-title":"Munition de l'arme", "ranged-weapon-autonomy-title":"Autonomie de l'arme", "ranged-weapon-damage-place":"ex: 1d6+2", "ranged-weapon-name-place":"Nom de l'arme", @@ -198,6 +233,7 @@ "repair-design":"Reparer/Concev.", "result":"Résultat", "riding":"Equitation", + "rolls-results":"Résultat des jets", "round":"Att./Round", "rounds":"Rounds", "sailing":"Navigation", @@ -206,23 +242,35 @@ "scientific-documents-exp":"Développer les Documents Scientifiques", "scientific-documents-name-place":"Nom du Document Scientifique", "scientific-expertise":"Expertise Scientifique", - "scientific-expertise-description-place":"Description de l'Expertise Scientifique", + "scientific-expertise-cost-place":"Coût de cette expertise", "scientific-expertise-exp":"Développer l'Expertise Scientifique", + "scientific-expertise-field-place":"Discipline de l'Expertise Scientifique", "scientific-expertise-name-place":"Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place":"Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place":"Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title":"Macro dédiée à l'Expertise Scientifique", "scribe":"Scribe", "search":"Chercher", "secret-knowledge":"Secret & Savoir", "shield":"Bouclier", "shield-check-title":"Utilisation du bouclier", "shield-damage-push-title":"Dégâts infliger par le bouclier + Repousser", + "shield-damage-title":"Dégâts infliger par le bouclier", "shield-f-title":"Bouclier Entier", "shield-h-title":"Demi Bouclier", "shield-init-percent-title":"Pourcentage Initiale du bouclier", "shield-l-title":"Grand Bouclier", "shield-pds-title":"Pds du bouclier", "shield-percent-title":"Pourcentage du bouclier", + "shield-push-title":"Repousser avec le bouclier", "shield-s-title":"Petit Bouclier", + "shield-structure-title":"Structure du Bouclier", + "shieldMacroFormula-bt-name":"Macro Bouclier", + "shieldMacroFormula-place":"Ex: [[2d10+6]]", + "shieldMacroFormula-title":"Macro dédiée au Bouclier", "showsect-cmd":"Cliquer pour développer", + "silver":"Argent", + "silver-title":"Argent (Souverain)", "skill":"Compétence", "skills":"Compétences", "small-abbrv":"P", @@ -237,6 +285,7 @@ "stealth":"Depl. Silencieux", "steer":"Piloter", "str-title":"Force du personnage", + "strength-ab":"Force", "structure":"Structure", "success":"Réussite", "swim":"Natation", @@ -261,6 +310,10 @@ "value":"Valeur", "weapon":"Arme", "weapon-damage":"Dégâts", + "weapon-damage-mod":"Mod. Dégâts", + "weapons":"Armes", + "weapons-exp":"Développer les armes", + "whisper-to-gm":"Pour le MJ", "without-helmet":"Sans Heaume", "without-helmet-absorption-title":"Absorption sans heaume", "without-helmet-affect-title":"% Affect sans heaume", diff --git a/Hawkmoon/translations/zu.json b/Hawkmoon/translations/zu.json index 1b3d65254f73..528dbc49d8aa 100644 --- a/Hawkmoon/translations/zu.json +++ b/Hawkmoon/translations/zu.json @@ -8,19 +8,25 @@ "POW":"crwdns27144:0crwdne27144:0", "STR":"crwdns27145:0crwdne27145:0", "abilities":"crwdns27146:0crwdne27146:0", + "ability":"crwdns58169:0crwdne58169:0", "absorption-abbrv":"crwdns27147:0crwdne27147:0", "affect":"crwdns27148:0crwdne27148:0", "age":"crwdns27149:0crwdne27149:0", "age-title":"crwdns27150:0crwdne27150:0", "alliance":"crwdns27151:0crwdne27151:0", + "ammo-ab":"crwdns58170:0crwdne58170:0", "ancient-world":"crwdns27152:0crwdne27152:0", "app-title":"crwdns27153:0crwdne27153:0", + "appearance-ab":"crwdns58171:0crwdne58171:0", "armor":"crwdns27154:0crwdne27154:0", "armor-load-title":"crwdns27155:0crwdne27155:0", "armor-name-place":"crwdns27156:0crwdne27156:0", "armor-round-title":"crwdns27157:0crwdne27157:0", "armor-shield":"crwdns27158:0crwdne27158:0", "armor-shield-exp":"crwdns27159:0crwdne27159:0", + "armorMacroFormula-bt-name":"crwdns58172:0crwdne58172:0", + "armorMacroFormula-place":"crwdns58173:0crwdne58173:0", + "armorMacroFormula-title":"crwdns58174:0crwdne58174:0", "art":"crwdns27160:0crwdne27160:0", "attack":"crwdns27161:0crwdne27161:0", "autonomy":"crwdns27162:0crwdne27162:0", @@ -40,12 +46,19 @@ "character-stats-desc-exp":"crwdns27176:0crwdne27176:0", "charisma":"crwdns27177:0crwdne27177:0", "climb":"crwdns27178:0crwdne27178:0", - "clumsiness":"crwdns27179:0crwdne27179:0", "con-title":"crwdns27180:0crwdne27180:0", "conceal-object":"crwdns27181:0crwdne27181:0", + "constitution-ab":"crwdns58175:0crwdne58175:0", + "copper":"crwdns58176:0crwdne58176:0", + "copper-title":"crwdns58177:0crwdne58177:0", + "cost":"crwdns58178:0crwdne58178:0", + "counter":"crwdns58179:0crwdne58179:0", "craft":"crwdns27182:0crwdne27182:0", "critical":"crwdns27183:0crwdne27183:0", + "currency-desc":"crwdns58180:0crwdne58180:0", + "currency-desc-exp":"crwdns58181:0crwdne58181:0", "current":"crwdns27184:0crwdne27184:0", + "damage":"crwdns58321:0crwdne58321:0", "damage+push":"crwdns27185:0crwdne27185:0", "damage-mod":"crwdns27186:0crwdne27186:0", "damages":"crwdns27187:0crwdne27187:0", @@ -57,6 +70,7 @@ "dex-title":"crwdns27193:0crwdne27193:0", "dext-title":"crwdns27194:0crwdne27194:0", "dexterity":"crwdns27195:0crwdne27195:0", + "dexterity-ab":"crwdns58183:0crwdne58183:0", "direction":"crwdns27196:0crwdne27196:0", "disguise":"crwdns27197:0crwdne27197:0", "dodge":"crwdns27198:0crwdne27198:0", @@ -69,6 +83,8 @@ "equipment-name-place":"crwdns27205:0crwdne27205:0", "equipment-number-title":"crwdns27206:0crwdne27206:0", "equipment-value-title":"crwdns27207:0crwdne27207:0", + "equipmentMacroFormula-place":"crwdns58184:0crwdne58184:0", + "equipmentMacroFormula-title":"crwdns58185:0crwdne58185:0", "equipments":"crwdns27208:0crwdne27208:0", "equipments-exp":"crwdns27209:0crwdne27209:0", "europe":"crwdns27210:0crwdne27210:0", @@ -77,6 +93,7 @@ "family-friend":"crwdns27213:0crwdne27213:0", "family-friend-place":"crwdns27214:0crwdne27214:0", "female":"crwdns27215:0crwdne27215:0", + "field":"crwdns58186:0crwdne58186:0", "flaw":"crwdns27216:0crwdne27216:0", "footer-created-by":"crwdns27217:0crwdne27217:0", "footer-inspired":"crwdns27218:0crwdne27218:0", @@ -85,8 +102,11 @@ "free-int":"crwdns27221:0crwdne27221:0", "full-abbrv":"crwdns27222:0crwdne27222:0", "gender":"crwdns27223:0crwdne27223:0", + "gold":"crwdns58187:0crwdne58187:0", + "gold-title":"crwdns58188:0crwdne58188:0", "half-abbrv":"crwdns27224:0crwdne27224:0", "hand":"crwdns27225:0crwdne27225:0", + "height-ab":"crwdns58189:0crwdne58189:0", "helmet":"crwdns27226:0crwdne27226:0", "helmet-absorption-title":"crwdns27227:0crwdne27227:0", "helmet-affect-title":"crwdns27228:0crwdne27228:0", @@ -98,11 +118,15 @@ "hypnosis":"crwdns27234:0crwdne27234:0", "idea":"crwdns27235:0crwdne27235:0", "idea-title":"crwdns27236:0crwdne27236:0", - "impale":"crwdns27237:0crwdne27237:0", - "impaled":"crwdns27238:0crwdne27238:0", + "impale":"crwdns58190:0crwdne58190:0", "init-percent-abbrv":"crwdns27239:0crwdne27239:0", "init-trap":"crwdns27240:0crwdne27240:0", "int-title":"crwdns27241:0crwdne27241:0", + "intelligence-ab":"crwdns58191:0crwdne58191:0", + "iron":"crwdns58192:0crwdne58192:0", + "iron-title":"crwdns58193:0crwdne58193:0", + "job":"crwdns58194:0crwdne58194:0", + "job-place":"crwdns58195:0crwdne58195:0", "jump":"crwdns27242:0crwdne27242:0", "large-abbrv":"crwdns27243:0crwdne27243:0", "length":"crwdns27244:0crwdne27244:0", @@ -110,10 +134,11 @@ "load":"crwdns27246:0crwdne27246:0", "location":"crwdns27247:0crwdne27247:0", "location-place":"crwdns27248:0crwdne27248:0", - "look":"crwdns27249:0crwdne27249:0", + "look":"crwdns58196:0crwdne58196:0", "look-place":"crwdns27250:0crwdne27250:0", "luck":"crwdns27251:0crwdne27251:0", "luck-title":"crwdns27252:0crwdne27252:0", + "macro":"crwdns58197:0crwdne58197:0", "male":"crwdns27253:0crwdne27253:0", "max":"crwdns27254:0crwdne27254:0", "melee-weapon-damage-place":"crwdns27255:0crwdne27255:0", @@ -130,8 +155,11 @@ "memorized-magic-name-place":"crwdns27266:0crwdne27266:0", "million-spheres":"crwdns27267:0crwdne27267:0", "minimize-cmd":"crwdns27268:0crwdne27268:0", + "misc":"crwdns58198:0crwdne58198:0", + "misc-title":"crwdns58199:0crwdne58199:0", "mod-damage-title":"crwdns27269:0crwdne27269:0", "mother-tongue":"crwdns27270:0crwdne27270:0", + "mount":"crwdns58322:0crwdne58322:0", "mount-abilities-desc":"crwdns27271:0crwdne27271:0", "mount-abilities-desc-exp":"crwdns27272:0crwdne27272:0", "mount-armor-title":"crwdns27273:0crwdne27273:0", @@ -165,6 +193,8 @@ "natural-world":"crwdns27301:0crwdne27301:0", "negative":"crwdns27302:0crwdne27302:0", "no":"crwdns27303:0crwdne27303:0", + "note-title-place":"crwdns58200:0crwdne58200:0", + "notes":"crwdns58201:0crwdne58201:0", "number-abbrv":"crwdns27304:0crwdne27304:0", "pa":"crwdns27305:0crwdne27305:0", "page-character":"crwdns27306:0crwdne27306:0", @@ -183,8 +213,13 @@ "positive":"crwdns27319:0crwdne27319:0", "potions":"crwdns27320:0crwdne27320:0", "pow-title":"crwdns27321:0crwdne27321:0", + "power-ab":"crwdns58202:0crwdne58202:0", "power-source":"crwdns27322:0crwdne27322:0", + "prerequisite":"crwdns58203:0crwdne58203:0", + "public":"crwdns58204:0crwdne58204:0", + "push":"crwdns58205:0crwdne58205:0", "range":"crwdns27323:0crwdne27323:0", + "ranged-weapon-ammo-title":"crwdns58206:0crwdne58206:0", "ranged-weapon-autonomy-title":"crwdns27324:0crwdne27324:0", "ranged-weapon-damage-place":"crwdns27325:0crwdne27325:0", "ranged-weapon-name-place":"crwdns27326:0crwdne27326:0", @@ -198,6 +233,7 @@ "repair-design":"crwdns27334:0crwdne27334:0", "result":"crwdns27335:0crwdne27335:0", "riding":"crwdns27336:0crwdne27336:0", + "rolls-results":"crwdns58207:0crwdne58207:0", "round":"crwdns27337:0crwdne27337:0", "rounds":"crwdns27338:0crwdne27338:0", "sailing":"crwdns27339:0crwdne27339:0", @@ -206,23 +242,35 @@ "scientific-documents-exp":"crwdns27342:0crwdne27342:0", "scientific-documents-name-place":"crwdns27343:0crwdne27343:0", "scientific-expertise":"crwdns27344:0crwdne27344:0", - "scientific-expertise-description-place":"crwdns27345:0crwdne27345:0", + "scientific-expertise-cost-place":"crwdns58208:0crwdne58208:0", "scientific-expertise-exp":"crwdns27346:0crwdne27346:0", + "scientific-expertise-field-place":"crwdns58209:0crwdne58209:0", "scientific-expertise-name-place":"crwdns27347:0crwdne27347:0", + "scientific-expertise-prerequisite-place":"crwdns58210:0crwdne58210:0", + "scientificExpertiseMacroFormula-place":"crwdns58211:0crwdne58211:0", + "scientificExpertiseMacroFormula-title":"crwdns58212:0crwdne58212:0", "scribe":"crwdns27348:0crwdne27348:0", "search":"crwdns27349:0crwdne27349:0", "secret-knowledge":"crwdns27350:0crwdne27350:0", "shield":"crwdns27351:0crwdne27351:0", "shield-check-title":"crwdns27352:0crwdne27352:0", "shield-damage-push-title":"crwdns27353:0crwdne27353:0", + "shield-damage-title":"crwdns58213:0crwdne58213:0", "shield-f-title":"crwdns27354:0crwdne27354:0", "shield-h-title":"crwdns27355:0crwdne27355:0", "shield-init-percent-title":"crwdns27356:0crwdne27356:0", "shield-l-title":"crwdns27357:0crwdne27357:0", "shield-pds-title":"crwdns27358:0crwdne27358:0", "shield-percent-title":"crwdns27359:0crwdne27359:0", + "shield-push-title":"crwdns58214:0crwdne58214:0", "shield-s-title":"crwdns27360:0crwdne27360:0", + "shield-structure-title":"crwdns58215:0crwdne58215:0", + "shieldMacroFormula-bt-name":"crwdns58216:0crwdne58216:0", + "shieldMacroFormula-place":"crwdns58217:0crwdne58217:0", + "shieldMacroFormula-title":"crwdns58218:0crwdne58218:0", "showsect-cmd":"crwdns27361:0crwdne27361:0", + "silver":"crwdns58219:0crwdne58219:0", + "silver-title":"crwdns58220:0crwdne58220:0", "skill":"crwdns27362:0crwdne27362:0", "skills":"crwdns27363:0crwdne27363:0", "small-abbrv":"crwdns27364:0crwdne27364:0", @@ -237,6 +285,7 @@ "stealth":"crwdns27373:0crwdne27373:0", "steer":"crwdns27374:0crwdne27374:0", "str-title":"crwdns27375:0crwdne27375:0", + "strength-ab":"crwdns58221:0crwdne58221:0", "structure":"crwdns27376:0crwdne27376:0", "success":"crwdns27377:0crwdne27377:0", "swim":"crwdns27378:0crwdne27378:0", @@ -261,6 +310,10 @@ "value":"crwdns27397:0crwdne27397:0", "weapon":"crwdns27398:0crwdne27398:0", "weapon-damage":"crwdns27399:0crwdne27399:0", + "weapon-damage-mod":"crwdns58222:0crwdne58222:0", + "weapons":"crwdns58323:0crwdne58323:0", + "weapons-exp":"crwdns58324:0crwdne58324:0", + "whisper-to-gm":"crwdns58223:0crwdne58223:0", "without-helmet":"crwdns27400:0crwdne27400:0", "without-helmet-absorption-title":"crwdns27401:0crwdne27401:0", "without-helmet-affect-title":"crwdns27402:0crwdne27402:0", diff --git a/Hellywood/translations/pt.json b/Hellywood/translations/pt.json index 6a5c3908f97a..a015453cfbb4 100644 --- a/Hellywood/translations/pt.json +++ b/Hellywood/translations/pt.json @@ -12,65 +12,65 @@ "fbp-text-u":"Allows rerolling but be careful when it backï¬res.", "attributes-titre-u":"Atributos", "damage-u":"Dano", - "shotgun":"Shotgun", - "score-u":"Score", - "muscle-u":"Muscle", + "shotgun":"Espingarda", + "score-u":"Pontuação", + "muscle-u":"Músculo", "pool-u":"Pool", "mojo-u":"Mojo", - "toughness-u":"Toughness", - "guts-u":"Guts", - "dexterity-u":"Dexterity", - "physical-damage-u":"Physical Damage", - "mental-damage-u":"Mental Damage", - "social-damage-u":"Social Damage", - "brains-u":"Brains", + "toughness-u":"Dureza", + "guts-u":"Coragem", + "dexterity-u":"Destreza", + "physical-damage-u":"Dano Físico", + "mental-damage-u":"Dano Mental", + "social-damage-u":"Dano Social", + "brains-u":"Cérebros", "mug-u":"Mug", "chutzpah-u":"Chutzpah", "cool-u":"Cool", - "skill-level-amateur-u":"Amateur", - "skill-level-profesional-u":"Professional", - "skill-level-expert-u":"Expert", + "skill-level-amateur-u":"Amador", + "skill-level-profesional-u":"Profissional", + "skill-level-expert-u":"Especialista", "skill-level-virtuoso-u":"Virtuoso", - "skills-titre-u":"Skills", - "administrator":"Administrator", + "skills-titre-u":"Habilidades", + "administrator":"Administrador", "level-professional":"Pro", - "level-expert":"Exp", + "level-expert":"Esp", "level-vituoso":"Vir", "bum":"Bum", - "artist":"Artist", - "athlete":"Athlete", + "artist":"Artista", + "athlete":"Atleta", "brawler":"Brawler", - "safecracker":"Safecracker", - "driver":"Driver", - "actor":"Actor", - "merchant":"Merchant", + "safecracker":"Arrombador de cofres", + "driver":"Motorista", + "actor":"Ator", + "merchant":"Mercador", "demonist":"Demonist", - "diplomat":"Diplomat", - "investigator":"Investigator", + "diplomat":"Diplomata", + "investigator":"Investigador", "entertainer":"Entertainer", "gambler":"Gambler", - "mechanic":"Mechanic", - "pilot":"Pilot", - "psychologist":"Psychologist", - "scientist":"Scientist", - "seducer":"Seducer", - "technician":"Technician", - "marksman":"Marksman", - "doc":"Doc", - "bouncer":"Bouncer", - "thief":"Thief", - "description-u":"Description", - "equipment-u":"Equipment", - "equipement-p":"Equipment", - "past-u":"Past", - "past-p":"Past", - "consequences-u":"Consequences", + "mechanic":"Mecânico", + "pilot":"Piloto", + "psychologist":"Psicólogo", + "scientist":"Cientista", + "seducer":"Sedutor", + "technician":"Técnico", + "marksman":"Atirador", + "doc":"Doutor", + "bouncer":"Segurança", + "thief":"Ladrão", + "description-u":"Descrição", + "equipment-u":"Equipamento", + "equipement-p":"Equipamento", + "past-u":"Passado", + "past-p":"Passado", + "consequences-u":"Consequências", "flashback-u":"Flashback", - "consequence-p":"consequence", - "notes-u":"Observations & Notes", - "roulette-text-t":"Survives if the number that comes up is not ticked.", - "neutral-t":"Neutral", + "consequence-p":"consequência", + "notes-u":"Observações E Notas", + "roulette-text-t":"Sobrevive se o número que aparecer não estiver marcado.", + "neutral-t":"Neutro", "base-t":"Base", - "success-t":"Success", - "failure-t":"Failure" + "success-t":"Sucesso", + "failure-t":"Falha" } \ No newline at end of file diff --git a/Hero Kids/Hero-KidsStyle.css b/Hero Kids/Hero-KidsStyle.css index ba43e5e32f34..707c586a9ab9 100644 --- a/Hero Kids/Hero-KidsStyle.css +++ b/Hero Kids/Hero-KidsStyle.css @@ -152,7 +152,7 @@ input[type="checkbox"] + span::before } input[type="checkbox"]:checked + span::before { - content: "?"; + content: "✓"; } input[type="checkbox"] + span::before { diff --git a/ICRPG (Warp Shell)/changelog.md b/ICRPG (Warp Shell)/changelog.md new file mode 100644 index 000000000000..79e2929deb23 --- /dev/null +++ b/ICRPG (Warp Shell)/changelog.md @@ -0,0 +1,17 @@ +## Versioning +This sheet uses [Semantic Versioning][semver] which as 3 components: major.minor.patch. + +Any *major* change will be a breaking change and you should not upgrading to it during the +middle of your gameplay. This will change things like the roll templates or have any number +of other incompatible changes. + +Any *minor* or *patch* changes should be safe. They will include new features (*minor*) +updates, or simple bug fixes (*patch*). + +## 0.1.0 +The initial version of the sheet for [ICRPG][icrpg]'s Warp Shell setting. + + +[semver]: http://semver.org/ +[icrpg]: http://drivethrurpg.com/product/212262/INDEX-CARD-RPG-Core-Set + diff --git a/ICRPG (Warp Shell)/icrpg-warpshell.css b/ICRPG (Warp Shell)/icrpg-warpshell.css new file mode 100644 index 000000000000..ce5d6da4f4bf --- /dev/null +++ b/ICRPG (Warp Shell)/icrpg-warpshell.css @@ -0,0 +1,376 @@ +body { + min-width: 700px; +} + +.charsheet { + background-image: url('http://i.imgur.com/7nOvYrH.png'); + background-repeat: no-repeat; + background-color: white; + width: 638px; + height: 825px; +} + +.charsheet input[type=number] { + width: 40px !important; +} + +.sheet-description { + left: 200px; + top: 20px; + margin-top: 296px; + margin-left: 26px; +} + +.sheet-description input { + width: 180px; + margin-bottom: 8px; + + background: none; + border: none; + box-shadow: none; +} + +.sheet-attributes { + margin-top: 46px; + margin-left: -8px; +} + +.sheet-attributes .sheet-base { + margin-left: -2px; + margin-top: 2px; +} + +.sheet-attributes input { + background: none; + border: none; + box-shadow: none; +} + +.sheet-attribute button { + border: none; + background-repeat: no-repeat; + background-color: transparent !important; +} + +.sheet-attribute button:before { + content: "" !important; +} + +.sheet-attribute button.sheet-str { + background-image: url('http://i.imgur.com/1YioCTJ.png'); + width: 50px; + height: 19px; +} + +.sheet-attribute button.sheet-dex { + background-image: url('http://i.imgur.com/vBYpqWm.png'); + width: 44px; + height: 19px; + margin-left: 4px !important; + margin-right: 8px !important; +} + +.sheet-attribute button.sheet-con { + background-image: url('http://i.imgur.com/tLkEotv.png'); + width: 51px; + height: 19px; + margin-left: 3px !important; + margin-right: 2px !important; +} + +.sheet-attribute button.sheet-int { + background-image: url('http://i.imgur.com/7x56IBM.png'); + width: 43px; + height: 19px; + margin-left: 8px !important; + margin-right: 5px !important; +} + +.sheet-attribute button.sheet-wis { + background-image: url('http://i.imgur.com/xwsOMvk.png'); + width: 49px; + height: 19px; + margin-left: 4px !important; + margin-right: 3px !important; +} + +.sheet-attribute button.sheet-cha { + background-image: url('http://i.imgur.com/8eH1BQe.png'); + width: 50px; + height: 19px; + margin-left: 4px !important; + margin-right: 2px !important; +} + +.sheet-attributes .sheet-modifier { + margin-left: 28px; + font-size: 150%; + width: 60px !important; +} + +.sheet-attributes .sheet-loot { + margin-left: 68px; + margin-top: 4px; +} + +.sheet-attributes .sheet-attribute { + margin-bottom: 5px; +} + +.sheet-armor { + margin-top: 30px; + margin-left: -42px; + width: 200px; +} + +.sheet-armor input.sheet-modifier { + font-size: 200%; + width: 60px !important; + margin-left: 28px; + margin-top: -20px; +} + +.sheet-armor input { + background: none; + border: none; + box-shadow: none; +} + +.sheet-armor button { + margin-left: 96px !important; + margin-top: 8px !important; + margin-bottom: 4px !important; + width: 91px; + height: 20px; + border: none; + background-repeat: no-repeat; + background-color: transparent !important; + background-image: url('http://i.imgur.com/kKrHP2O.png'); +} + +.sheet-armor button:before { + content: "" !important; +} + +.sheet-armor .sheet-base { + margin-left: 20px; + margin-top: 3px; +} + +.sheet-armor .sheet-loot { + margin-left: 102px; + margin-top: 5px; +} + +.sheet-effort { + margin-top: 10px; + margin-left: -24px; + width: 200px; +} + +.sheet-effort div { + margin-bottom: 0px; +} + +.sheet-effort input { + background: none; + border: none; + box-shadow: none; +} + +.sheet-effort button { + width: 60px; + height: 60px; + border: none; +} + +.sheet-effort button:before { + content: "" !important; +} + +.sheet-effort .sheet-basic button { + margin-left: 0px !important; + margin-top: 0px !important; + margin-bottom: 4px !important; + background-repeat: no-repeat; + background-color: transparent !important; + background-image: url('http://i.imgur.com/73W4TX2.png'); +} +.sheet-effort .sheet-basic .sheet-modifier { + margin-left: 0px; + margin-top: -4px; +} +.sheet-effort .sheet-basic .sheet-base { + margin-left: 28px; + margin-top: -38px; +} +.sheet-effort .sheet-basic .sheet-loot { + margin-left: 127px; + margin-top: -60px; +} + +.sheet-effort .sheet-weapons button { + margin-left: 0px !important; + margin-top: -10px !important; + margin-bottom: 4px !important; + background-repeat: no-repeat; + background-color: transparent !important; + background-image: url('http://i.imgur.com/k6pKSMD.png'); +} +.sheet-effort .sheet-weapons .sheet-modifier { + margin-left: 0px; + margin-top: -24px; +} +.sheet-effort .sheet-weapons .sheet-base { + margin-left: 32px; + margin-top: -56px; +} +.sheet-effort .sheet-weapons .sheet-loot { + margin-left: 132px; + margin-top: -66px; +} + +.sheet-effort .sheet-magic button { + margin-left: 8px !important; + margin-top: -14px !important; + margin-bottom: 4px !important; + margin-right: -4px !important; + background-repeat: no-repeat; + background-color: transparent !important; + background-image: url('http://i.imgur.com/HbEm4uy.png'); +} +.sheet-effort .sheet-magic .sheet-modifier { + margin-left: 0px; + margin-top: -24px; +} +.sheet-effort .sheet-magic .sheet-base { + margin-left: 30px; + margin-top: -56px; +} +.sheet-effort .sheet-magic .sheet-loot { + margin-left: 130px; + margin-top: -64px; +} + +.sheet-effort .sheet-ultimate button { + margin-left: 8px !important; + margin-top: -12px !important; + margin-bottom: 4px !important; + margin-right: -4px !important; + background-repeat: no-repeat; + background-color: transparent !important; + background-image: url('http://i.imgur.com/1RH0NBp.png'); +} +.sheet-effort .sheet-ultimate .sheet-modifier { + margin-left: 0px; + margin-top: -26px; +} +.sheet-effort .sheet-ultimate .sheet-base { + margin-left: 34px; + margin-top: -62px; +} +.sheet-effort .sheet-ultimate .sheet-loot { + margin-left: 134px; + margin-top: -72px; +} +.sheet-effort input.sheet-modifier { + font-size: 150%; + width: 40px; +} + +.sheet-hearts { + margin-top: -18px; + margin-left: 24px; +} +.sheet-hearts input[type=checkbox] { + -webkit-appearance: none; + -moz-appearance: none; + box-sizing: borer-box; + width: 28px; + height: 22px; + cursor: pointer; + padding: 0; + border: 0; + margin-right: -4px; + box-shadow: none; + background: url('http://i.imgur.com/F0ExPH1.png'); +} +.sheet-hearts input[type=checkbox]:checked { + background: url('http://i.imgur.com/UYMNhAl.png'); +} + +.sheet-health-tracker { + display: inline-block; + margin-left: 234px; +} +.sheet-health-tracker input { + background: none; + border: none; + box-shadow: none; +} + +.sheet-death-save { + width: 80px; +} +.sheet-death-save input[type=number] { + background: none; + border: none; + box-shadow: none; + width: 40px !important; + margin-left: 530px; + margin-top: -104px; + font-size: 150%; +} +.sheet-death-save input[type=checkbox] { + -webkit-appearance: none; + -moz-appearance: none; + box-sizing: borer-box; + width: 48px; + height: 55px; + cursor: pointer; + padding: 0; + border: 0; + margin-left: 516px; + margin-top: -48px; + box-shadow: none; + background: url('http://i.imgur.com/DmEZc4Q.png'); +} +.sheet-death-save input[type=checkbox]:checked { + background: url('http://i.imgur.com/DmEZc4Q.png'); +} + +.sheet-loot { + margin-left: 20px; +} + +.sheet-loot input[type=text] { + background: none; + border: none; + box-shadow: none; + width: 280px !important; + margin-top: -24px; +} +.sheet-loot input[type=checkbox] { + -webkit-appearance: none; + -moz-appearance: none; + box-sizing: borer-box; + width: 285px; + height: 21px; + cursor: pointer; + padding: 0; + border: 0; + margin-left: -281px; + margin-top: 0px; + box-shadow: none; + background: url('http://i.imgur.com/NQZaWIG.png'); +} +.sheet-loot input[type=checkbox]:checked { + background: url('http://i.imgur.com/b1RjqgX.png'); +} +.sheet-loot .sheet-loot-item { + margin-bottom: 10px; +} +.sheet-loot-col2 { + margin-left: -36px; +} + diff --git a/ICRPG (Warp Shell)/icrpg-warpshell.html b/ICRPG (Warp Shell)/icrpg-warpshell.html new file mode 100644 index 000000000000..f8e778b7e14a --- /dev/null +++ b/ICRPG (Warp Shell)/icrpg-warpshell.html @@ -0,0 +1,190 @@ + + +
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    \ No newline at end of file diff --git a/ICRPG (Warp Shell)/icrpg-warpshell.png b/ICRPG (Warp Shell)/icrpg-warpshell.png new file mode 100644 index 000000000000..ee3bc190e7ea Binary files /dev/null and b/ICRPG (Warp Shell)/icrpg-warpshell.png differ diff --git a/ICRPG (Warp Shell)/sheet.json b/ICRPG (Warp Shell)/sheet.json new file mode 100644 index 000000000000..c1ce0c5218b5 --- /dev/null +++ b/ICRPG (Warp Shell)/sheet.json @@ -0,0 +1,10 @@ +{ + "html": "icrpg-warpshell.html", + "css": "icrpg-warpshell.css", + "authors": "David Owens II (david@owensd.io)", + "roll20userid": "1683319", + "preview": "icrpg-warpshell.png", + "compendium": "icrpg", + "instructions": "This sheet is designed for use with the ICRPG Warp Shell setting.", + "patreon": "https://www.patreon.com/owensd" +} diff --git a/ICRPG/ICRPG.css b/ICRPG/ICRPG.css new file mode 100644 index 000000000000..f8a1915ccb43 --- /dev/null +++ b/ICRPG/ICRPG.css @@ -0,0 +1,48 @@ +.sheet-container { + padding: 75px; +} + +.charsheet table { + width:100%; + border:1px solid; +} +.charsheet body{ + font-family: Corsiva; +} + +.sheet-background::after{ + content: ""; + top: 0; + left: 0; + bottom: 0; + right: 0; + position: absolute; + z-index: -1; + background: url('http://i.imgur.com/k7GD79m.png'); + background-size: 100%; +} + + + + +input[type=checkbox] { + display:inline; +} + + +input[type=checkbox] + label { + display:inline-block; + padding: 0 0 0 0px; + background:url("http://i.imgur.com/MNHI6lJ.png") no-repeat; + height:30px; + width: 30px;; + background-size: 100%; +} + +input[type=checkbox]:checked + label { + background:url("http://i.imgur.com/goHzOeE.png") no-repeat; + height: 30px; + width: 30px; + display:inline-block; + background-size: 100%; +} diff --git a/ICRPG/ICRPG.html b/ICRPG/ICRPG.html new file mode 100644 index 000000000000..84d69e0921ca --- /dev/null +++ b/ICRPG/ICRPG.html @@ -0,0 +1,225 @@ + + + + + +
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    diff --git a/ICRPG/ICRPG.png b/ICRPG/ICRPG.png new file mode 100644 index 000000000000..74730a42121e Binary files /dev/null and b/ICRPG/ICRPG.png differ diff --git a/ICRPG/sheet.json b/ICRPG/sheet.json new file mode 100644 index 000000000000..b0778ed943f8 --- /dev/null +++ b/ICRPG/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "ICRPG.html", + "css": "ICRPG.css", + "authors": "Ryan Barnes", + "roll20userid": "294332", + "preview": "ICRPG.png", + "instructions": "In development...basic functionality is there." +} diff --git a/INS-MV_5E/ReadMe.md b/INS-MV_5E/ReadMe.md index ee05904c4682..ab846c030474 100644 --- a/INS-MV_5E/ReadMe.md +++ b/INS-MV_5E/ReadMe.md @@ -7,5 +7,6 @@ La feuille comporte des jets intégrés et gère le style INS ou MV, et le perso 1.0 [Screenshot](insmv5e.jpg) # Notes de version -##v1.0 (24 Janvier 2016). + +## v1.0 (24 Janvier 2016). Création de la fiche. diff --git a/INS-MV_5E/sheet.json b/INS-MV_5E/sheet.json index 693b92cb8bd1..0ec20f5c26a5 100644 --- a/INS-MV_5E/sheet.json +++ b/INS-MV_5E/sheet.json @@ -1,8 +1,9 @@ { "html": "insmv5e.htm", "css": "insmv5e.css", - "authors": "Nathanael TERRIEN", + "authors": "Natha", "roll20userid": "75857", "preview": "insmv5e.jpg", - "instructions": "Feuille de Personnage pour In Nomine Satanis / Magna Veritas 5i&eagrave;me édition (INS/MV Génération Perdue), édité par Raise Dead Editions ( http://http://raise-dead.com/ ). v1.0 (24 Janvier 2016)." + "instructions": "Feuille de Personnage pour In Nomine Satanis / Magna Veritas 5i&eagrave;me édition (INS/MV Génération Perdue), édité par [Raise Dead Editions]( http://http://raise-dead.com/). v1.0 (24 Janvier 2016). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/INS-MV_5E/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Infected!/infected.html b/Infected!/infected.html index 7d22322c8ae3..928a85ae1584 100644 --- a/Infected!/infected.html +++ b/Infected!/infected.html @@ -170,7 +170,7 @@

    Skills

    Exp x
    Athletics
    Command
    - +
    diff --git a/Knight/knight.css b/Knight/knight.css index 7bdc822644fa..f913d3331f34 100644 --- a/Knight/knight.css +++ b/Knight/knight.css @@ -336,27 +336,28 @@ input.sheet-name + span::before input.sheet-jetGM { - width: 55px; + width: 53px; height: 17px; margin: -1.5px; cursor: pointer; position:absolute; - right:25px; + right:26px; z-index: 1; opacity: 0; + top:96px; } input.sheet-jetGM2 { - width: 55px; - height: 17px; + width: 53px; + height: 19px; margin: -1.5px; cursor: pointer; position:absolute; - right:25px; + right:26px; z-index: 1; opacity: 0; - top:95px; + top:117px; } input.sheet-jetGM + span::before @@ -384,6 +385,7 @@ input.sheet-jetGM + span::before background: RoyalBlue; color:white; + top:95px; } input.sheet-jetGM2 + span::before @@ -392,7 +394,6 @@ input.sheet-jetGM2 + span::before text-align: center; display: inline-block; - margin-left:-120px; width: 50px; height: 17px; @@ -411,7 +412,7 @@ input.sheet-jetGM2 + span::before background: RoyalBlue; color:white; - top:95px; + top:115px; } input.sheet-jetGM:checked + span::before @@ -584,6 +585,161 @@ input.sheet-normalize:hover cursor:text; } +.sheet-Separation +{ + margin-bottom:20px; +} + +/*------------ +PNJ +--------------*/ + +input.sheet-fichePNJ +{ + width: 52px; + height: 17px; + cursor: pointer; + position:absolute; + right:25px; + z-index: 1; + opacity: 0; + margin-top:1px; +} + +input.sheet-fichePNJ2 +{ + width: 52px; + height: 17px; + cursor: pointer; + position:absolute; + right:25px; + z-index: 1; + opacity: 0; + right:80px; + margin-top:-16px; +} + +input.sheet-fichePNJ + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + + width: 50px; + height: 17px; + + font-size: 10px; + font-weight:bold; + border:1px solid black; + border-top-left-radius: 3em 3em; + border-top-right-radius: 3em 3em; + border-bottom-right-radius: 3em 3em; + border-bottom-left-radius: 3em 3em; + + position:absolute; + right:25px; + + + background: RoyalBlue; + color:white; +} + +input.sheet-fichePNJ2 + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + + width: 50px; + height: 17px; + + font-size: 10px; + font-weight:bold; + border:1px solid black; + border-top-left-radius: 3em 3em; + border-top-right-radius: 3em 3em; + border-bottom-right-radius: 3em 3em; + border-bottom-left-radius: 3em 3em; + + position:absolute; + + + background: RoyalBlue; + color:white; + right:80px; + margin-top:-18px; +} + +input.sheet-fichePNJ:checked + span::before +{ + background: RoyalBlue; + box-shadow: 0px 0px 7px 0px #000000 inset; + color:white; +} + +input.sheet-fichePNJ2:checked + span::before +{ + background: RoyalBlue; + box-shadow: 0px 0px 7px 0px #000000 inset; + color:white; +} + +.sheet-fichePNJHidden, +.sheet-PJ, +.sheet-PNJ, +.sheet-ArmurePJ, +.sheet-ArmurePNJ +{ + display:none; +} + +input.sheet-fichePNJH:not(:checked) ~ span.sheet-tabPJ::before +{ + content:"Armure"; +} + +input.sheet-fichePNJH:checked ~ .sheet-PNJ, +input.sheet-fichePJH:checked ~ .sheet-PJ +{ + display:block; +} + +input.sheet-fichePNJH:checked ~ table.sheet-All tr.sheet-ArmurePNJ, +input.sheet-fichePJH:checked ~ table.sheet-All tr.sheet-ArmurePJ +{ + display:table-row; +} + +.sheet-pnjPadding +{ + padding-right:10px; + padding-left:10px; +} + +.sheet-ChairAEVMineur:checked ~ table.sheet-ChairAEMineur, +.sheet-MachineAEVMineur:checked ~ table.sheet-MachineAEMineur, +.sheet-MasqueAEVMineur:checked ~ table.sheet-MasqueAEMineur, +.sheet-BeteAEVMineur:checked ~ table.sheet-BeteAEMineur, +.sheet-DameAEVMineur:checked ~ table.sheet-DameAEMineur +{ + display:table; +} + +.sheet-ChairAEVMajeur:checked ~ table.sheet-ChairAEMineur tr.sheet-ChairAEMajeur, +.sheet-MachineAEVMajeur:checked ~ table.sheet-MachineAEMineur tr.sheet-MachineAEMajeur, +.sheet-MasqueAEVMajeur:checked ~ table.sheet-MasqueAEMineur tr.sheet-MasqueAEMajeur, +.sheet-BeteAEVMajeur:checked ~ table.sheet-BeteAEMineur tr.sheet-BeteAEMajeur, +.sheet-DameAEVMajeur:checked ~ table.sheet-DameAEMineur tr.sheet-DameAEMajeur +{ + display:table-row; +} + +/*------------ +Templates +--------------*/ + .sheet-rolltemplate-simple table, .sheet-rolltemplate-initiative table, .sheet-rolltemplate-distance table, @@ -599,7 +755,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid table, .sheet-rolltemplate-druidSupport table, .sheet-rolltemplate-druidCombat table, -.sheet-rolltemplate-ranger table +.sheet-rolltemplate-ranger table, +.sheet-rolltemplate-monk table, +.sheet-rolltemplate-simplePNJ table, +.sheet-rolltemplate-distancePNJ table, +.sheet-rolltemplate-contactPNJ table, +.sheet-rolltemplate-initiativePNJ table, +.sheet-rolltemplate-grenadePNJ table { width:100%; background-color:royalBlue; @@ -621,7 +783,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-padding-left, .sheet-rolltemplate-druidSupport .sheet-padding-left, .sheet-rolltemplate-druidCombat .sheet-padding-left, -.sheet-rolltemplate-ranger .sheet-padding-left +.sheet-rolltemplate-ranger .sheet-padding-left, +.sheet-rolltemplate-monk .sheet-padding-left, +.sheet-rolltemplate-simplePNJ .sheet-padding-left, +.sheet-rolltemplate-distancePNJ .sheet-padding-left, +.sheet-rolltemplate-contactPNJ .sheet-padding-left, +.sheet-rolltemplate-initiativePNJ .sheet-padding-left, +.sheet-rolltemplate-grenadePNJ .sheet-padding-left { padding-left:10px; } @@ -641,7 +809,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-padding-right, .sheet-rolltemplate-druidSupport .sheet-padding-right, .sheet-rolltemplate-druidCombat .sheet-padding-right, -.sheet-rolltemplate-ranger .sheet-padding-right +.sheet-rolltemplate-ranger .sheet-padding-right, +.sheet-rolltemplate-monk .sheet-padding-right, +.sheet-rolltemplate-simplePNJ .sheet-padding-right, +.sheet-rolltemplate-distancePNJ .sheet-padding-right, +.sheet-rolltemplate-contactPNJ .sheet-padding-right, +.sheet-rolltemplate-initiativePNJ .sheet-padding-right, +.sheet-rolltemplate-grenadePNJ .sheet-padding-right { padding-right:10px; } @@ -661,7 +835,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-padding-bottom, .sheet-rolltemplate-druidSupport .sheet-padding-bottom, .sheet-rolltemplate-druidCombat .sheet-padding-bottom, -.sheet-rolltemplate-ranger .sheet-padding-bottom +.sheet-rolltemplate-ranger .sheet-padding-bottom, +.sheet-rolltemplate-monk .sheet-padding-bottom, +.sheet-rolltemplate-simplePNJ .sheet-padding-bottom, +.sheet-rolltemplate-distancePNJ .sheet-padding-bottom, +.sheet-rolltemplate-contactPNJ .sheet-padding-bottom, +.sheet-rolltemplate-initiativePNJ .sheet-padding-bottom, +.sheet-rolltemplate-grenadePNJ .sheet-padding-bottom { padding-bottom:10px; } @@ -681,7 +861,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-padding-top, .sheet-rolltemplate-druidSupport .sheet-padding-top, .sheet-rolltemplate-druidCombat .sheet-padding-top, -.sheet-rolltemplate-ranger .sheet-padding-top +.sheet-rolltemplate-ranger .sheet-padding-top, +.sheet-rolltemplate-monk .sheet-padding-top, +.sheet-rolltemplate-simplePNJ .sheet-padding-top, +.sheet-rolltemplate-distancePNJ .sheet-padding-top, +.sheet-rolltemplate-contactPNJ .sheet-padding-top, +.sheet-rolltemplate-initiativePNJ .sheet-padding-top, +.sheet-rolltemplate-grenadePNJ .sheet-padding-top { padding-top:10px; } @@ -701,7 +887,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-align-right, .sheet-rolltemplate-druidSupport .sheet-align-right, .sheet-rolltemplate-druidCombat .sheet-align-right, -.sheet-rolltemplate-ranger .sheet-align-right +.sheet-rolltemplate-ranger .sheet-align-right, +.sheet-rolltemplate-monk .sheet-align-right, +.sheet-rolltemplate-simplePNJ .sheet-align-right, +.sheet-rolltemplate-distancePNJ .sheet-align-right, +.sheet-rolltemplate-contactPNJ .sheet-align-right, +.sheet-rolltemplate-initiativePNJ .sheet-align-right, +.sheet-rolltemplate-grenadePNJ .sheet-align-right { text-align:right } @@ -721,7 +913,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-align-left, .sheet-rolltemplate-druidSupport .sheet-align-left, .sheet-rolltemplate-druidCombat .sheet-align-left, -.sheet-rolltemplate-ranger .sheet-align-left +.sheet-rolltemplate-ranger .sheet-align-left, +.sheet-rolltemplate-monk .sheet-align-left, +.sheet-rolltemplate-simplePNJ .sheet-align-left, +.sheet-rolltemplate-distancePNJ .sheet-align-left, +.sheet-rolltemplate-contactPNJ .sheet-align-left, +.sheet-rolltemplate-initiativePNJ .sheet-align-left, +.sheet-rolltemplate-grenadePNJ .sheet-align-left { text-align:left } @@ -741,7 +939,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-title, .sheet-rolltemplate-druidSupport .sheet-title, .sheet-rolltemplate-druidCombat .sheet-title, -.sheet-rolltemplate-ranger .sheet-title +.sheet-rolltemplate-ranger .sheet-title, +.sheet-rolltemplate-monk .sheet-title, +.sheet-rolltemplate-simplePNJ .sheet-title, +.sheet-rolltemplate-distancePNJ .sheet-title, +.sheet-rolltemplate-contactPNJ .sheet-title, +.sheet-rolltemplate-initiativePNJ .sheet-title, +.sheet-rolltemplate-grenadePNJ .sheet-title { color:white; } @@ -761,7 +965,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-body, .sheet-rolltemplate-druidSupport .sheet-body, .sheet-rolltemplate-druidCombat .sheet-body, -.sheet-rolltemplate-ranger .sheet-body +.sheet-rolltemplate-ranger .sheet-body, +.sheet-rolltemplate-monk .sheet-body, +.sheet-rolltemplate-simplePNJ .sheet-body, +.sheet-rolltemplate-distancePNJ .sheet-body, +.sheet-rolltemplate-contactPNJ .sheet-body, +.sheet-rolltemplate-initiativePNJ .sheet-body, +.sheet-rolltemplate-grenadePNJ .sheet-body { background-color:#CEECF5; } @@ -781,7 +991,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .sheet-center, .sheet-rolltemplate-druidSupport .sheet-center, .sheet-rolltemplate-druidCombat .sheet-center, -.sheet-rolltemplate-ranger .sheet-center +.sheet-rolltemplate-ranger .sheet-center, +.sheet-rolltemplate-monk .sheet-center, +.sheet-rolltemplate-simplePNJ .sheet-center, +.sheet-rolltemplate-distancePNJ .sheet-center, +.sheet-rolltemplate-contactPNJ .sheet-center, +.sheet-rolltemplate-initiativePNJ .sheet-center, +.sheet-rolltemplate-grenadePNJ .sheet-center { text-align:center; } @@ -801,7 +1017,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .inlinerollresult, .sheet-rolltemplate-druidSupport .inlinerollresult, .sheet-rolltemplate-druidCombat .inlinerollresult, -.sheet-rolltemplate-ranger .inlinerollresult +.sheet-rolltemplate-ranger .inlinerollresult, +.sheet-rolltemplate-monk .inlinerollresult, +.sheet-rolltemplate-simplePNJ .inlinerollresult, +.sheet-rolltemplate-distancePNJ .inlinerollresult, +.sheet-rolltemplate-contactPNJ .inlinerollresult, +.sheet-rolltemplate-initiativePNJ .inlinerollresult, +.sheet-rolltemplate-grenadePNJ .inlinerollresult { background-color: transparent; border: none; @@ -822,7 +1044,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .inlinerollresult.fullcrit, .sheet-rolltemplate-druidSupport .inlinerollresult.fullcrit, .sheet-rolltemplate-druidCombat .inlinerollresult.fullcrit, -.sheet-rolltemplate-ranger .inlinerollresult.fullcrit +.sheet-rolltemplate-ranger .inlinerollresult.fullcrit, +.sheet-rolltemplate-monk .inlinerollresult.fullcrit, +.sheet-rolltemplate-simplePNJ .inlinerollresult.fullcrit, +.sheet-rolltemplate-distancePNJ .inlinerollresult.fullcrit, +.sheet-rolltemplate-contactPNJ .inlinerollresult.fullcrit, +.sheet-rolltemplate-initiativePNJ .inlinerollresult.fullcrit, +.sheet-rolltemplate-grenadePNJ .inlinerollresult.fullcrit { border: none; } @@ -842,7 +1070,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .inlinerollresult.fullfail, .sheet-rolltemplate-druidSupport .inlinerollresult.fullfail, .sheet-rolltemplate-druidCombat .inlinerollresult.fullfail, -.sheet-rolltemplate-ranger .inlinerollresult.fullfail +.sheet-rolltemplate-ranger .inlinerollresult.fullfail, +.sheet-rolltemplate-monk .inlinerollresult.fullfail, +.sheet-rolltemplate-simplePNJ .inlinerollresult.fullfail, +.sheet-rolltemplate-distancePNJ .inlinerollresult.fullfail, +.sheet-rolltemplate-contactPNJ .inlinerollresult.fullfail, +.sheet-rolltemplate-initiativePNJ .inlinerollresult.fullfail, +.sheet-rolltemplate-grenadePNJ .inlinerollresult.fullfail { border: none; } @@ -862,7 +1096,13 @@ input.sheet-normalize:hover .sheet-rolltemplate-druid .inlinerollresult.importantroll, .sheet-rolltemplate-druidSupport .inlinerollresult.importantroll, .sheet-rolltemplate-druidCombat .inlinerollresult.importantroll, -.sheet-rolltemplate-ranger .inlinerollresult.importantroll +.sheet-rolltemplate-ranger .inlinerollresult.importantroll, +.sheet-rolltemplate-monk .inlinerollresult.importantroll, +.sheet-rolltemplate-simplePNJ .inlinerollresult.importantroll, +.sheet-rolltemplate-distancePNJ .inlinerollresult.importantroll, +.sheet-rolltemplate-contactPNJ .inlinerollresult.importantroll, +.sheet-rolltemplate-initiativePNJ .inlinerollresult.importantroll, +.sheet-rolltemplate-grenadePNJ .inlinerollresult.importantroll { border: none; } diff --git a/Knight/knight.html b/Knight/knight.html index 77c7f98aad76..3692739a3051 100644 --- a/Knight/knight.html +++ b/Knight/knight.html @@ -1181,10 +1181,15 @@ +
    + +
    + - + +
    @@ -1214,8 +1219,10 @@
    -
    -
    +
    + + +
    @@ -1232,7 +1239,7 @@ - + + + + + @@ -1280,8 +1291,7 @@

    Nom

    Archetype

    Armure

    Armure

    Haut-Fait

    -
    -
    +
    @@ -1293,12668 +1303,6403 @@
    -
    -
    -
    - - + + +
    +
    +
    + +
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    +
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    +
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    +
    + + - - - + + + + - - - + + + + + + + + + + + + + + + +
    -
    - - + +
    +
    + + + + + + + + + + + + + + + + + + +
    + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + +
    +
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    +
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    +
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    +
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    +
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    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    +
    +
    +
    + - - + - - +

    Caractéristique

    Caractéristique

    Aspect

    - - - + + + + + +
    -
    - - - - - - - - - - - - - +
    +
    - - - + + + - - - + + + + + + + + + + + + + + + + + +

    Caractéristique

    Caractéristique

    Actuel

    Maximum

    - - - -

    Armure

    Energie

    Champ de force

    Bouclier

    -
    - - - - +
    +
    - - - + + + - - - + + + + + + + +

    Caractéristique

    Caractéristique

    Actuel

    Maximum

    - - - -

    Santé

    Espoir

    -
    -
    -
    -
    - - +
    +
    - - - - + + + + + + + +

    Actuel

    Maximum

    Modif

    Initiative

    D6+-
    +
    +
    + - - - - + + + + - - - - + + + + + + + - - - - + + + + + + + +

    Armure

    Base

    Modif

    Total

    Energie

    Défense

    +
    ++=

    Champ de force

    Réaction

    ++=
    -
    - - + + +
    + + +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    Chair

    DéplacementOD
    ForceOD
    EnduranceOD

    Bête

    HargneOD
    CombatOD
    InstinctOD

    Machine

    TirOD
    SavoirOD
    TechniqueOD

    Dame

    AuraOD
    ParoleOD
    Sang-FroidOD

    Masque

    DiscrétionOD
    PerceptionOD
    DextéritéOD
    +
    +
    +
    +
    +
    + - - - - + - - - - + - - - - + - - - - + -

    Actuel

    Maximum

    Modif

    Chair

    Armure

    Energie

    Aspect exceptionnel

    Champ de force

    + +
    -
    -
    - - + - - - - + - - - - + - - - - + - - - - + - -
    -
    - - + + - - - - + - - - - + - - - - + - - - - + - -
    -
    - - + + - - - - + - - - - + - - - - + - - - - + - -
    -
    - - + + - - - - + - - - - + - - - - + - - - - + +
    -
    - - + + + + + +
    +
    +
    + + +
    +
    + +
    - - - - + - - - - + - - - - + - - - - + + - -
    -
    - - - - - - + + - - - - + + - - - - + + + - - - - + + + + + +
    -
    - - +
    + +
    - - - - + - - - - + + + - - - - + - - - - +
    -
    - - - - - - - +
    + +
    + + - - - - + + + - - - - + + + - - - - + + + + + + + + -
    -
    - - + + + + + - - - - + - - - - + - - - - + + + + + + - - - - +
    -
    - - +
    + +
    - - - - + - - - - + - - - - + + + - - - + + + + + + + + + + + + + + + + + - + + + + + - -
    -
    - - - - - - + - - - - + + + + + + - - - - + - - - - + + + + + - -
    -
    - - - - - - + + + + + + - - - - + - - - - + + + + + - - - - + - -
    -
    - - - - - - + + + + + - - - - + + + + + + + - - - - + - - - - + + +
    -
    -
    -
    -
    - - +
    + +
    - - - - + - - - - + + - - - - + + + - - - - + + + + + + + + + +
    + + + + + + + + + +
    -
    - - - - - +
    - - - - - - - - + - - - - + - - - - + - - - - + + + - - - - - - -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    -
    -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + -
    -
    - - - - - - - + - - - - - - - - - + - -
    -
    - - - - - - - - - - - - - - - - + + + +
    -
    -
    -
    -
    - - - - - - - - - - - +
    + +
    - - - - + - - - - - - - + - - - - - - - - + - -
    -
    - - - - - - - - - - - - - - - + + + - - - - - - - - + - - - - - - - - + + - -
    -
    - - - - - - - - - - - - - - + - - - - - - - + + + - - - - - - - - + - -
    -
    - - - - - - + - - - - - - - - + - - - - - - - -
    -
    - - - - - - - - +
    + +
    - - - - - - - - + - - - + - - - -
    -
    - - + - - - - + - - - - - - - - + - - - - - - - - + + + + + + + + + + + -
    -
    - - - - - - - - - - - + - - - - + - - - - - - - + + + + + - - - - - - - - + + + + +
    -
    -
    -
    -
    -
    - +
    + +
    - - - - - + - - - - - + - - - - + + + - - - - + - + - - - - - - + + + - - - - - + - - - - + + - - - - + - + - + + - - - - - + - - - - - + - - - - + + +
    +
    + + - - - - + - + + - + + - - - - - + - - - - - + - - - - + + + +
    +
    + + - - - - + - + - - - - - - + + + - - - - - + + + + + - - - - + - - - - + - + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    -
    -
    -
    - -
    -
    -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    - - - - - - - - - - - - - - - - - -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
    + + + + + + + + + + + +
    - + - - - - -

    Style de Combat du Compagnon

    Chair

    - + + Le PNJ soustrait toujours son score de l’aspect exceptionnel Chair aux dégâts qu’il reçoit.
    - - - - - - - - -
    -
    - - - - - - - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + - + - - - - - - - - - - - - - - - - - - - + - - - - +
    Effets

    Machine

    - -
    - Parasitage 2 / Dispersion / Choc -
    - +
    + Le PNJ ajoute son score de Machine exceptionnelle à son score de réaction.

    Salve d'énergie

    DégâtsViolenceEnergiePortée
    - -
    - 3D6 -
    - +
    + Le PNJ est insensible aux capacités d’armure qui jouent sur les sens telles que le mode Ghost ou le mode Changeling. L’invisibilité comme les illusions ou les leurres n’ont pas d’effet sur lui. - -
    - 3D6 -
    - -
    + + + + + + + + + + + + + - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
    Effets

    Masque

    - -
    - Parasitage / Dispersion 3 / Ultraviolence / Destructeur -
    - +
    + Le PNJ ajoute son score de Masque exceptionnel à son score de défense.

    Rayon d'énergie

    DégâtsViolenceEnergiePortée
    - -
    - 3D6 -
    - -
    - -
    - 3D6 -
    - -
    - - -
    -
    -
    Effets
    - -
    - Parasitage / Perce Armure -
    - +
    + Le PNJ agit toujours, peu importe son nombre d’actions, comme s’il avait un score d’initiative de 30. Le MJ ne lance pas les dés.
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +
    +
    + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + - + - + + + + + + + + + + + + +
    -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + +

    Bonus/Malus aux Jets

    +
    +
    +
    + + + + + + + + + + + + - + - + + +

    Bete

    - - + + Le PNJ ajoute à ses dégâts au contact son score de l’aspect exceptionnel Bête. +
    + Le PNJ ajoute à ses dégâts au contact son score de l’aspect Bête (en plus du score de l’aspect exceptionnel).
    -
    -
    - - + + + + + + + + + + + + + - + - - - + +

    Vision

    Dame

    - + + Le PNJ, s’il est accompagné d’autres PNJ de la même faction que lui, peut toujours décider de reporter les dégâts qu’il subit sur des alliés proches, à portée courte. Cela représente le fait que des PNJ alliés s’interposent pour sauvegarder sa vie. -
    + Un PJ qui souhaite attaquer ce PNJ doit réussir un test base Hargne dont la difficulté est égale au score de la Dame exceptionnelle du PNJ. S’il ne réussit pas ce test, il est subjugué par le PNJ et ne se résout pas à l’attaquer.
    - + + - + - - - - - -

    Effet des armes

    Notes

    - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    - - - - - - - - - - - - - - - - - - - - - + + + + +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + +
    +
    + +
    +
    + + + + + + + + + + + + + + + + + + +

    Portée

    Contact
    Courte
    Moyenne
    Longue
    Lointaine
    0 à 2m2 à 15m15 à 50m50 à 300m+ de 300m
    +
    +
    +
    +
    + + +
    +
    + + + + + + + + + + + + + + +

    Style de Combat

    + +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + +

    Bonus/Malus aux Jets

    +
    +
    +
    + + + + + + + + + + +

    Style de Combat

    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    Actuel

    Maximum

    Santé

    Armure

    Energie

    Champ de force

    Bouclier

    +
    +
    +
    +
    + + + + + + + + + + +

    Effet des armes

    + +
    +
    + + + + + + + + + + +

    Amélioration des armes

    + +
    +
    + + + + + + + + + +

    Affichage des armes

    +
    +
    +
    + + +
    + + + + + +
    - -


    @@ -112,84 +131,92 @@ Currency and Experience

    Gold - + G
    - EXP Spent: + EXP Spent: / - EXP Total: + EXP Total:


    Roleplaying Skills

    -Artisan
    -Artisan +
    +
    + Artisan
    + Artisan Ability
    +
    +

    -Artisan +Acrobatics (Strength) Skill Focus? Misc:
    -Acrobatics (Strength) +Acrobatics (Dexterity) Skill Focus? Misc:
    -Acrobatics (Agility) +Awareness Skill Focus? Misc:
    -Awareness +Deception Skill Focus? Misc:
    -Deception +Drive Skill Focus? Misc:
    -Drive +Endurance Skill Focus? Misc:
    -Endurance +Handle Animal Skill Focus? Misc:
    -Handle Animal +Heal Skill Focus? Misc:
    -Heal +Knowledge Skill Focus? Misc:
    -Knowledge +Knowledge Skill Focus? Misc:
    -Knowledge +Knowledge Skill Focus? Misc:
    -Knowledge +Knowledge Skill Focus? Misc:
    -Knowledge +Knowledge Skill Focus? Misc:
    -Knowledge +
    +
    + Knowledge Skill Focus? Misc:
    +
    +

    -Linguistics +Linguistics Skill Focus? Misc:
    -Stealth +Stealth Skill Focus? Misc:
    -Persuasion +Persuasion Skill Focus? Misc:
    -Ride +Ride Skill Focus? Misc:
    -Spellcraft +Spellcraft Skill Focus? Misc:
    -Use Computers +Use Computers Skill Focus? Misc:
    -Use Magic Device +Use Magic Device Skill Focus? Misc:

    Weapons

    -
    +
    Name
    - Hit
    + Hit
    Damage
    Crit Chance
    Multiplier
    Range
    Weight
    - Type
    + Type
    Notes

    -
    +
    @@ -216,62 +243,56 @@
    Inventory

    -
    +
    - Name
    + Name
    Qty/Uses
    Description

    -
    -
    -
    -
    +
    Character Relationships

    -
    +
    - Character Name
    + Character Name
    Relationship Level

    -
    -
    -
    -

    Feats

    -
    +
    - Name
    + Name
    Description

    -
    -
    -
    -

    Spells

    -
    -
    - Name
    - Description

    -
    -
    +
    +
    +
    + Name
    + Hit
    + Damage
    + EXP Cost / MP Cost
    + Casting Time
    + Target
    + Goes Against
    + Description

    +
    +

    Talents

    -
    +
    - Name
    + Name
    Description

    -
    -
    -
    +

    @@ -279,7 +300,7 @@ Traits

    - Trait
    + Trait
    @@ -292,9 +313,8 @@ Languages

    - Language
    + Language
    - diff --git a/Multiverse/sheet.json b/Multiverse/sheet.json index 8a6b13211e48..8b0072ab458a 100644 --- a/Multiverse/sheet.json +++ b/Multiverse/sheet.json @@ -4,5 +4,5 @@ "authors": "Jeremy H.", "roll20userid": "90448", "preview": "Multiverse Screenshot.png", - "instructions": "Be sure not to leave any fields blank as this may disrupt some of the code." + "instructions": "Be sure not to leave any fields blank as this may disrupt some of the code. The site for the SRD is at https://sites.google.com/site/multiversesrd/home" } diff --git a/Mythras/Changelog.md b/Mythras/Changelog.md new file mode 100644 index 000000000000..601ece82be15 --- /dev/null +++ b/Mythras/Changelog.md @@ -0,0 +1,29 @@ +## Versioning +Versions have three numbers Major.Minor.Release + +**Major**: Indicates that some form of compatibility has broken. These versions should have notes indicating what broke and how to handle it. May include major UI changes to sheet layout and design. + +**Minor**: Indicates the addition of new features and/or bugfixes. + +**Release**: Indicates bugfixes and minor UI changes only. + +## 1.2.0 +### New Features +* Switched to three number versioning. +* Added detailed fields for spirits/fetishes. +* Added options to whisper dice to the GM only and to exclude the character name from rolls . +* Added the other optional Shaping components and you can now individually enable/disable each. +* Adjusted the symbols used to indicate Critical and Fumble in the skill roll tmeplate to make them stand out from standard success and failure. +* Allow user to select more invocations and devotions when configuring spells and miracles + +### Bugfixes +* Fixed typo Missle -> Missile +* Fixed encumbered value in roll tmeplates of professional skills and custom standard skills + +## 1.1 +### Bugfixes +* Strike rank has migrated to Initiative bonus per updated rules. The built in sheet versioning should copy any existing values over to the new fields. + +## 1.0 + +* Initial Release diff --git a/Mythras/Mythras.css b/Mythras/Mythras.css new file mode 100644 index 000000000000..24bbf6426c4b --- /dev/null +++ b/Mythras/Mythras.css @@ -0,0 +1,1279 @@ +/* Generics*/ +hr { + margin: 5px; +} + +.sheet-invisible { + opacity: 0; +} + +.sheet-text-align-center { + text-align: center; +} + +.sheet-text-align-left { + text-align: left; +} + +.sheet-background-red { + background:#F2DEDE; +} + +.sheet-background-orange { + background:#FFEBCC; +} + +.sheet-background-yellow { + background:#FCF8E3; +} + +.sheet-background-gray { + background:#D3D3D3; +} + +.sheet-background-blue { + background:#D9EDF7; +} + +.sheet-background-green { + background:#DFF0D8; +} + +/* Remove margin from selects in webkit browsers, same for textareas */ +button { + margin: 0px; + padding-top: 0px; + padding-bottom: 0px; + padding-left: 5px; + padding-right: 5px; + height: 1.5em; + font-size: 1em; +} +button[type=roll].sheet-reduced-size { + margin: 0px; + padding: 0px; + height: 1.5em; + font-size: 1em; +} +select { + margin: 0px; + padding: 0px; + height: 1.5em; +} +option { + margin: 0px; + padding: 0px; + height: 1.5em; +} +textarea { + margin: 0px; + padding: 0px; +} +input { + margin: 0px; + padding: 0px; + height: 1.5em; +} + +input[type="number"]:disabled::-webkit-inner-spin-button, +input[type="number"]:disabled::-webkit-outer-spin-button { + -webkit-appearance: none; +} +input[type='number']:disabled { + -moz-appearance: textfield; +} + +input[type='number'] { + text-align: center; +} + +/* Tweak repeating section buttons so they have a bottom margin and dont overflow when in edit mode. */ +div[class^="repcontrol"] { + margin-bottom: 5px; +} +div[class="repcontainer editmode"] ~ div[class^="repcontrol"] button[class="btn repcontrol_add"] { + display: inline-block!important; + visibility: hidden; +} + +/* Layout CSS */ +div.sheet-wrapper { + min-width: 850px; +} + +div.sheet-spacer { + margin-bottom: 5px; +} + +div.sheet-bottom-border { + border-bottom: 1px solid black; +} + +.sheet-full-width { + width: 100%; +} +.sheet-number-width { + width: 47px; +} +.sheet-damage-width { + width: 94px; +} +.sheet-button-width { + width: 20px; +} +.sheet-enable-width { + width: 100px; +} +input.sheet-total { + font-weight: bold; + text-align: center; +} +input[type="number"].sheet-full-width { + width: 100%; +} +input[type='number'].sheet-total { + font-weight: bold; +} + +.sheet-float-left { + float: left; +} +.sheet-float-right { + float: right; +} +.sheet-clear-float { + clear: both; +} + +div.sheet-cell { + display: table-cell; +} + +div.sheet-section { + border-radius: 10px; + border: 1px solid black; + padding-bottom: 4px; + padding-left: 4px; + padding-right: 4px; + margin: 0px; +} + +span.sheet-section-title-partner { + float: right; + padding-top: 4px; +} + +.sheet-header { + font-weight: bold; + text-align: center; +} + +.sheet-disabled { + background: #F5F5F5; + cursor: not-allowed; +} +input[type="number"].sheet-disabled { + background: #F5F5F5; + cursor: not-allowed; + -moz-appearance: textfield; +} +input[type="number"].sheet-disabled::-webkit-inner-spin-button, +input[type="number"].sheet-disabled::-webkit-outer-spin-button { + -webkit-appearance: none; +} + +.sheet-bold { + font-weight: bold; +} + +input[type="checkbox"].sheet-in-header-toggle { + margin-top: 7px; + margin-right: 3px; +} + +span.sheet-in-header-toggle { + margin-top: 5px; + margin-right: 3px; +} + + +/* Collapse */ +input.sheet-details-toggle { + position: relative; + z-index: 9999; + cursor: pointer; + opacity: 0; + width: 16px; + height: 16px +} +input.sheet-details-toggle + span { + display: inline-block; + position: relative; + width: 16px; + height: 16px; + background: url(http://i.imgur.com/FDNaXPO.png); + cursor: pointer; + margin-left: -16px; + margin-bottom: -3px; + +} +input.sheet-details-toggle:checked + span { + background: url(http://i.imgur.com/4Lp1ONC.png); +} + +input[type="checkbox"].sheet-details-toggle:not(:checked) ~ div.sheet-details { + display: none; +} + +/* Logo wrapper */ +div.sheet-logo { + width: 175px; +} + +/* Superscripts */ +span.sheet-sup { + vertical-align: super; + font-size: smaller; +} + +/* Settings */ +input.sheet-setting-toggle-default ~ div .sheet-default, +input.sheet-setting-toggle-luther-arkwright ~ div .sheet-luther-arkwright, +input.sheet-setting-toggle-mythic-britain ~ div .sheet-mythic-britain { + display: none; +} + +input.sheet-setting-toggle-default:checked ~ div .sheet-default, +input.sheet-setting-toggle-luther-arkwright:checked ~ div .sheet-luther-arkwright, +input.sheet-setting-toggle-mythic-britain:checked ~ div .sheet-mythic-britain { + display: initial; +} + +input.sheet-spirit-tenacity-toggle ~ div .sheet-spirit-tenacity { + display: none; +} +input.sheet-spirit-tenacity-toggle:checked ~ div .sheet-spirit-tenacity { + display: initial; +} + +/* Sheet Types */ +input.sheet-type-toggle-battle-unit:not(:checked) ~ div.sheet-type-battle-unit, +input.sheet-type-toggle-npc:not(:checked) ~ div.sheet-type-npc, +input.sheet-type-toggle-pc:not(:checked) ~ div.sheet-type-pc, +input.sheet-type-toggle-ship:not(:checked) ~ div.sheet-type-ship{ + display: none; +} + +/* PC Pages */ +input.sheet-page-toggle { + position: relative; + z-index: 9999; + cursor: pointer; + opacity: 0; + width: 100px; + margin-bottom: 2px; +} +span.sheet-page-toggle { + display: inline-block; + position: relative; + width: 100px; + text-align: center; + background: black; + color: lightgray; + font-weight: bold; + border-radius: 4px; + cursor: pointer; + margin-left: -100px; +} + +input.sheet-page-toggle-core:checked + span.sheet-page-toggle-core, +input.sheet-page-toggle-equipment:checked + span.sheet-page-toggle-equipment, +input.sheet-page-toggle-magic:checked + span.sheet-page-toggle-magic, +input.sheet-page-toggle-notes:checked + span.sheet-page-toggle-notes, +input.sheet-page-toggle-all:checked + span.sheet-page-toggle-all { + background: black; + color: firebrick; +} + +div.sheet-page { + visibility: hidden; + opacity: 0; + max-height: 0; + overflow: hidden; +} +input.sheet-page-toggle-core:checked ~ div.sheet-page-core, +input.sheet-page-toggle-equipment:checked ~ div.sheet-page-equipment, +input.sheet-page-toggle-magic:checked ~ div.sheet-page-magic, +input.sheet-page-toggle-notes:checked ~ div.sheet-page-notes, +input.sheet-page-toggle-all:checked ~ div.sheet-page-core, +input.sheet-page-toggle-all:checked ~ div.sheet-page-magic, +input.sheet-page-toggle-all:checked ~ div.sheet-page-equipment, +input.sheet-page-toggle-all:checked ~ div.sheet-page-notes { + visibility: visible; + opacity: 1; + max-height: 999999px; + overflow: auto; +} + +/* Traits */ +div.sheet-info { + margin-bottom: 5px; +} +div.sheet-info-firstrow { + display: inline-block; + width: 97%; +} +div.sheet-info-row { + display: inline-block; + width: 100%; +} +div.sheet-info-name { + display: inline-block; + width: 17%; +} +div.sheet-info-homeland { + display: inline-block; + width: 24%; +} +div.sheet-info-species { + display: inline-block; + width: 16%; +} +div.sheet-info-traits { + display: inline-block; + width: 49%; +} +div.sheet-info-age { + display: inline-block; + width: 10%; +} +div.sheet-info-gender { + display: inline-block; + width: 18%; +} +div.sheet-info-frame { + display: inline-block; + width: 18%; +} +div.sheet-info-weight { + display: inline-block; + width: 16%; +} +div.sheet-info-height { + display: inline-block; + width: 16%; +} +div.sheet-info-handedness { + display: inline-block; + width: 19%; +} +div.sheet-info-culture { + display: inline-block; + width: 25%; +} +div.sheet-info-social-class { + display: inline-block; + width: 24%; +} +div.sheet-info-career { + display: inline-block; + width: 25%; +} +div.sheet-info-exp-rolls { + display: inline-block; + width: 8%; +} +div.sheet-info-rank { + display: inline-block; + width: 8%; +} + +/* Characteristics */ +div.sheet-characteristics { + margin-bottom: 5px; +} + +div.sheet-char-row { + display: inline-block; + width: 86%; +} + +div.sheet-char-number { + display: inline-block; + text-align: center; + width: 33%; +} + +div.sheet-char-symbol { + display: inline-block; + text-align: center; +} + +div.sheet-char-label { + display: inline-block; + font-weight: bold; + width: 27%; +} + +/* Initiative */ +div.sheet-initiative { + margin-bottom: 5px; +} + +/* Attributes */ +div.sheet-attributes { + width: 32%; + float: left; + margin-right: 5px; +} + +div.sheet-attribute-row { + display: inline-block; + width: 92%; +} + +div.sheet-attribute-number { + display: inline-block; + text-align: center; + width: 19%; +} + +div.sheet-attribute-symbol { + display: inline-block; + text-align: center; +} + +div.sheet-attribute-label { + display: inline-block; + width: 33%; +} + +div.sheet-attribute-total { + display: inline-block; + text-align: center; + width: 42%; +} + +input.sheet-attribute-table-lookup { + width: 50% +} + +/* Hit Locations */ +div.sheet-hit-locations { + margin-bottom: 5px; +} + +div.sheet-hit-locations-row { + display: inline-block; + width: 94%; +} + +div.sheet-hit-locations-number { + display: inline-block; + text-align: center; + width: 13%; +} + +div.sheet-hit-locations-symbol { + display: inline-block; + text-align: center; +} + +div.sheet-hit-locations-label { + display: inline-block; + text-align: center; + width: 28%; +} + +div.sheet-hit-locations-block { + display: inline-block; + text-align: center; + width: 12%; +} + +div.sheet-hit-locations-hp { + display: inline-block; + text-align: center; + width: 29%; +} + +/* Movement */ +div.sheet-movement { + width: 97.5%; + float: left; +} + +div.sheet-movement-row { + display: inline-block; + width: 94%; +} + + +/* Encumbrance */ +div.sheet-encumbrance { + width: 52.5%; + margin-right: 5px; + float: left; +} + +div.sheet-encumbrance-row { + display: inline-block; + width: 95%; +} + +div.sheet-encumbrance-number { + display: inline-block; + text-align: center; + width: 11%; +} + +div.sheet-encumbrance-load { + display: inline-block; + text-align: center; + width: 24%; +} + +div.sheet-encumbrance-skills { + display: inline-block; + text-align: center; + width: 29%; +} + +div.sheet-encumbrance-move { + display: inline-block; + text-align: center; + width: 21%; +} + +/* Fatigue */ +div.sheet-fatigue { + float: left; + width: 44.5%; + margin-bottom: 5px; +} + +div.sheet-fatigue-row { + display: inline-block; + width: 100%; +} + +div.sheet-fatigue-label { + display: inline-block; + text-align: center; + width: 37%; +} + +div.sheet-fatigue-recovery { + display: inline-block; + text-align: center; + width: 24%; +} + +/* Combat Styles */ +div.sheet-combatstyle { + margin-bottom: 5px; +} + +div.sheet-combatstyle-row { + display: inline-block; + width: 97.5%; +} + +div.sheet-combatstyle-name { + display: inline-block; + text-align: center; + width: 17.5%; +} + +div.sheet-combatstyle-checkbox { + display: inline-block; + text-align: center; + width: 2.25%; +} + +div.sheet-combatstyle-number { + display: inline-block; + text-align: center; + width: 5.8125%; +} + +div.sheet-combatstyle-traits { + display: inline-block; + text-align: center; + width: 17.5%; +} + +div.sheet-combatstyle-button { + display: inline-block; + text-align: center; + width: 2.375%; +} + +div.sheet-combatstyle-weapons { + display: inline-block; + text-align: center; + width: 34%; +} + +select.sheet-combatstyle-char { + width: 7%; +} + +/* Weapons */ +div.sheet-weapons { + margin-bottom: 5px; +} + +input[type="checkbox"].sheet-display-shields:not(:checked) ~ div.sheet-display-shields { + display: none; +} + +input[type="checkbox"].sheet-display-melee-weapons:not(:checked) ~ div.sheet-display-melee-weapons { + display: none; +} + +input[type="checkbox"].sheet-display-missile-weapons:not(:checked) ~ div.sheet-display-missile-weapons { + display: none; +} + +input[type="checkbox"].sheet-display-firearms:not(:checked) ~ div.sheet-display-firearms { + display: none; +} + +div.sheet-weapons-row { + display: inline-block; + width: 97.5%; +} + +div.sheet-weapon-name { + display: inline-block; + text-align: center; + width: 17.5%; +} + +div.sheet-weapon-damage-mod{ + display: inline-block; + text-align: center; + width: 2.5%; +} + +div.sheet-weapon-damage { + display: inline-block; + text-align: center; + width: 7.5%; +} + +div.sheet-weapon-button { + display: inline-block; + text-align: center; + width: 2.375%; +} + +div.sheet-weapon-size { + display: inline-block; + text-align: center; + width: 4.5%; +} + +div.sheet-weapon-reach { + display: inline-block; + text-align: center; + width: 5%; +} + +div.sheet-weapon-force { + display: inline-block; + text-align: center; + width: 5%; +} + +div.sheet-weapon-range { + display: inline-block; + text-align: center; + width: 9%; +} + +div.sheet-weapon-fire-rate { + display: inline-block; + text-align: center; + width: 8%; +} + +div.sheet-weapon-ammo { + display: inline-block; + text-align: center; + width: 11.75%; +} + +div.sheet-weapon-load { + display: inline-block; + text-align: center; + width: 5%; +} + +div.sheet-weapon-firearm-load { + display: inline-block; + text-align: center; + width: 10%; +} + +div.sheet-weapon-number { + display: inline-block; + text-align: center; + width: 4%; +} + +div.sheet-weapon-effects { + display: inline-block; + text-align: center; + width: 29%; +} + +div.sheet-weapon-traits { + display: inline-block; + text-align: center; + width: 19.5%; +} + +div.sheet-weapon-missile-effects { + display: inline-block; + text-align: center; + width: 21.75%; +} + +div.sheet-weapon-missile-traits { + display: inline-block; + text-align: center; + width: 12.5%; +} + +div.sheet-weapon-firearm-traits { + display: inline-block; + text-align: center; + width: 30.75%; +} + +/* Skills */ +div.sheet-skill { + float: left; + width: 48.5%; + margin-right: 5px; + margin-bottom: 5px; +} + +div.sheet-skill2 { + float: left; + width: 100%; + margin-bottom: 5px; +} + +div.sheet-skill-row { + display: inline-block; + width: 95%; +} + +div.sheet-skill-name { + display: inline-block; + width: 36%; +} + +div.sheet-language-name { + display: inline-block; + width: 42%; +} + +div.sheet-dependency-name { + display: inline-block; + width: 36%; +} + +div.sheet-passion-name { + display: inline-block; + width: 42%; +} + +div.sheet-skill-checkbox { + display: inline-block; + text-align: center; + width: 5%; +} + +div.sheet-skill-number { + display: inline-block; + text-align: center; + width: 12%; +} + +div.sheet-skill-button { + display: inline-block; + text-align: center; + width: 5%; +} + +select.sheet-skill-char { + width: 14%; +} + +input.sheet-skill-char { + width: 14%; +} + +/* Magic */ +div.sheet-magic { + margin-bottom: 5px; +} + +input[type="checkbox"].sheet-display-theism:not(:checked) ~ div.sheet-display-theism { + display: none; +} + +input[type="checkbox"].sheet-display-sorcery:not(:checked) ~ div.sheet-display-sorcery { + display: none; +} + +input[type="checkbox"].sheet-display-mysticism:not(:checked) ~ div.sheet-display-mysticism { + display: none; +} + +input[type="checkbox"].sheet-display-animism:not(:checked) ~ div.sheet-display-animism { + display: none; +} + +input[type="checkbox"].sheet-display-folk-magic:not(:checked) ~ div.sheet-display-folk-magic { + display: none; +} + +div.sheet-magic-row { + display: inline-block; + width: 97.5%; +} + +div.sheet-magic-name { + display: inline-block; + width: 17.5%; +} + +div.sheet-magic-checkbox { + display: inline-block; + text-align: center; + width: 2.25%; +} + +div.sheet-magic-number { + display: inline-block; + text-align: center; + width: 5.8125%; +} + +div.sheet-magic-button { + display: inline-block; + text-align: center; + width: 2.375%; +} + +textarea.sheet-magic-note { + height: 3em; +} + +div.sheet-spell-row { + display: inline-block; + width: 97.5%; +} + +div.sheet-spell-name { + display: inline-block; + text-align: center; + width: 17.5%; +} + +div.sheet-spell-resist { + display: inline-block; + text-align: center; + width: 11%; +} + +div.sheet-spell-description { + display: inline-block; + text-align: center; + width: 79%; +} +div.sheet-spell-button { + display: inline-block; + text-align: center; + width: 2.5%; +} +textarea.sheet-spell-macro { + height: 4em; +} +div.sheet-animism-number { + display: inline-block; + text-align: center; + width: 16%; +} +div.sheet-animism-spirit-ap { + display: inline-block; + text-align: center; + width: 11.5%; +} +div.sheet-animism-button { + display: inline-block; + text-align: center; + width: 2.5%; +} +div.sheet-fetish-row { + display: inline-block; + width: 100%; +} + +div.sheet-fetish-name { + display: inline-block; + text-align: center; + width: 17.5%; +} +div.sheet-fetish-type { + display: inline-block; + text-align: center; + width: 11%; +} +div.sheet-fetish-description { + display: inline-block; + text-align: center; + width: 70%; +} +div.sheet-fetish-skill-column { + display: inline-block; + margin-right: 1px; + width: 33%; +} +div.sheet-fetish-skill { + display: inline-block; + width: 200px; +} +div.sheet-fetish-powers-column { + display: inline-block; + width: 66%; +} +div.sheet-mediation-number { + display: inline-block; + text-align: center; + width: 25.75%; +} +div.sheet-path-number { + display: inline-block; + text-align: center; + width: 52%; +} +div.sheet-talent-type { + display: inline-block; + text-align: center; + width: 18%; +} +div.sheet-talent-description { + display: inline-block; + text-align: center; + width: 60.5%; +} +div.sheet-invocation-intensity { + display: inline-block; + text-align: center; + width: 52%; +} +div.sheet-shaping-number { + display: inline-block; + text-align: center; + width: 25.75%; +} +div.sheet-sorceryspell-description { + display: inline-block; + text-align: center; + width: 76%; +} +div.sheet-devotion-number { + display: inline-block; + text-align: center; + width: 12.75%; +} + +/* Equipment */ +div.sheet-equipment { + float: left; + width: 48.5%; + margin-right: 5px; + margin-bottom: 5px; +} + +div.sheet-equipment-item { + display: inline-block; + text-align: center; + width: 67%; +} + +div.sheet-equipment-number { + display: inline-block; + text-align: center; + width: 15%; +} + +/* Wealth */ +div.sheet-wealth { + float: left; + width: 48.5%; + margin-bottom: 5px; +} + +div.sheet-wealth-currency { + display: inline-block; + text-align: center; + width: 52%; +} + +div.sheet-wealth-number { + display: inline-block; + text-align: center; + width: 15%; +} + +div.sheet-income-label { + display: inline-block; + text-align: center; + width: 10%; +} + +div.sheet-income-number { + display: inline-block; + text-align: center; + width: 13%; +} + +/* Notes */ +div.sheet-notes { + float: left; + width: 98.75%; + margin-bottom: 5px; +} + +div.sheet-notes-column1 { + float: left; + width: 64%; + margin-right: 5px; +} + +div.sheet-notes-column2 { + float: left; + width: 35.25%; +} + +div.sheet-note { + margin-bottom: 5px; +} + +/* Roll Templates */ +.sheet-rolltemplate-skill div.sheet-header { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 120%; +} + +.sheet-rolltemplate-skill div.sheet-subheader { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 75%; +} + +.sheet-rolltemplate-skill div.sheet-difficulty { + width: 100%; + text-align: center; + color: black; + background: red; + font-weight: bold; +} + +.sheet-rolltemplate-skill table { + width: 100%; + border: 1px solid black; + color: black; + font-weight: bold; + background: #FFFFFF; +} +.sheet-rolltemplate-skill td { + padding: 1px; + border-bottom: 1px solid black; +} +.sheet-rolltemplate-skill td.sheet-template_value { + text-align: center; +} +.sheet-rolltemplate-skill .inlinerollresult { + display: inline-block; + text-align: center; + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-skill .inlinerollresult.fullcrit { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-skill .inlinerollresult.fullfail { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-skill .inlinerollresult.importantroll { + border: 1px solid black; + background: #BEBEBE; +} + + + +.sheet-rolltemplate-weapon div.sheet-header { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 120%; +} +.sheet-rolltemplate-weapon div.sheet-subheader { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 75%; +} +.sheet-rolltemplate-weapon table { + width: 100%; + border: 1px solid black; + color: black; + background: #FFFFFF; +} +.sheet-rolltemplate-weapon td { + padding: 1px; + border-bottom: 1px solid black; +} +.sheet-rolltemplate-weapon td.sheet-template_label { + font-weight: bold; +} +.sheet-rolltemplate-weapon td.sheet-template_value { + text-align: center; +} +.sheet-rolltemplate-weapon .inlinerollresult { + display: inline-block; + text-align: center; + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-weapon .inlinerollresult.fullcrit { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-weapon .inlinerollresult.fullfail { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-weapon .inlinerollresult.importantroll { + border: 1px solid black; + background: #BEBEBE; +} + + +.sheet-rolltemplate-magic div.sheet-header { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 120%; +} +.sheet-rolltemplate-magic div.sheet-subheader { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 75%; +} +.sheet-rolltemplate-magic table { + width: 100%; + border: 1px solid black; + color: black; + background: #FFFFFF; +} +.sheet-rolltemplate-magic td { + padding: 1px; + border-bottom: 1px solid black; +} +.sheet-rolltemplate-magic td.sheet-template_label { + font-weight: bold; +} +.sheet-rolltemplate-magic td.sheet-template_value { + text-align: center; +} +.sheet-rolltemplate-magic .inlinerollresult { + display: inline-block; + text-align: center; + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-magic .inlinerollresult.fullcrit { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-magic .inlinerollresult.fullfail { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-magic .inlinerollresult.importantroll { + border: 1px solid black; + background: #BEBEBE; +} + + +.sheet-rolltemplate-default div.sheet-header { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 120%; +} +.sheet-rolltemplate-default div.sheet-subheader { + width: 100%; + text-align: center; + color: lightgray; + background: black; + font-size: 75%; +} +.sheet-rolltemplate-default table { + width: 100%; + border: 1px solid black; + color: black; + background: #FFFFFF; +} +.sheet-rolltemplate-default td { + padding: 1px; + border-bottom: 1px solid black; +} +.sheet-rolltemplate-default td.sheet-template_label { + font-weight: bold; + float: left; + text-align: left; +} +.sheet-rolltemplate-default td.sheet-template_value { + text-align: center; +} +.sheet-rolltemplate-default .inlinerollresult { + display: inline-block; + text-align: center; + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-default .inlinerollresult.fullcrit { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-default .inlinerollresult.fullfail { + border: 1px solid black; + background: #BEBEBE; +} +.sheet-rolltemplate-default .inlinerollresult.importantroll { + border: 1px solid black; + background: #BEBEBE; +} \ No newline at end of file diff --git a/Mythras/Mythras.html b/Mythras/Mythras.html new file mode 100644 index 000000000000..46e61a56309f --- /dev/null +++ b/Mythras/Mythras.html @@ -0,0 +1,3348 @@ +
    + + + +

    Settings

    + +
    + Setting:
    + Sheet Type:
    + Spirits Have Tenacity:
    +
    + + + Default +   + Luther Arkwright +   + Mythic Britain +
    + + + + + PC + +
    + + + +
    + + +
    + + Show Name in Roll Templates: + +   + + Whisper Rolls to GM: + +
    + + +
    + +
    + + +
    + + + + + + +
    + Core + Magic + Equipment + Notes + All + +
    + +
    + +
    +
    +
    +
    Name
    +
    Species
    +
    Traits / Abilities / Gifts
    +
    Rank
    +
    Exp Rolls
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Age
    +
    Gender
    +
    Frame
    +
    Weight
    +
    Height
    +
    Handedness
    +
    +
    +
    +
    +
    +
    kg
    +
    cm
    +
    +
    +
    +
    Homeland
    +
    Culture
    +
    Social Class
    +
    Career
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +

    Characteristics

    +
    +
    +
    +
    Temp
    +
    Total
    +
    +
    +
    +
    STR:
    +
    +
    +
    +
    +
    Base:
    +
    Training:
    +
    Ageing:
    +
    Other:
    +
    +
    + +
    +
    +
    CON:
    +
    +
    +
    +
    +
    Base:
    +
    Training:
    +
    Ageing:
    +
    Other:
    +
    +
    + +
    +
    +
    SIZ:
    +
    +
    +
    +
    +
    Base:
    +
    Other:
    +
    +
    + +
    +
    +
    DEX:
    +
    +
    +
    +
    +
    Base:
    +
    Training:
    +
    Ageing:
    +
    Other:
    +
    +
    + +
    +
    +
    INT:
    +
    +
    +
    +
    +
    Base:
    +
    Training:
    +
    Ageing:
    +
    Other:
    +
    +
    + +
    +
    +
    POW:
    +
    +
    +
    +
    +
    Base:
    +
    Training:
    +
    Ageing:
    +
    Other:
    +
    +
    + +
    +
    +
    CHA:
    +
    +
    +
    +
    +
    Base:
    +
    Training:
    +
    Ageing:
    +
    Other:
    +
    +
    +
    +
    + + +
    +

    Initiative

    +
    Alacrity Gift (roll 1d6+6)
    +
    +
    +
    + + +
    +

    Attributes

    +
    +
    +
    Attribute
    +
    Temp
    +
    Total
    +
    +
    +
    +
    Action Points:
    +
    +
    +
    /
    +
    +
    +
    +
    Swiftness Gift: (+1 AP)
    +
    Base:
    +
    Fatigue:
    +
    Other:
    +
    +
    + +
    +
    +
    Damage Mod:
    +
    +
    + +
    +
    +
    +
    Mighty Gift: (Use STR+SIZ+POW)
    +
    Base:
    +
    Other: steps
    +
    +
    + +
    +
    +
    Exp Modifier:
    +
    +
    + +
    +
    +
    +
    Base:
    +
    Other:
    +
    +
    + +
    +
    +
    Healing Rate:
    +
    +
    + +
    +
    +
    +
    Healthy Gift (Double Healing Rate)
    +
    Base:
    +
    Other:
    +
    +
    + +
    +
    +
    Luck Points:
    +
    +
    +
    /
    +
    +
    +
    +
    Add Rank to Luck
    +
    Base:
    +
    Other:
    +
    +
    + +
    +
    +
    Magic Points:
    +
    +
    +
    /
    +
    +
    +
    +
    Base:
    +
    Other:
    +
    +
    + +
    +
    +
    Move Rate:
    +
    +
    + +
    +
    +
    +
    Species:
    +
    Encumbrance:
    +
    Fatigue:
    +
    Other:
    +
    +
    + +
    +
    +
    Prana Points:
    +
    +
    +
    /
    +
    +
    +
    +
    Base:
    +
    Other:
    +
    +
    + +
    +
    +
    Init. Bonus:
    +
    +
    + +
    +
    +
    +
    Base:
    +
    Armor Penalty:
    +
    Fatigue:
    +
    Other:
    +
    +
    + +
    +
    +
    Tenacity:
    +
    +
    +
    /
    +
    +
    +
    +
    Base:
    +
    Dependencies:
    +
    Other:
    +
    +
    + +

    * Temp Damage Mod represents the steps up or down the damage modifier table

    +
    +
    + +
    + +
    + + + + + +

    Hit Locations

    Robust Gift (CON+SIZ+POW for HP)
    +
    +
    +
    1d20
    +
    Location
    +
    Block?
    +
    AP
    +
    HP
    +
    + +
    +
    +
    1-3
    +
    Right Leg
    +
    +
    +
    +
    /
    +
    +
    +
    +
    Armor Equipped:
    +
    Armor Type:
    +
    Armor ENC:
    +
    Armor AP:
    +
    Other AP:
    +
    Base HP:
    +
    Other HP:
    +
    + +
    + +
    +
    +
    4-6
    +
    Left Leg
    +
    +
    +
    +
    /
    +
    +
    +
    +
    Armor Equipped:
    +
    Armor Type:
    +
    Armor ENC:
    +
    Armor AP:
    +
    Other AP:
    +
    Base HP:
    +
    Other HP:
    +
    +
    + +
    +
    +
    7-9
    +
    Abdomen
    +
    +
    +
    +
    /
    +
    +
    +
    +
    Armor Equipped:
    +
    Armor Type:
    +
    Armor ENC:
    +
    Armor AP:
    +
    Other AP:
    +
    Base HP:
    +
    Other HP:
    +
    +
    + +
    +
    +
    10-12
    +
    Chest
    +
    +
    +
    +
    /
    +
    +
    +
    +
    Armor Equipped:
    +
    Armor Type:
    +
    Armor ENC:
    +
    Armor AP:
    +
    Other AP:
    +
    Base HP:
    +
    Other HP:
    +
    +
    + +
    +
    +
    13-15
    +
    Right Arm
    +
    +
    +
    +
    /
    +
    +
    +
    +
    Armor Equipped:
    +
    Armor Type:
    +
    Armor ENC:
    +
    Armor AP:
    +
    Other AP:
    +
    Base HP:
    +
    Other HP:
    +
    +
    + +
    +
    +
    16-18
    +
    Left Arm
    +
    +
    +
    +
    /
    +
    +
    +
    +
    Armor Equipped:
    +
    Armor Type:
    +
    Armor ENC:
    +
    Armor AP:
    +
    Other AP:
    +
    Base HP:
    +
    Other HP:
    +
    +
    + +
    +
    +
    19-20
    +
    Head
    +
    +
    +
    +
    /
    +
    +
    +
    +
    Armor Equipped:
    +
    Armor Type:
    +
    Armor ENC:
    +
    Armor AP:
    +
    Other AP:
    +
    Base HP:
    +
    Other HP:
    +
    +
    +
    +
    + + +
    +
    +

    Movement

    Walk Run¹ Sprint¹ +
    +
    +
    + Jump² (Horiz.¹) (Vert.¹) Swim³ / +
    +
    + Climb (Rough) (Steep) (Sheer) +
    +
    +
    + ¹ Critical success on Athletics roll grants +1 movement +
    +
    + ² These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead: +
    +
    + Horizontal Vertical +
    +
    + ³ Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks. +
    +
    + +
    +
    +
    +
    + +
    + +
    + +
    +
    +

    Encumbrance

    Average Species SIZ: +
    +
    +
    +
    +
    Temp
    +
    Current
    +
    Carrying Load
    +
    DEX & STR Skills
    +
    Base Move
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    Encumbrance from Armor:
    +
    Effective Encumbrance from Armor:
    +
    Armor Penalty:
    +
    Encumbrance from Shields:
    +
    Encumbrance from Melee Weapons:
    +
    Encumbrance from Missile Weapons:
    +
    Encumbrance from Firearms:
    +
    Encumbrance from Gear:
    +
    Encumbrance from Currency:
    +
    Burdened: greater than
    +
    Overloaded: greater than
    +
    Max:
    +
    +
    +
    + + +
    +

    Fatigue

    +
    +
    +
    Current Level
    +
    Skill Grade
    +
    Recovery In
    +
    +
    +
    + +
    +
    + +
    +
    hours
    +
    +
    +
    +
    + +
    + + +
    +

    Combat Styles

    +
    +
    Combat Style
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    Traits
    +
    Weapons
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Char 1: + + Char 2: + + Base Value: Training & Experience: Other: +
    +
    Very Easy: Easy: Hard: Formidable: Herculean:
    +
    +
    +
    +
    + +
    + + +
    +

    Shields & Weapons

    + FirearmsMissile WeaponsMelee WeaponsShieldsDisplay: +
    +
    +
    +
    Shield
    +
    DM
    +
    Damage
    +
    +
    Size
    +
    Reach
    +
    AP
    +
    HP
    +
    Combat Effects
    +
    Traits
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + ENC: Max HP: +
    +
    +
    +
    +
    +
    +
    +
    Melee Weapon
    +
    DM
    +
    Damage
    +
    +
    Size
    +
    Reach
    +
    AP
    +
    HP
    +
    Combat Effects
    +
    Traits
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + ENC: Max HP: +
    +
    +
    +
    +
    +
    +
    +
    Missile Weapon
    +
    DM
    +
    Damage
    +
    +
    Force
    +
    Range
    +
    Load
    +
    IS
    +
    AP
    +
    HP
    +
    Combat Effects
    +
    Traits
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + ENC: Max HP: +
    +
    +
    +
    +
    +
    +
    +
    Firearm
    +
    Damage
    +
    +
    Range
    +
    Fire Rate
    +
    Ammo
    +
    Load
    +
    Traits
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    /
    +
    +
    +
    +
    + ENC: +
    +
    +
    +
    +
    + +
    + + +
    + +
    +

    Standard Skills

    + +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    + +
    +
    +
    Athletics
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (STR+DEX)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Boating
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (STR+CON)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Brawn
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (STR+SIZ)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Conceal
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (DEX+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Customs
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+INT)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Dance
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (DEX+CHA)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Deceit
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+CHA)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Drive
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (DEX+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Endurance
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (CON+CON)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Evade
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (DEX+DEX)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    First Aid
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+DEX)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Home Parallel
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+INT)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Influence
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (CHA+CHA)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Insight
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Locale
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+INT)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Perception
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Ride
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (DEX+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Sing
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (CHA+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Stealth
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (DEX+INT)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Superstition
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: ((21-INT)+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Swim
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (STR+CON)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Willpower
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (POW+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Char 1: + + Char 2: + + Base Value: +
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    +
    ⚓ = Encumbered, ! = Fumbled, ✔ = Trained
    +
    + + +
    + +
    +

    Professional Skills

    +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Char 1: + + Char 2: + + Base Value: +
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    +
    +
    +
    Language
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+CHA)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    +
    + +
    +

    Passions & Dependencies

    +
    +
    Passion
    +
    Score
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    +
    +
    +
    Dependency
    +
    +
    Score
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    +
    ♢ = Increased for XP
    +
    +
    +
    + +
    +
    +
    + + +
    +
    +

    Magic

    + TheismSorceryMysticismAnimismFolk MagicDisplay: +
    +
    +

    Folk Magic

    +
    + +
    +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    Folk Magic
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Learned:
    +
    Base Value: (POW+CHA)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    +
    +
    Spell
    +
    +
    Description
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + Concentration: +
    +
    + Resist: + + Duration: + + Range: + +
    + Macro + +
    +
    +
    +
    +
    + +
    +

    Animism

    +
    +
    + +
    +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    Trance
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Learned:
    +
    Base Value: (CON+POW)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    + +
    +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    Binding
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Learned:
    +
    Base Value: (POW+CHA)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    +
    +
    +
    Rank
    +
    Max # of Spirits
    +
    Max POW of Spirits
    +
    Spirit AP
    +
    Spirit IB
    +
    +
    Spirit Damage
    +
    +
    +
    +
    + +
    +
    +
    +
    /
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Fetish / Spirit
    +
    Type
    +
    Description
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + : + POW: + CHA: + Intensity: +
    +
    + Action Points: + Init. Bonus: + Magic Points: / +
    Tenacity: /
    + Spirit Damage: +
    +
    +
    Standard Skills:
    +
    Spectral Combat
    :
    +
    Willpower
    :
    +
    Magic Skills:
    +
    Folk Magic
    :
    +
    Shaping
    :
    +
    Invocation
    :
    +
    Exhort
    :
    +
    Devotion
    :
    +
    Other Skills:
    +
    +
    +
    +
    Spirit Abilities:
    +
    +
    Spells / Miracles:
    +
    +
    +
    +
    +
    +
    +
    + +
    +

    Mysticism

    +
    + +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    Max Cumulative Intensity
    +
    Max Practiced Talents
    +
    +
    +
    +
    Meditation
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Learned: Base Value: (INT+CON) Training & Experience: Other:
    +
    Very Easy: Easy: Hard: Formidable: Herculean:
    +
    +
    +
    + +
    +
    Path
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    Max Intensity
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+CON) Training & Experience: Other:
    +
    Very Easy: Easy: Hard: Formidable: Herculean:
    +
    Path Talents:
    +
    +
    +
    +
    +
    + +
    +
    Practiced Talent
    +
    +
    Type
    +
    Description
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + Macro + +
    +
    +
    +
    +
    + +
    +

    Sorcery

    +
    + +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    Max Shaping Points
    +
    Max Memorized Spells
    +
    +
    +
    +
    Shaping
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Learned: Base Value: (INT+POW) Training & Experience: Other:
    +
    Very Easy: Easy: Hard: Formidable: Herculean:
    +
    + + + + + + + + + + +
    +
    + Components:  + Duration  + Magnitude  + Range  + Targets  +
    +
    + Ablation  + Focus  + Fortune  + Precision  + Swiftness  +
    +
    +
    +
    + +
    +
    Invocation
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    Max Intensity
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Base Value: (INT+INT) Training & Experience: Other:
    +
    Very Easy: Easy: Hard: Formidable: Herculean:
    +
    Invocation Spells:
    +
    +
    +
    +
    +
    + +
    +
    +
    Spell
    +
    +
    Description
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Invocation: + + Concentration: Resist: + +
    + Macro + +
    +
    +
    +
    ★ = Memorized
    +
    +
    + +
    +

    Theism

    +
    + +
    +
    +
    Skill
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    +
    Exhort
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Learned:
    +
    Base Value: (INT+CHA)
    +
    Training & Experience: Other:
    +
    Very Easy: Easy:
    +
    Hard: Formidable: Herculean:
    +
    +
    +
    + +
    +
    Devotion
    +
    +
    !
    +
    +
    Temp
    +
    Penalty
    +
    %
    +
    +
    Intensity
    +
    Magnitude
    +
    Rank
    +
    Devotional Pool
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    /
    +
    +
    +
    Base Value: (POW+CHA) Training & Experience: Other:
    +
    Very Easy: Easy: Hard: Formidable: Herculean:
    +
    Devotion Miracles:
    +
    +
    +
    +
    +
    +
    +
    Miracle
    +
    +
    Description
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Devotion: + + Miracle Rank: + +
    +
    + Damage: + Cost: + Time: + Resist: + +
    +
    + Area: + + Duration: + + Range: + +
    + Macro: + +
    +
    +
    +
    +
    + +
    +
    + +
    + +
    +
    +

    Equipment

    +
    +
    Item
    +
    ENC
    +
    Qty
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +

    Money & Wealth

    +
    +
    Currency
    +
    Value
    +
    ENC
    +
    Qty
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Income:
    +
    +
    Day
    +
    +
    Month
    +
    +
    Season
    +
    +
    Year
    +
    +
    +
    +
    Other:
    + +
    +
    + +
    +
    + +
    +
    +

    Notes

    +
    +
    + Cults, Brotherhoods & Orders + +
    +
    + Community + +
    +
    + Family + +
    +
    +
    +
    + Contacts + +
    +
    + Allies + +
    +
    + Enemies + +
    +
    +
    +
    +
    +
    + + + + + + + + + +
    {{name}}
    + {{#character}} +
    ({{character}})
    + {{/character}} +
    {{#rollGreater() fatigue_skills 0}} {{#rollTotal() fatigue_skills 1}}Hard{{/rollTotal() fatigue_skills 1}}{{#rollTotal() fatigue_skills 2}}Formidable{{/rollTotal() fatigue_skills 2}}{{#rollTotal() fatigue_skills 3}}Herculean{{/rollTotal() fatigue_skills 3}}{{#rollTotal() fatigue_skills 4}}Hopeless{{/rollTotal() fatigue_skills 4}}{{#rollTotal() fatigue_skills 5}}No action allowed{{/rollTotal() fatigue_skills 5}}, due to fatigue {{/rollGreater() fatigue_skills 0}}
    +
    {{#rollTotal() encumbered 2}}{{#rollGreater() encumbrance_skills 0}} {{#rollTotal() encumbrance_skills 1}}+1 grade harder{{/rollTotal() encumbrance_skills 1}}{{#rollTotal() encumbrance_skills 2}}+2 grades harder{{/rollTotal() encumbrance_skills 2}}{{#rollTotal() encumbrance_skills 3}}Impossible{{/rollTotal() encumbrance_skills 3}}, due to ENC{{/rollGreater() encumbrance_skills 0}}{{/rollTotal() encumbered 2}}
    + + + + + + {{#rollLess() rolled 6}} + {{#rollBetween() rolled 1 very_easy_crit}} + + {{/rollBetween() rolled 1 very_easy_crit}} + {{#rollGreater() rolled very_easy_crit}} + + {{/rollGreater() rolled very_easy_crit}} + {{/rollLess() rolled 6}} + + {{#rollBetween() rolled 6 95}} + {{#rollBetween() rolled 1 very_easy_crit}} + + {{/rollBetween() rolled 1 very_easy_crit}} + {{#rollGreater() rolled very_easy_crit}} + {{#rollBetween() rolled very_easy_crit very_easy}} + + {{/rollBetween() rolled very_easy_crit very_easy}} + {{#rollGreater() rolled very_easy}} + + {{/rollGreater() rolled very_easy}} + {{/rollGreater() rolled very_easy_crit}} + {{/rollBetween() rolled 6 95}} + + {{#rollGreater() rolled 95}} + {{#rollGreater() very_easy 100}} + {{#rollLess() rolled 100}} + + {{/rollLess() rolled 100}} + {{#rollTotal() rolled 100}} + + {{/rollTotal() rolled 100}} + {{/rollGreater() very_easy 100}} + {{#rollLess() very_easy 101}} + {{#rollLess() rolled 99}} + + {{/rollLess() rolled 99}} + {{#rollGreater() rolled 98}} + + {{/rollGreater() rolled 98}} + {{/rollLess() very_easy 101}} + {{/rollGreater() rolled 95}} + + + + + + {{#rollLess() rolled 6}} + {{#rollBetween() rolled 1 easy_crit}} + + {{/rollBetween() rolled 1 easy_crit}} + {{#rollGreater() rolled easy_crit}} + + {{/rollGreater() rolled easy_crit}} + {{/rollLess() rolled 6}} + + {{#rollBetween() rolled 6 95}} + {{#rollBetween() rolled 1 easy_crit}} + + {{/rollBetween() rolled 1 easy_crit}} + {{#rollGreater() rolled easy_crit}} + {{#rollBetween() rolled easy_crit easy}} + + {{/rollBetween() rolled easy_crit easy}} + {{#rollGreater() rolled easy}} + + {{/rollGreater() rolled easy}} + {{/rollGreater() rolled easy_crit}} + {{/rollBetween() rolled 6 95}} + + {{#rollGreater() rolled 95}} + {{#rollGreater() easy 100}} + {{#rollLess() rolled 100}} + + {{/rollLess() rolled 100}} + {{#rollTotal() rolled 100}} + + {{/rollTotal() rolled 100}} + {{/rollGreater() easy 100}} + {{#rollLess() easy 101}} + {{#rollLess() rolled 99}} + + {{/rollLess() rolled 99}} + {{#rollGreater() rolled 98}} + + {{/rollGreater() rolled 98}} + {{/rollLess() easy 101}} + {{/rollGreater() rolled 95}} + + + + + + {{#rollLess() rolled 6}} + {{#rollBetween() rolled 1 standard_crit}} + + {{/rollBetween() rolled 1 standard_crit}} + {{#rollGreater() rolled standard_crit}} + + {{/rollGreater() rolled standard_crit}} + {{/rollLess() rolled 6}} + + {{#rollBetween() rolled 6 95}} + {{#rollBetween() rolled 1 standard_crit}} + + {{/rollBetween() rolled 1 standard_crit}} + {{#rollGreater() rolled standard_crit}} + {{#rollBetween() rolled standard_crit standard}} + + {{/rollBetween() rolled standard_crit standard}} + {{#rollGreater() rolled standard}} + + {{/rollGreater() rolled standard}} + {{/rollGreater() rolled standard_crit}} + {{/rollBetween() rolled 6 95}} + + {{#rollGreater() rolled 95}} + {{#rollGreater() standard 100}} + {{#rollLess() rolled 100}} + + {{/rollLess() rolled 100}} + {{#rollTotal() rolled 100}} + + {{/rollTotal() rolled 100}} + {{/rollGreater() standard 100}} + {{#rollLess() standard 101}} + {{#rollLess() rolled 99}} + + {{/rollLess() rolled 99}} + {{#rollGreater() rolled 98}} + + {{/rollGreater() rolled 98}} + {{/rollLess() standard 101}} + {{/rollGreater() rolled 95}} + + + + + + {{#rollLess() rolled 6}} + {{#rollBetween() rolled 1 hard_crit}} + + {{/rollBetween() rolled 1 hard_crit}} + {{#rollGreater() rolled hard_crit}} + + {{/rollGreater() rolled hard_crit}} + {{/rollLess() rolled 6}} + + {{#rollBetween() rolled 6 95}} + {{#rollBetween() rolled 1 hard_crit}} + + {{/rollBetween() rolled 1 hard_crit}} + {{#rollGreater() rolled hard_crit}} + {{#rollBetween() rolled hard_crit hard}} + + {{/rollBetween() rolled hard_crit hard}} + {{#rollGreater() rolled hard}} + + {{/rollGreater() rolled hard}} + {{/rollGreater() rolled hard_crit}} + {{/rollBetween() rolled 6 95}} + + {{#rollGreater() rolled 95}} + {{#rollGreater() hard 100}} + {{#rollLess() rolled 100}} + + {{/rollLess() rolled 100}} + {{#rollTotal() rolled 100}} + + {{/rollTotal() rolled 100}} + {{/rollGreater() hard 100}} + {{#rollLess() hard 101}} + {{#rollLess() rolled 99}} + + {{/rollLess() rolled 99}} + {{#rollGreater() rolled 98}} + + {{/rollGreater() rolled 98}} + {{/rollLess() hard 101}} + {{/rollGreater() rolled 95}} + + + + + + {{#rollLess() rolled 6}} + {{#rollBetween() rolled 1 formidable_crit}} + + {{/rollBetween() rolled 1 formidable_crit}} + {{#rollGreater() rolled formidable_crit}} + + {{/rollGreater() rolled formidable_crit}} + {{/rollLess() rolled 6}} + + {{#rollBetween() rolled 6 95}} + {{#rollBetween() rolled 1 formidable_crit}} + + {{/rollBetween() rolled 1 formidable_crit}} + {{#rollGreater() rolled formidable_crit}} + {{#rollBetween() rolled formidable_crit formidable}} + + {{/rollBetween() rolled formidable_crit formidable}} + {{#rollGreater() rolled formidable}} + + {{/rollGreater() rolled formidable}} + {{/rollGreater() rolled formidable_crit}} + {{/rollBetween() rolled 6 95}} + + {{#rollGreater() rolled 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    Very Easy:{{rolled}}≤{{very_easy}}!!
    Easy:{{rolled}}≤{{easy}}!!
    Standard:{{rolled}}≤{{standard}}!!
    Hard:{{rolled}}≤{{hard}}!!
    formidable:{{rolled}}≤{{formidable}}!!
    Herculean:{{rolled}}≤{{herculean}}!!
    101+ reduced:{{rolled}}≤100!
    +
    + + + +
    {{name}}
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    ({{character}})
    + {{/character}} + + + {{#size}} + + {{/size}} + {{#force}} + + {{/force}} + {{#impale_size}} + + {{/impale_size}} + {{#traits}} + + {{/traits}} + {{#effects}} + + {{/effects}} +
    Danage:{{damage}}
    Size:{{size}}
    Force:{{force}}
    Impale Size:{{impale_size}}
    Traits:{{traits}}
    Effects:{{effects}}
    +
    + + + +
    {{name}}
    + {{#character}} +
    ({{character}})
    + {{/character}} + + {{#damage}}{{#rollGreater() damage 0}} + + {{/rollGreater() damage 0}}{{/damage}} + {{#concentration}} + + {{/concentration}} + {{#allprops() character concentration description damage ablation focus fortune precision swiftness cost time}} + + {{/allprops() character concentration description damage ablation focus fortune precision swiftness cost time}} + {{#ablation}}{{#rollGreater() ablation 0}} + + {{/rollGreater() ablation 0}}{{/ablation}} + {{#focus}}{{#rollGreater() focus 0}} + + {{/rollGreater() focus 0}}{{/focus}} + {{#fortune}}{{#rollGreater() fortune 0}} + + {{/rollGreater() fortune 0}}{{/fortune}} + {{#precision}}{{#rollGreater() precision 0}} + + {{/rollGreater() precision 0}}{{/precision}} + {{#cost}}{{#rollGreater() cost 0}} + + {{/rollGreater() cost 0}}{{/cost}} + {{#time}} + {{#rollGreater() time 0}} + + {{/rollGreater() time 0}} + {{#rollLess() time 1}} + + {{/rollLess() time 1}} + {{/time}} + {{#description}} + + {{/description}} +
    Damage:{{damage}}
    Concentration:{{#rollTotal() concentration 0}}{{/rollTotal() concentration 0}}Yes{{#rollTotal() concentration 1}}Yes{{/rollTotal() concentration 1}}
    {{key}}:{{value}}
    Ablation Points:{{ablation}}
    Focus Points:{{focus}}
    Fortune Points:{{fortune}}
    Precision Points:{{precision}}
    Cost:{{cost}}
    Time:{{time}}
    Time:1
    {{description}}
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    {{key}}:{{value}}
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    diff --git a/Mythras/Mythras.png b/Mythras/Mythras.png new file mode 100644 index 000000000000..557124ed9390 Binary files /dev/null and b/Mythras/Mythras.png differ diff --git a/Mythras/README.md b/Mythras/README.md new file mode 100644 index 000000000000..3c0b0b060f87 --- /dev/null +++ b/Mythras/README.md @@ -0,0 +1 @@ +Coming soon diff --git a/Mythras/sheet.json b/Mythras/sheet.json new file mode 100644 index 000000000000..5180ac872268 --- /dev/null +++ b/Mythras/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Mythras.html", + "css": "Mythras.css", + "authors": "Matthew Carpenter", + "roll20userid": "103705", + "preview": "Mythras.png", + "instructions": "Character sheet for the Mythras system. Supports the Mythic Britain and Luther Arkwright settings and likely can support others. Use the '+' and '-' buttons to show/hide less commonly used fields of the sheets." +} diff --git a/Mythras/translation.json b/Mythras/translation.json new file mode 100644 index 000000000000..cb32766ff188 --- /dev/null +++ b/Mythras/translation.json @@ -0,0 +1,345 @@ +{ + "settings-u": "Settings", + "sheet-version-u": "Sheet Version", + "setting-u": "Setting", + "default-u": "Default", + "luther-arkwright-u": "Luther Arkwright", + "mythic-britain-u": "Mythic Britain", + "sheet-type-u": "Sheet Type", + "battle-unit-u": "Battle Unit", + "npc-u": "NPC", + "pc-u": "PC", + "ship-u": "Ship", + "core-u": "Core", + "magic-u": "Magic", + "equipment-u": "Equipment", + "notes-u": "Notes", + "name-u": "Name", + "species-u": "Species", + "traits-abilities-gifts-u": "Traits / Abilities / Gifts", + "rank-u": "Rank", + "experience-rolls-u": "Exp Rolls", + "age-u": "Age", + "gender-u": "Gender", + "frame-u": "Frame", + "weight-u": "Weight", + "height-u": "Height", + "handedness-u": "Handedness", + "homeland-u": "Homeland", + "culture-u": "Culture", + "social-class-u": "Social Class", + "career-u": "Career", + "characteristics-u": "Characteristics", + "temp-u": "Temp", + "total-u": "Total", + "str-u": "STR", + "con-u": "CON", + "siz-u": "SIZ", + "dex-u": "DEX", + "int-u": "INT", + "pow-u": "POW", + "cha-u": "CHA", + "base-u": "Base", + "training-u": "Training", + "ageing-u": "Ageing", + "other-u": "Other", + "attributes-u": "Attributes", + "attribute-u": "Attribute", + "damage-modifier-u": "Damage Mod", + "experience-modifier-u": "Exp Modifier", + "healing-rate-u": "Healing Rate", + "luck-points-u": "Luck Points", + "magic-points-u": "Magic Points", + "move-rate-u": "Move Rate", + "initiative-bonus-u": "Init. Bonus", + "tenacity-u": "Tenacity", + "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u": "Prana Points", + "action-points-u": "Action Points", + "plus-one-ap-u": "+1 AP", + "swiftness-gift-u": "Swiftness Gift", + "fatigue-u": "Fatigue", + "mighty-gift-u": "Mighty Gift", + "use-str-siz-pow-u": "Use STR+SIZ+POW", + "steps-u": "steps", + "healthy-gift-u": "Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u": "Add rank to luck", + "armor-u": "Armor", + "dependencies-u": "Dependencies", + "hit-locations-u": "Hit Locations", + "robust-gift-u": "Robust Gift (CON+SIZ+POW for HP)", + "ap-u": "AP", + "hp-u": "HP", + "location-u": "Location", + "block-u": "Block?", + "encumbrance-u": "Encumbrance", + "right-leg-u": "Right Leg", + "left-leg-u": "Left Leg", + "abdomen-u": "Abdomen", + "chest-u": "Chest", + "right-arm-u": "Right Arm", + "left-arm-u": "Left Arm", + "head-u": "Head", + "armor-equipped-u": "Armor Equipped", + "armor-type-u": "Armor Type", + "armor-enc-u": "Armor ENC", + "armor-ap-u": "Armor AP", + "other-ap-u": "Other AP", + "other-hp-u": "Other HP", + "base-hp-u": "Base HP", + "initiative-u": "Initiative", + "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)", + "movement-u": "Movement", + "walk-u": "Walk", + "run-u": "Run", + "sprint-u": "Sprint", + "jump-u": "Jump", + "horizontal-short-u": "Horiz.", + "vertical-short-u": "Vert.", + "horizontal-u": "Horizontal", + "vertical-u": "Vertical", + "swim-u": "Swim", + "climb-u": "Climb", + "rough-u": "Rough", + "steep-u": "Steep", + "sheer-u": "Sheer", + "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u": "These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u": "Current", + "carrying-load-u": "Carrying Load", + "dex-and-str-skills-u": "DEX & STR Skills", + "move-penalty-u": "Move Penalty", + "avg-species-siz-u": "Average Species SIZ", + "encumbrance-from-armor-u": "Encumbrance from Armor", + "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor", + "encumbrance-from-shields-u": "Encumbrance from Shields", + "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u": "Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u": "Encumbrance from Firearms", + "encumbrance-from-gear-u": "Encumbrance from Gear", + "encumbrance-from-currency-u": "Encumbrance from Currency", + "burdened-u": "Burdened", + "overloaded-u": "Overloaded", + "max-u": "Max", + "current-level-u": "Current Level", + "recovery-in-u": "Recovery In", + "fresh-u": "Fresh", + "winded-u": "Winded", + "tired-u": "Tired", + "Wearied-u": "Wearied", + "exhausted-u": "Exhausted", + "incapacitated-u": "Incapacitated", + "semi-consciou-u": "Semi-Conscious", + "comatose-u": "Comatose", + "dead-u": "Dead", + "standard-u": "Standard", + "hard-u": "Hard", + "formidable-u": "Formidable", + "herculean-u": "Herculean", + "hopeless-u": "Hopeless", + "no-action-allowed-u": "No Action Allowed", + "combat-styles-u": "Combat Styles", + "combat-style-u": "Combat Style", + "penalty-u": "Penalty", + "traits-u": "Traits", + "weapons-u": "Weapons", + "hours-u": "Hours", + "characteristic-short-u": "Char", + "base-value-u": "Base Value", + "training-and-experience-u": "Training & Experience", + "standard-skills-u": "Standard Skills", + "skill-u": "Skill", + "skill-grade-u": "Skill Grade", + "shields-and-weapons-u": "Shields & Weapons", + "shield-u": "Shield", + "damage-mod-short-u": "DM", + "damage-u": "Damage", + "combat-effects-u": "Combat Effects", + "max-hp-u": "Max HP", + "size-u": "Size", + "reach-u": "Reach", + "enc-u": "ENC", + "force-u": "Force", + "range-u": "Range", + "load-u": "Load", + "impale-size-short-u": "IS", + "display-u": "Display", + "shields-u": "Shields", + "melee-weapons-u": "Melee Weapons", + "melee-weapon-u": "Melee Weapon", + "missile-weapons-u": "Missile Weapons", + "missile-weapon-u": "Missile Weapon", + "firearms-u": "Firearms", + "firearm-u": "Firearm", + "fire-rate-u": "Fire Rate", + "ammo-u": "Ammo", + "money-and-wealth-u": "Money & Wealth", + "income-u": "Income", + "day-u": "Day", + "month-u": "Month", + "season-u": "Season", + "year-u": "Year", + "currency-u": "Currency", + "value-u": "Value", + "quantity-short-u": "Quantity", + "item-u": "Item", + "centimetres-short-u": "cm", + "kilograms-short-u": "kg", + "armor-penalty-u": "Armor Penalty", + "base-move-u": "Base Move", + "greater-than-u": "greater than", + "athletics-u": "Athletics", + "very-easy-u": "Very Easy", + "easy-u": "Easy", + "one-grade-harder-u": "1 grade harder", + "two-grades-harder-u": "2 grades harder", + "impossible-u": "Impossible", + "passions-and-dependencies-u": "Passions & Dependencies", + "score-u": "Score", + "dependency-u": "Dependency", + "passion-u": "Passion", + "professional-skills-u": "Professional Skills", + "language-u": "Language", + "resistance-u": "Resistance", + "brawn-u": "Brawn", + "endurance-u": "Endurance", + "evade-u": "Evade", + "willpower-u": "Willpower", + "boating-u": "Boating", + "conceal-u": "Conceal", + "customs-u": "Customs", + "dance-u": "Dance", + "deceit-u": "Deceit", + "drive-u": "Drive", + "first-aid-u": "First Aid", + "influence-u": "Influence", + "insight-u": "Insight", + "locale-u": "Locale", + "perception-u": "Perception", + "ride-u": "Ride", + "sing-u": "Sing", + "stealth-u": "Stealth", + "superstition-u": "Superstition", + "home-parallel-u": "Home Parallel", + "unarmed-u": "Unarmed", + "native-tongue-u": "Native Tongue", + "medium-u": "Medium", + "strenuous-u": "Strenuous", + "halved-u": "Halved", + "normal-u": "Normal", + "all-u": "All", + "equipment-and-wealth-u": "Equipment", + "due-to-fatigue-u": "due to fatigue", + "due-to-enc-u": "due to ENC", + "reduced-u": "reduced", + "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders", + "contacts-u": "Contacts", + "family-u": "Family", + "community-u": "Community", + "theism-u": "Theism", + "sorcery-u": "Sorcery", + "mysticism-u": "Mysticism", + "animism-u": "Animism", + "folk-magic-u": "Folk Magic", + "spell-u": "Spell", + "description-u": "Description", + "macro-u": "Macro", + "learned-u": "Learned", + "follower-u": "Follower", + "spirit-worshipper-u": "Spirit Worshipper", + "shaman-u": "Shaman", + "high-shaman-u": "High Shaman", + "spirit-lord-u": "Spirit Lord", + "type-u": "Type", + "fetish-spirit-u": "Fetish / Spirit", + "max-number-of-spirits-u": "Max # of Spirits", + "max-pow-of-spirits-u": "Max POW of Spirits", + "spirit-ap-u": "Spirit AP", + "spirit-initiative-bonus-short-u": "Spirit IB", + "spirit-damage-u": "Spirit Damage", + "trance-u": "Trance", + "binding-u": "Binding", + "allies-u": "Allies", + "enemies-u": "Enemies", + "meditation-u": "Meditation", + "path-u": "Path", + "practiced-talent-u": "Practiced Talent", + "max-cumulative-intensity-u": "Max Cumulative Intensity", + "max-practiced-talents-u": "Max Practiced Talents", + "max-intensity-u": "Max Intensity", + "path-talents-u": "Path Talents", + "shaping-u": "Shaping", + "invocation-u": "Invocation", + "invocation-spells-u": "Invocation Spells", + "max-shaping-points-u": "Max Shaping Points", + "max-memorized-spells-u": "Max Memorized Spells", + "memorized-u": "Memorized", + "intensity-u": "Intensity", + "magnitude-u": "Magnitude", + "devotional-pool-u": "Devotional Pool", + "exhort-u": "Exhort", + "devotion-u": "Devotion", + "lay-member-u": "Lay Member", + "initiate-u": "Initiate", + "acolyte-u": "Acolyte", + "priest-u": "Priest", + "high-priest-u": "High Priest", + "concentration-u": "Concentration", + "resist-u": "Resist", + "devotion-miracles-u": "Devotion Miracles", + "cost-u": "Cost", + "time-u": "Time", + "area-u": "Area", + "duration-u": "Duration", + "metres-u": "Metres", + "decametres-u": "Decametres", + "kilometres-u": "Kilometres", + "instant-u": "Instant", + "minutes-u": "Minutes", + "days-u": "Days", + "months-u": "Months", + "miracle-u": "Miracle", + "encumbered-u": "Encumbered", + "fumbled-u": "Fumbled", + "trained-u": "Trained", + "increased-for-xp-u": "Increased for XP", + "yes-u": "Yes", + "no-u": "No", + "special-u": "Special", + "touch-u": "Touch", + "miracle-rank-u": "Miracle Rank", + "ranged-u": "Ranged", + "invoke-trait-u": "Invoke Trait", + "enhance-attribute-u": "Enhance Attribute", + "augment-skill-u": "Augment Skill", + "targets-u": "Targets", + "impale-size-u": "Impale Size", + "effects-u": "Effects", + "on-u": "On", + "off-u": "Off", + "whisper-rolls-to-gm-u": "Whisper Rolls to GM", + "magic-skills-u": "Magic Skills", + "other-skills-u": "Other Skills", + "spectral-combat-u": "Spectral Combat", + "spirit-abilities-u": "Spirit Abilities", + "spirits-have-tenacity-u": "Spirits Have Tenacity", + "spells-u": "Spells", + "miracles-u": "Miracles", + "show-name-in-roll-templates-u": "Show Name in Roll Templates", + "rolled-u": "Rolled", + "roll-initiative-u": "Roll Initiative", + "components-u": "Components", + "disabled-u": "Disabled", + "enabled-u": "Enabled", + "ablation-points-u": "Ablation Points", + "focus-points-u": "Focus Points", + "fortune-points-u": "Fortune Points", + "precision-points-u": "Precision Points", + "swiftness-points-u": "Swiftness Points", + "ablation-u": "Ablation", + "focus-u": "Focus", + "fortune-u": "Fortune", + "precision-u": "Precision", + "swiftness-u": "Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/af.json b/Mythras/translations/af.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/af.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/cs.json b/Mythras/translations/cs.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/cs.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/da.json b/Mythras/translations/da.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/da.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/de.json b/Mythras/translations/de.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/de.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/el.json b/Mythras/translations/el.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/el.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/en.json b/Mythras/translations/en.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/en.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/es.json b/Mythras/translations/es.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/es.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/fr.json b/Mythras/translations/fr.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/fr.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/he.json b/Mythras/translations/he.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/he.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/it.json b/Mythras/translations/it.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/it.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/ja.json b/Mythras/translations/ja.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/ja.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/ko.json b/Mythras/translations/ko.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/ko.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/nl.json b/Mythras/translations/nl.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/nl.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/pt.json b/Mythras/translations/pt.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/pt.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/ru.json b/Mythras/translations/ru.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/ru.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/sv.json b/Mythras/translations/sv.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/sv.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/tr.json b/Mythras/translations/tr.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/tr.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/zh.json b/Mythras/translations/zh.json new file mode 100644 index 000000000000..67a248777fec --- /dev/null +++ b/Mythras/translations/zh.json @@ -0,0 +1,345 @@ +{ + "settings-u":"Settings", + "sheet-version-u":"Sheet Version", + "setting-u":"Setting", + "default-u":"Default", + "luther-arkwright-u":"Luther Arkwright", + "mythic-britain-u":"Mythic Britain", + "sheet-type-u":"Sheet Type", + "battle-unit-u":"Battle Unit", + "npc-u":"NPC", + "pc-u":"PC", + "ship-u":"Ship", + "core-u":"Core", + "magic-u":"Magic", + "equipment-u":"Equipment", + "notes-u":"Notes", + "name-u":"Name", + "species-u":"Species", + "traits-abilities-gifts-u":"Traits / Abilities / Gifts", + "rank-u":"Rank", + "experience-rolls-u":"Exp Rolls", + "age-u":"Age", + "gender-u":"Gender", + "frame-u":"Frame", + "weight-u":"Weight", + "height-u":"Height", + "handedness-u":"Handedness", + "homeland-u":"Homeland", + "culture-u":"Culture", + "social-class-u":"Social Class", + "career-u":"Career", + "characteristics-u":"Characteristics", + "temp-u":"Temp", + "total-u":"Total", + "str-u":"STR", + "con-u":"CON", + "siz-u":"SIZ", + "dex-u":"DEX", + "int-u":"INT", + "pow-u":"POW", + "cha-u":"CHA", + "base-u":"Base", + "training-u":"Training", + "ageing-u":"Ageing", + "other-u":"Other", + "attributes-u":"Attributes", + "attribute-u":"Attribute", + "damage-modifier-u":"Damage Mod", + "experience-modifier-u":"Exp Modifier", + "healing-rate-u":"Healing Rate", + "luck-points-u":"Luck Points", + "magic-points-u":"Magic Points", + "move-rate-u":"Move Rate", + "initiative-bonus-u":"Init. Bonus", + "tenacity-u":"Tenacity", + "temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u":"Prana Points", + "action-points-u":"Action Points", + "plus-one-ap-u":"+1 AP", + "swiftness-gift-u":"Swiftness Gift", + "fatigue-u":"Fatigue", + "mighty-gift-u":"Mighty Gift", + "use-str-siz-pow-u":"Use STR+SIZ+POW", + "steps-u":"steps", + "healthy-gift-u":"Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u":"Add rank to luck", + "armor-u":"Armor", + "dependencies-u":"Dependencies", + "hit-locations-u":"Hit Locations", + "robust-gift-u":"Robust Gift (CON+SIZ+POW for HP)", + "ap-u":"AP", + "hp-u":"HP", + "location-u":"Location", + "block-u":"Block?", + "encumbrance-u":"Encumbrance", + "right-leg-u":"Right Leg", + "left-leg-u":"Left Leg", + "abdomen-u":"Abdomen", + "chest-u":"Chest", + "right-arm-u":"Right Arm", + "left-arm-u":"Left Arm", + "head-u":"Head", + "armor-equipped-u":"Armor Equipped", + "armor-type-u":"Armor Type", + "armor-enc-u":"Armor ENC", + "armor-ap-u":"Armor AP", + "other-ap-u":"Other AP", + "other-hp-u":"Other HP", + "base-hp-u":"Base HP", + "initiative-u":"Initiative", + "alacrity-gift-u":"Alacrity Gift (roll 1d6+6)", + "movement-u":"Movement", + "walk-u":"Walk", + "run-u":"Run", + "sprint-u":"Sprint", + "jump-u":"Jump", + "horizontal-short-u":"Horiz.", + "vertical-short-u":"Vert.", + "horizontal-u":"Horizontal", + "vertical-u":"Vertical", + "swim-u":"Swim", + "climb-u":"Climb", + "rough-u":"Rough", + "steep-u":"Steep", + "sheer-u":"Sheer", + "movement-one-clarification-u":"Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u":"These jump values assume a 5m run-up. If a 5m run up is not possible these are the values instead", + "movement-three-clarification-u":"Critical success on Swim roll grants +1 movement. The 2nd field resolves armor penalty and if positive the character swims, if 0 floats and if negative sinks.", + "current-u":"Current", + "carrying-load-u":"Carrying Load", + "dex-and-str-skills-u":"DEX & STR Skills", + "move-penalty-u":"Move Penalty", + "avg-species-siz-u":"Average Species SIZ", + "encumbrance-from-armor-u":"Encumbrance from Armor", + "effective-encumbrance-from-armor-u":"Effective Encumbrance from Armor", + "encumbrance-from-shields-u":"Encumbrance from Shields", + "encumbrance-from-melee-weapons-u":"Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u":"Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u":"Encumbrance from Firearms", + "encumbrance-from-gear-u":"Encumbrance from Gear", + "encumbrance-from-currency-u":"Encumbrance from Currency", + "burdened-u":"Burdened", + "overloaded-u":"Overloaded", + "max-u":"Max", + "current-level-u":"Current Level", + "recovery-in-u":"Recovery In", + "fresh-u":"Fresh", + "winded-u":"Winded", + "tired-u":"Tired", + "Wearied-u":"Wearied", + "exhausted-u":"Exhausted", + "incapacitated-u":"Incapacitated", + "semi-consciou-u":"Semi-Conscious", + "comatose-u":"Comatose", + "dead-u":"Dead", + "standard-u":"Standard", + "hard-u":"Hard", + "formidable-u":"Formidable", + "herculean-u":"Herculean", + "hopeless-u":"Hopeless", + "no-action-allowed-u":"No Action Allowed", + "combat-styles-u":"Combat Styles", + "combat-style-u":"Combat Style", + "penalty-u":"Penalty", + "traits-u":"Traits", + "weapons-u":"Weapons", + "hours-u":"Hours", + "characteristic-short-u":"Char", + "base-value-u":"Base Value", + "training-and-experience-u":"Training & Experience", + "standard-skills-u":"Standard Skills", + "skill-u":"Skill", + "skill-grade-u":"Skill Grade", + "shields-and-weapons-u":"Shields & Weapons", + "shield-u":"Shield", + "damage-mod-short-u":"DM", + "damage-u":"Damage", + "combat-effects-u":"Combat Effects", + "max-hp-u":"Max HP", + "size-u":"Size", + "reach-u":"Reach", + "enc-u":"ENC", + "force-u":"Force", + "range-u":"Range", + "load-u":"Load", + "impale-size-short-u":"IS", + "display-u":"Display", + "shields-u":"Shields", + "melee-weapons-u":"Melee Weapons", + "melee-weapon-u":"Melee Weapon", + "missile-weapons-u":"Missile Weapons", + "missile-weapon-u":"Missile Weapon", + "firearms-u":"Firearms", + "firearm-u":"Firearm", + "fire-rate-u":"Fire Rate", + "ammo-u":"Ammo", + "money-and-wealth-u":"Money & Wealth", + "income-u":"Income", + "day-u":"Day", + "month-u":"Month", + "season-u":"Season", + "year-u":"Year", + "currency-u":"Currency", + "value-u":"Value", + "quantity-short-u":"Quantity", + "item-u":"Item", + "centimetres-short-u":"cm", + "kilograms-short-u":"kg", + "armor-penalty-u":"Armor Penalty", + "base-move-u":"Base Move", + "greater-than-u":"greater than", + "athletics-u":"Athletics", + "very-easy-u":"Very Easy", + "easy-u":"Easy", + "one-grade-harder-u":"1 grade harder", + "two-grades-harder-u":"2 grades harder", + "impossible-u":"Impossible", + "passions-and-dependencies-u":"Passions & Dependencies", + "score-u":"Score", + "dependency-u":"Dependency", + "passion-u":"Passion", + "professional-skills-u":"Professional Skills", + "language-u":"Language", + "resistance-u":"Resistance", + "brawn-u":"Brawn", + "endurance-u":"Endurance", + "evade-u":"Evade", + "willpower-u":"Willpower", + "boating-u":"Boating", + "conceal-u":"Conceal", + "customs-u":"Customs", + "dance-u":"Dance", + "deceit-u":"Deceit", + "drive-u":"Drive", + "first-aid-u":"First Aid", + "influence-u":"Influence", + "insight-u":"Insight", + "locale-u":"Locale", + "perception-u":"Perception", + "ride-u":"Ride", + "sing-u":"Sing", + "stealth-u":"Stealth", + "superstition-u":"Superstition", + "home-parallel-u":"Home Parallel", + "unarmed-u":"Unarmed", + "native-tongue-u":"Native Tongue", + "medium-u":"Medium", + "strenuous-u":"Strenuous", + "halved-u":"Halved", + "normal-u":"Normal", + "all-u":"All", + "equipment-and-wealth-u":"Equipment", + "due-to-fatigue-u":"due to fatigue", + "due-to-enc-u":"due to ENC", + "reduced-u":"reduced", + "cults-brotherhoods-and-orders-u":"Cults, Brotherhoods and Orders", + "contacts-u":"Contacts", + "family-u":"Family", + "community-u":"Community", + "theism-u":"Theism", + "sorcery-u":"Sorcery", + "mysticism-u":"Mysticism", + "animism-u":"Animism", + "folk-magic-u":"Folk Magic", + "spell-u":"Spell", + "description-u":"Description", + "macro-u":"Macro", + "learned-u":"Learned", + "follower-u":"Follower", + "spirit-worshipper-u":"Spirit Worshipper", + "shaman-u":"Shaman", + "high-shaman-u":"High Shaman", + "spirit-lord-u":"Spirit Lord", + "type-u":"Type", + "fetish-spirit-u":"Fetish / Spirit", + "max-number-of-spirits-u":"Max # of Spirits", + "max-pow-of-spirits-u":"Max POW of Spirits", + "spirit-ap-u":"Spirit AP", + "spirit-initiative-bonus-short-u":"Spirit IB", + "spirit-damage-u":"Spirit Damage", + "trance-u":"Trance", + "binding-u":"Binding", + "allies-u":"Allies", + "enemies-u":"Enemies", + "meditation-u":"Meditation", + "path-u":"Path", + "practiced-talent-u":"Practiced Talent", + "max-cumulative-intensity-u":"Max Cumulative Intensity", + "max-practiced-talents-u":"Max Practiced Talents", + "max-intensity-u":"Max Intensity", + "path-talents-u":"Path Talents", + "shaping-u":"Shaping", + "invocation-u":"Invocation", + "invocation-spells-u":"Invocation Spells", + "max-shaping-points-u":"Max Shaping Points", + "max-memorized-spells-u":"Max Memorized Spells", + "memorized-u":"Memorized", + "intensity-u":"Intensity", + "magnitude-u":"Magnitude", + "devotional-pool-u":"Devotional Pool", + "exhort-u":"Exhort", + "devotion-u":"Devotion", + "lay-member-u":"Lay Member", + "initiate-u":"Initiate", + "acolyte-u":"Acolyte", + "priest-u":"Priest", + "high-priest-u":"High Priest", + "concentration-u":"Concentration", + "resist-u":"Resist", + "devotion-miracles-u":"Devotion Miracles", + "cost-u":"Cost", + "time-u":"Time", + "area-u":"Area", + "duration-u":"Duration", + "metres-u":"Metres", + "decametres-u":"Decametres", + "kilometres-u":"Kilometres", + "instant-u":"Instant", + "minutes-u":"Minutes", + "days-u":"Days", + "months-u":"Months", + "miracle-u":"Miracle", + "encumbered-u":"Encumbered", + "fumbled-u":"Fumbled", + "trained-u":"Trained", + "increased-for-xp-u":"Increased for XP", + "yes-u":"Yes", + "no-u":"No", + "special-u":"Special", + "touch-u":"Touch", + "miracle-rank-u":"Miracle Rank", + "ranged-u":"Ranged", + "invoke-trait-u":"Invoke Trait", + "enhance-attribute-u":"Enhance Attribute", + "augment-skill-u":"Augment Skill", + "targets-u":"Targets", + "impale-size-u":"Impale Size", + "effects-u":"Effects", + "on-u":"On", + "off-u":"Off", + "whisper-rolls-to-gm-u":"Whisper Rolls to GM", + "magic-skills-u":"Magic Skills", + "other-skills-u":"Other Skills", + "spectral-combat-u":"Spectral Combat", + "spirit-abilities-u":"Spirit Abilities", + "spirits-have-tenacity-u":"Spirits Have Tenacity", + "spells-u":"Spells", + "miracles-u":"Miracles", + "show-name-in-roll-templates-u":"Show Name in Roll Templates", + "rolled-u":"Rolled", + "roll-initiative-u":"Roll Initiative", + "components-u":"Components", + "disabled-u":"Disabled", + "enabled-u":"Enabled", + "ablation-points-u":"Ablation Points", + "focus-points-u":"Focus Points", + "fortune-points-u":"Fortune Points", + "precision-points-u":"Precision Points", + "swiftness-points-u":"Swiftness Points", + "ablation-u":"Ablation", + "focus-u":"Focus", + "fortune-u":"Fortune", + "precision-u":"Precision", + "swiftness-u":"Swiftness" +} \ No newline at end of file diff --git a/Mythras/translations/zu.json b/Mythras/translations/zu.json new file mode 100644 index 000000000000..65cf7d6c1936 --- /dev/null +++ b/Mythras/translations/zu.json @@ -0,0 +1,345 @@ +{ + "settings-u":"crwdns56675:0crwdne56675:0", + "sheet-version-u":"crwdns56676:0crwdne56676:0", + "setting-u":"crwdns56677:0crwdne56677:0", + "default-u":"crwdns56678:0crwdne56678:0", + "luther-arkwright-u":"crwdns56679:0crwdne56679:0", + "mythic-britain-u":"crwdns56680:0crwdne56680:0", + "sheet-type-u":"crwdns56681:0crwdne56681:0", + "battle-unit-u":"crwdns56682:0crwdne56682:0", + "npc-u":"crwdns56683:0crwdne56683:0", + "pc-u":"crwdns56684:0crwdne56684:0", + "ship-u":"crwdns56685:0crwdne56685:0", + "core-u":"crwdns56686:0crwdne56686:0", + "magic-u":"crwdns56687:0crwdne56687:0", + "equipment-u":"crwdns56688:0crwdne56688:0", + "notes-u":"crwdns56689:0crwdne56689:0", + "name-u":"crwdns56690:0crwdne56690:0", + "species-u":"crwdns56691:0crwdne56691:0", + "traits-abilities-gifts-u":"crwdns56692:0crwdne56692:0", + "rank-u":"crwdns56693:0crwdne56693:0", + "experience-rolls-u":"crwdns56694:0crwdne56694:0", + "age-u":"crwdns56695:0crwdne56695:0", + "gender-u":"crwdns56696:0crwdne56696:0", + "frame-u":"crwdns56697:0crwdne56697:0", + "weight-u":"crwdns56698:0crwdne56698:0", + "height-u":"crwdns56699:0crwdne56699:0", + "handedness-u":"crwdns56700:0crwdne56700:0", + "homeland-u":"crwdns56701:0crwdne56701:0", + "culture-u":"crwdns56702:0crwdne56702:0", + "social-class-u":"crwdns56703:0crwdne56703:0", + "career-u":"crwdns56704:0crwdne56704:0", + "characteristics-u":"crwdns56705:0crwdne56705:0", + "temp-u":"crwdns56706:0crwdne56706:0", + "total-u":"crwdns56707:0crwdne56707:0", + "str-u":"crwdns56708:0crwdne56708:0", + "con-u":"crwdns56709:0crwdne56709:0", + "siz-u":"crwdns56710:0crwdne56710:0", + "dex-u":"crwdns56711:0crwdne56711:0", + "int-u":"crwdns56712:0crwdne56712:0", + "pow-u":"crwdns56713:0crwdne56713:0", + "cha-u":"crwdns56714:0crwdne56714:0", + "base-u":"crwdns56715:0crwdne56715:0", + "training-u":"crwdns56716:0crwdne56716:0", + "ageing-u":"crwdns56717:0crwdne56717:0", + "other-u":"crwdns56718:0crwdne56718:0", + "attributes-u":"crwdns56719:0crwdne56719:0", + "attribute-u":"crwdns56720:0crwdne56720:0", + "damage-modifier-u":"crwdns56721:0crwdne56721:0", + "experience-modifier-u":"crwdns56722:0crwdne56722:0", + 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"kilometres-u":"crwdns56970:0crwdne56970:0", + "instant-u":"crwdns56971:0crwdne56971:0", + "minutes-u":"crwdns56972:0crwdne56972:0", + "days-u":"crwdns56973:0crwdne56973:0", + "months-u":"crwdns56974:0crwdne56974:0", + "miracle-u":"crwdns56975:0crwdne56975:0", + "encumbered-u":"crwdns56976:0crwdne56976:0", + "fumbled-u":"crwdns56977:0crwdne56977:0", + "trained-u":"crwdns56978:0crwdne56978:0", + "increased-for-xp-u":"crwdns56979:0crwdne56979:0", + "yes-u":"crwdns56980:0crwdne56980:0", + "no-u":"crwdns56981:0crwdne56981:0", + "special-u":"crwdns56982:0crwdne56982:0", + "touch-u":"crwdns56983:0crwdne56983:0", + "miracle-rank-u":"crwdns56984:0crwdne56984:0", + "ranged-u":"crwdns56985:0crwdne56985:0", + "invoke-trait-u":"crwdns56986:0crwdne56986:0", + "enhance-attribute-u":"crwdns56987:0crwdne56987:0", + "augment-skill-u":"crwdns56988:0crwdne56988:0", + "targets-u":"crwdns56989:0crwdne56989:0", + "impale-size-u":"crwdns56990:0crwdne56990:0", + "effects-u":"crwdns56991:0crwdne56991:0", + "on-u":"crwdns58465:0crwdne58465:0", + "off-u":"crwdns58466:0crwdne58466:0", + "whisper-rolls-to-gm-u":"crwdns58467:0crwdne58467:0", + "magic-skills-u":"crwdns58468:0crwdne58468:0", + "other-skills-u":"crwdns58469:0crwdne58469:0", + "spectral-combat-u":"crwdns58470:0crwdne58470:0", + "spirit-abilities-u":"crwdns58471:0crwdne58471:0", + "spirits-have-tenacity-u":"crwdns58472:0crwdne58472:0", + "spells-u":"crwdns58473:0crwdne58473:0", + "miracles-u":"crwdns58474:0crwdne58474:0", + "show-name-in-roll-templates-u":"crwdns58475:0crwdne58475:0", + "rolled-u":"crwdns58476:0crwdne58476:0", + "roll-initiative-u":"crwdns58477:0crwdne58477:0", + "components-u":"crwdns58478:0crwdne58478:0", + "disabled-u":"crwdns58479:0crwdne58479:0", + "enabled-u":"crwdns58480:0crwdne58480:0", + "ablation-points-u":"crwdns58481:0crwdne58481:0", + "focus-points-u":"crwdns58482:0crwdne58482:0", + "fortune-points-u":"crwdns58483:0crwdne58483:0", + "precision-points-u":"crwdns58484:0crwdne58484:0", + "swiftness-points-u":"crwdns58485:0crwdne58485:0", + "ablation-u":"crwdns58486:0crwdne58486:0", + "focus-u":"crwdns58487:0crwdne58487:0", + "fortune-u":"crwdns58488:0crwdne58488:0", + "precision-u":"crwdns58489:0crwdne58489:0", + "swiftness-u":"crwdns58490:0crwdne58490:0" +} \ No newline at end of file diff --git a/NWOD-Mage2e/mage-logo.png b/NWOD-Mage2e/mage-logo.png new file mode 100644 index 000000000000..114848001d58 Binary files /dev/null and b/NWOD-Mage2e/mage-logo.png differ diff --git a/NWOD-Mage2e/mage2e.css b/NWOD-Mage2e/mage2e.css new file mode 100644 index 000000000000..b3c3a302d9b6 --- /dev/null +++ b/NWOD-Mage2e/mage2e.css @@ -0,0 +1,283 @@ +.charsheet label { + display: inline-block; + width: 75px; + text-align: right; + padding-bottom: 0px; + font-family: "Courier"; +} + +.charsheet input[type=text] { + display: inline-block; + width: 165px; + font-family: "Courier"; + font-size: 12px; + height: 20px; + border: 0px; + border-radius: 0px; + + -moz-box-shadow: 0px 1px 0px #000; + -webkit-box-shadow: 0px 1px 0px #000; + box-shadow: 0px 1px 0px #000; +} + +.charsheet textarea { + display: inline-block; + width:100%; + margin:1px 0px; + resize:none; + font-family: "Courier"; + color: #000000; +} + +.charsheet { + background-color: #ffffff; + font-family: "Courier"; +} + +.charsheet select { + width: 45px; +} + +.charsheet .sheet-2colrow .sheet-col { + width: calc(50% - 1px); + margin-right: 0px; + margin-left: 0px; +} + +.charsheet .sheet-3colrow .sheet-col { + width: calc(33% - 1px); + margin-right: 0px; + margin-left: 0px; +} + +.charsheet input.sheet-short { + width: 145px; +} + +.charsheet input.sheet-tiny { + width: 15px; + font-size: 6px; +} + +.charsheet table td, .charsheet table th { + font-size: 13px; + font-weight: bolder; + font-family: "Courier"; + text-align: left; + width: 0%; + border: 0px #000000; + padding: 2px; + vertical-align: middle; + color: #000000; + margin:0px 0px; +} + +.charsheet hr { + border: 0; + height: 1px; + background-image: -webkit-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,100.75), rgba(0,0,0,0)); + background-image: -moz-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,100.75), rgba(0,0,0,0)); + background-image: -ms-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,100.75), rgba(0,0,0,0)); + background-image: -o-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,100.75), rgba(0,0,0,0)); +} + +.charsheet h2 { + background-color: #ffffff; + color: #000000; + text-decoration:overline underline; +} + +.charsheet h6 { + background-color: #ffffff; +} + +.charsheet h3 { + background-color: #ffffff; +} + +/* Hide actual dot/checkbox */ +input[type="radio"], +input[type="checkbox"] +{ + position: absolute; + opacity: 0.0; + width: 15px; + cursor: pointer; + z-index: 10; + margin-top: 5px; +} + +/* Styles common to fake dot and checkbox */ +input[type="radio"] + span::before, +input[type="checkbox"] + span::before +{ + border: solid 1px #000000; + line-height: 11px; + text-align: middle; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 0px #000; + -webkit-box-shadow: 0 0 0px #000; + box-shadow: 0 0 0px #000; + + background: #000000; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +/* Styles unique to fake dot (checked or left of checked) */ +input[type="radio"] + span::before +{ + content: "•"; + width: 10px; + height: 10px; + font-size: 35px; + font-family: "Arial"; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} + +/* Styles unique to fake checkbox (unchecked) */ +input[type="checkbox"] + span::before +{ + position:relative; + content: ""; + opacity: 1.0; + width: 10px; + height: 10px; + font-size: 12px; + + -moz-border-radius: 1px; + -webkit-border-radius: 1px; + border-radius: 1px; +} + +/* Styles unique to fake checkbox (checked) */ +input[type="checkbox"]:checked + span::before +{ + content: "✖"; + color: #a00; + + -moz-box-shadow: 0 0 2px transparent; + -webkit-box-shadow: 0 0 2px transparent; + box-shadow: 0 0 2px transparent; +} + +/* Remove dot from all radios _after_ selected one */ +input[type="radio"]:checked ~ input[type="radio"] + span::before +{ + content: ""; +} + +input.sheet-used+span::before +{ + content: "✖"; + width: 12px; + height: 12px; + font-size: 12px; + + -moz-border-radius: 0%; + -webkit-border-radius: 0%; + border-radius: 0%; +} + +input.sheet-zero:checked + span::before +{ + opacity: 0; +} + +input.sheet-zero:hover + span::before +{ + opacity: 1; +} + +input.sheet-zero+ span::before +{ + font-size: 12px; + content: "✖"; + opacity: 0.25; +} + +input.sheet-DP1Spec + span::before, +input.sheet-DP2Spec + span::before, +input.sheet-DP2Spec + span::before, +input.sheet-DP3Spec + span::before, +input.sheet-DP4Spec + span::before, +input.sheet-DP5Spec + span::before +{ + opacity: 1; + margin-bottom: 10px; +} + +div.sheet-DP1, +div.sheet-DP2, +div.sheet-DP2, +div.sheet-DP3, +div.sheet-DP4, +div.sheet-DP5 +{ + display: inline; +} +div.sheet-DP1wSpec, +div.sheet-DP2wSpec, +div.sheet-DP2wSpec, +div.sheet-DP3wSpec, +div.sheet-DP4wSpec, +div.sheet-DP5wSpec +{ + display: none; +} + +input.sheet-DP1Spec:checked ~ div.sheet-DP1, +input.sheet-DP2Spec:checked ~ div.sheet-DP2, +input.sheet-DP2Spec:checked ~ div.sheet-DP2, +input.sheet-DP3Spec:checked ~ div.sheet-DP3, +input.sheet-DP4Spec:checked ~ div.sheet-DP4, +input.sheet-DP5Spec:checked ~ div.sheet-DP5 +{ + display: none; +} + +input.sheet-DP1Spec:checked ~ div.sheet-DP1wSpec, +input.sheet-DP2Spec:checked ~ div.sheet-DP2wSpec, +input.sheet-DP2Spec:checked ~ div.sheet-DP2wSpec, +input.sheet-DP3Spec:checked ~ div.sheet-DP3wSpec, +input.sheet-DP4Spec:checked ~ div.sheet-DP4wSpec, +input.sheet-DP5Spec:checked ~ div.sheet-DP5wSpec +{ + display: inline; +} + +h4.sheet-SCorI1, +h4.sheet-SCorI2, +h4.sheet-CorC1, +h4.sheet-CorC2 +{ + display: block; +} + +input.sheet-SCorI1, +input.sheet-SCorI2, +input.sheet-CorC1, +input.sheet-CorC2 +{ + width: 120px; +} + +input.sheet-SCorI1:checked ~ h4.sheet-SCorI1, +input.sheet-SCorI2:checked ~ h4.sheet-SCorI2 +{ + display: none; +} + +input.sheet-CorC1:checked ~ h4.sheet-CorC1, +input.sheet-CorC2:checked ~ h4.sheet-CorC2 +{ + display: none; +} \ No newline at end of file diff --git a/NWOD-Mage2e/mage2e.html b/NWOD-Mage2e/mage2e.html new file mode 100644 index 000000000000..06cccc075023 --- /dev/null +++ b/NWOD-Mage2e/mage2e.html @@ -0,0 +1,797 @@ +
    +

    Second Edition

    +
    +
    +
    + + + + + + + + + + + + +
    Name:
    Chronicle:
    Player:
    +
    +
    + + + + + + + + + + + + +
    Concept:
    Virtue:
    Vice:
    +
    +
    + + + + + + + + + + + + +
    Path:
    Order:
    Legacy:
    +
    +
    +
    +
    +

    ATTRIBUTES

    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    PowerIntelligenceStrengthPresence
    FinesseWitsDexterityManipulation
    ResistanceResolveStaminaComposure
    +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    SKILLS

    Mental

    (-3 unskilled)
    +
    Academics
    Computer
    Crafts
    Investigation
    Medicine
    Occult
    Politics
    Science
    +

    Physical

    (-1 unskilled)
    +
    Athletics
    Brawl
    Drive
    Firearms
    Larceny
    Stealth
    Survival
    Weaponry
    +

    Social

    (-1 unskilled)
    +
    Animal Ken
    Empathy
    Expression
    Intimidation
    Persuasion
    Socialize
    Streetwise
    Subterfuge
    +

    Specialties

    +
    +
    +
    + + + + +

    OTHER TRAITS

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    Merits

    +

    +

    Arcana

    +
    Death
    Fate
    Forces
    Life
    Matter
    Mind
    Prime
    Spirit
    Space
    Time

    Size:
    Speed:
    Defense:
    Armor:
    Initiative Mod:

    Beats:
    Experience:

    Arcane Beats:
    Arcane Experience:
     
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    Health

    +
    Levels:
    Bashing:
    Lethal:
    Aggravated:

    +

    Willpower

    +

    +

    Gnosis

    +
    +

    Mana

    +

    +

    Wisdom

    +
     
    +

    Conditions

    +
    +

    Aspirations

    +
    +

    Obsessions

    +
    +
    +
    +
    +
    + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    Rotes

    +
    ArcanumLvlSpellCreatorRote Skill
     
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    Enchanted Items

    +
    TypePowerDiceMana
     
    +
    +
    + +
    +
    + + + + + + + + + + + + + + + + + + + +
    +

    Active Spells

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + +
    +

    Yantras

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + +
    +

    Magical Tools

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + +
    +

    Praxes

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + +
    +

    Inured Spells

    +
     
    +
    +
    + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    Combat

    +
    Weapon/AttackDmgRangeClipInitStrSize
     
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    Equipment

    +
    EquipmentDurabilityStructureSizeCost
     
    +
    +
    + +
    +
    +
    +
    + + + + + +
    +

    Additional Info

    +
    +
    +
    \ No newline at end of file diff --git a/NWOD-Mage2e/mage2e.jpg b/NWOD-Mage2e/mage2e.jpg new file mode 100644 index 000000000000..72b04197fcbb Binary files /dev/null and b/NWOD-Mage2e/mage2e.jpg differ diff --git a/NWOD-Mage2e/sheet.json b/NWOD-Mage2e/sheet.json new file mode 100644 index 000000000000..07f13cf6467e --- /dev/null +++ b/NWOD-Mage2e/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "mage2e.html", + "css": "mage2e.css", + "authors": "Thorin Tabor", + "roll20userid": "20810", + "preview": "mage2e.jpg", + "instructions": "**Mage the Awakening: Second Edition**\n\n A character sheet for those playing the second edition of Mage the Awakening using the new 2e Chronicles of Darkness (new World of Darkness) rules." +} diff --git a/Naruto d20 Modern/Naruto d20 Modern.html b/Naruto d20 Modern/Naruto d20 Modern.html index a329969e42aa..536739bec859 100644 --- a/Naruto d20 Modern/Naruto d20 Modern.html +++ b/Naruto d20 Modern/Naruto d20 Modern.html @@ -488,7 +488,7 @@

    Skills

    - + - + + @@ -2272,7 +2272,7 @@

    Chakra Control

    - + @@ -2420,7 +2420,7 @@

    Chakra Control

    Name
    - + @@ -2657,7 +2657,7 @@

    Fuinjutsu

    Name
    - + @@ -2805,7 +2805,7 @@

    Fuinjutsu

    Name
    - + @@ -3042,7 +3042,7 @@

    Genjutsu

    Name
    - + @@ -3190,7 +3190,7 @@

    Genjutsu

    Name
    - + @@ -3427,7 +3427,7 @@

    Ninjutsu

    Name
    - + @@ -3575,7 +3575,7 @@

    Ninjutsu

    Name
    - + @@ -3813,7 +3813,7 @@

    Taijutsu

    Name
    - + @@ -3961,7 +3961,7 @@

    Taijutsu

    Name
    - + @@ -4106,6 +4106,117 @@

    Taijutsu

    + +
    +

    Training

    +
    Name
    + + + + + + +
    Techniques
    Known
    +
    +
    +
    +
    + + + + + + + + +
    Name
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Include?
    NY
    Decriptors
    Rank
    Descriptive
    +
    +
    +
    +
    +
    + + + + + + + + +
    Name
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Include?
    NY
    Decriptors
    Rank
    Descriptive
    +
    +
    +
    +
    +
    diff --git a/New World of Darkness Official/NWoD_Official.png b/New World of Darkness Official/CofD_Official.png similarity index 100% rename from New World of Darkness Official/NWoD_Official.png rename to New World of Darkness Official/CofD_Official.png diff --git a/New World of Darkness Official/DtD_logo.png b/New World of Darkness Official/DtD_logo.png new file mode 100644 index 000000000000..bdb9a40f1be6 Binary files /dev/null and b/New World of Darkness Official/DtD_logo.png differ diff --git a/New World of Darkness Official/NWoD_Official.css b/New World of Darkness Official/NWoD_Official.css index 82f86e48e2b8..fe7fddfa73cf 100644 --- a/New World of Darkness Official/NWoD_Official.css +++ b/New World of Darkness Official/NWoD_Official.css @@ -26,6 +26,9 @@ .sheet-geist, .sheet-changeling, .sheet-mummy, +.sheet-demon, +.sheet-beast, +.sheet-hunter, .sheet-settings { display: none !important; } @@ -38,6 +41,9 @@ input.sheet-prometheansheet:checked ~ div * .sheet-promethean, input.sheet-changelingsheet:checked ~ div * .sheet-changeling, input.sheet-geistsheet:checked ~ div * .sheet-geist, input.sheet-mummysheet:checked ~ div * .sheet-mummy, +input.sheet-demonsheet:checked ~ div * .sheet-demon, +input.sheet-beastsheet:checked ~ div * .sheet-beast, +input.sheet-huntersheet:checked ~ div * .sheet-hunter, input.sheet-settingssheet:checked ~ div * .sheet-settings { display: inline-block !important; } @@ -50,6 +56,9 @@ input.sheet-prometheansheet:checked ~ div * table.sheet-promethean, input.sheet-changelingsheet:checked ~ div * table.sheet-changeling, input.sheet-geistsheet:checked ~ div * table.sheet-geist, input.sheet-mummysheet:checked ~ div * table.sheet-mummy, +input.sheet-demonsheet:checked ~ div * table.sheet-demon, +input.sheet-beastsheet:checked ~ div * table.sheet-beast, +input.sheet-huntersheet:checked ~ div * table.sheet-hunter, input.sheet-settingssheet:checked ~ div * table.sheet-settings { display: table !important; } @@ -107,33 +116,33 @@ input.sheet-sheetoptions + span.sheet-attr { } input.sheet-mortalsheet:checked ~ .sheet-background-image::after { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/IYYhFQo.jpg'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/chronicles-bg.jpg'); background-size: 100% 100%; opacity: 0.2 } input.sheet-vampiresheet:checked ~ .sheet-background-image::after { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/18vqolD.jpg'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/vampire-bg.jpg'); background-size: 100% 100%; } input.sheet-werewolfsheet:checked ~ .sheet-background-image::after { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/jxHfu9f.png'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/werewolf-bg.png'); background-size: 100% 100%; } input.sheet-magesheet:checked ~ .sheet-background-image::after { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/78XyEEZg.png'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/mage-bg.png'); background-size: 100% 100%; } input.sheet-prometheansheet:checked ~ .sheet-background-image::after { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/KR9EuG6g.png'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/promethean-bg.png'); background-size: 100% 100%; } input.sheet-changelingsheet:checked ~ .sheet-background-image::after { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/8FIG4h1g.png'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/changeling-bg.png'); background-size: 100% 100%; } @@ -143,7 +152,22 @@ input.sheet-geistsheet:checked ~ .sheet-background-image::after { } input.sheet-mummysheet:checked ~ .sheet-background-image::after { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/FBU0fWhg.jpg'); + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/mummy-bg.jpg'); + background-size: 100% 100%; +} + +input.sheet-demonsheet:checked ~ .sheet-background-image::after { + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/demon-bg.png'); + background-size: 100% 100%; +} + +input.sheet-beastsheet:checked ~ .sheet-background-image::after { + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/beast-bg.png'); + background-size: 100% 100%; +} + +input.sheet-huntersheet:checked ~ .sheet-background-image::after { + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/hunter-bg.png'); background-size: 100% 100%; } @@ -161,7 +185,8 @@ input.sheet-settingssheet:not(:checked) ~ input.sheet-magesheet:checked ~ img.sh input.sheet-settingssheet:not(:checked) ~ input.sheet-prometheansheet:checked ~ img.sheet-header.sheet-promethean, input.sheet-settingssheet:not(:checked) ~ input.sheet-changelingsheet:checked ~ img.sheet-header.sheet-changeling, input.sheet-settingssheet:not(:checked) ~ input.sheet-geistsheet:checked ~ img.sheet-header.sheet-geist, -input.sheet-settingssheet:not(:checked) ~ input.sheet-mummysheet:checked ~ img.sheet-header.sheet-mummy +input.sheet-settingssheet:not(:checked) ~ input.sheet-demonsheet:checked ~ img.sheet-header.sheet-demon, +input.sheet-settingssheet:not(:checked) ~ input.sheet-huntersheet:checked ~ img.sheet-header.sheet-hunter { height: 150px; display: inline !important; @@ -172,6 +197,11 @@ input.sheet-settingssheet:not(:checked) ~ input.sheet-mummysheet:checked ~ img.s margin: auto; } +input.sheet-settingssheet:not(:checked) ~ input.sheet-huntersheet:checked ~ img.sheet-header.sheet-hunter { + top: 50px; + height: 120px; +} + input.sheet-settingssheet:checked ~ div.sheet-header.sheet-settings { height: 150px; display: block !important; @@ -307,6 +337,45 @@ input.sheet-mummysheet:checked ~ div * input.sheet-weapon:checked + span + .shee font-weight: bold; } +input.sheet-demonsheet:checked ~ div * input.sheet-attr:checked + span.sheet-attr, +input.sheet-demonsheet:checked ~ span > input.sheet-attr:checked + span.sheet-attr, +input.sheet-sheetoptions.sheet-demonsheet:checked +span.sheet-attr { + color: #2A2D80; + text-shadow: 0px 0px 10px black; +} + +input.sheet-demonsheet:checked ~ div * input.sheet-weapon:checked + span + .sheet-weaponstat.sheet-name { + color: #2A2D80; + text-shadow: 0px 0px 10px black; + font-weight: bold; +} + +input.sheet-beastsheet:checked ~ div * input.sheet-attr:checked + span.sheet-attr, +input.sheet-beastsheet:checked ~ span > input.sheet-attr:checked + span.sheet-attr, +input.sheet-sheetoptions.sheet-beastsheet:checked +span.sheet-attr { + color: #2A2D80; + text-shadow: 0px 0px 10px black; +} + +input.sheet-beastsheet:checked ~ div * input.sheet-weapon:checked + span + .sheet-weaponstat.sheet-name { + color: #2A2D80; + text-shadow: 0px 0px 10px black; + font-weight: bold; +} + +input.sheet-huntersheet:checked ~ div * input.sheet-attr:checked + span.sheet-attr, +input.sheet-huntersheet:checked ~ span > input.sheet-attr:checked + span.sheet-attr, +input.sheet-sheetoptions.sheet-huntersheet:checked +span.sheet-attr { + color: #2A2D80; + text-shadow: 0px 0px 10px black; +} + +input.sheet-huntersheet:checked ~ div * input.sheet-weapon:checked + span + .sheet-weaponstat.sheet-name { + color: #2A2D80; + text-shadow: 0px 0px 10px black; + font-weight: bold; +} + .sheet-expandedsheet, .sheet-expandedsheet2, .sheet-rolltemplates { @@ -346,7 +415,7 @@ input.sheet-mummysheet:checked ~ div * input.sheet-weapon:checked + span + .shee } .charsheet .sheet-diceroller .sheet-rollcontainer { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/lrcLjVQ.png') no-repeat center; + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/die.png') no-repeat center; background-size: contain; border-bottom: solid 1px #000000; } @@ -513,35 +582,35 @@ span.sheet-attr { display: inline-block; font-size: 13px; color: black; - font-weight: bold; - cursor: pointer; - position: relative; - margin-left: -91px; + font-weight: bold; + cursor: pointer; + position: relative; + margin-left: -91px; } input.sheet-opt { width: 87px; height: 20px; cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; + position: relative; + opacity: 0; + z-index: 9999; } span.sheet-opt { - text-align: center; + text-align: center; display: inline-block; - font-size: 13px; - background: #4a6486; - color: white; - font-weight: bold; - border-radius: 4px; - - width: 87px; + font-size: 13px; + background: #4a6486; + color: white; + font-weight: bold; + border-radius: 4px; + + width: 87px; height: 20px; - cursor: pointer; - position: relative; - margin-left: -91px; + cursor: pointer; + position: relative; + margin-left: -91px; } input.sheet-opt:checked + span.sheet-opt @@ -783,7 +852,7 @@ input.sheet-CorC2:checked ~ h4.sheet-CorC2 { width: 189px; height: 100%; - background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/xBk4U1p.jpg) top left; + background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/roll.jpg) top left; background-size: 189px 100%; background-repeat: no-repeat; font-family: "Courier New", Courier, monospace; @@ -798,8 +867,8 @@ input.sheet-CorC2:checked ~ h4.sheet-CorC2 { color: rgb(112, 0, 0); padding: 20px 20px 2px 20px; - line-height: 1.2em; - font-size: 1.2em; + line-height: 1.2em; + font-size: 1.2em; text-align: left; } @@ -850,7 +919,7 @@ input.sheet-CorC2:checked ~ h4.sheet-CorC2 .sheet-rolltemplate-wod-simple .inlinerollresult.fullcrit, .sheet-rolltemplate-wod-3part .inlinerollresult.fullcrit { - color: #000000; + color: #000000; border: none; } @@ -868,7 +937,7 @@ input.sheet-CorC2:checked ~ h4.sheet-CorC2 .sheet-rolltemplate-wod-simple .inlinerollresult.importantroll, .sheet-rolltemplate-wod-3part .inlinerollresult.importantroll { - color: #000000; + color: #000000; border: none; } @@ -1246,7 +1315,7 @@ input[type=number] { } .sheet-expandedsheet .sheet-rollcontainer { - background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/lrcLjVQ.png') no-repeat center; + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/New%20World%20of%20Darkness%20Official/die.png') no-repeat center; background-size: contain; height: 40px; width: 40px; diff --git a/New World of Darkness Official/NWoD_Official.html b/New World of Darkness Official/NWoD_Official.html index 39df01980f85..6f56e033df8f 100644 --- a/New World of Darkness Official/NWoD_Official.html +++ b/New World of Darkness Official/NWoD_Official.html @@ -19,7 +19,7 @@
    1st Edition
    -World of Darkness +Chronicles of Darkness Vampire the Requiem @@ -36,8 +36,11 @@ Changeling the Lost + +Hunter the Vigil + -Geist the Sin Eaters +Geist the Sin Eaters
    Mummy the Curse @@ -45,13 +48,41 @@

    2nd Edition
    -World of Darkness +Chronicles of Darkness Vampire the Requiem - - Werewolf the Forsaken + +Werewolf the Forsaken + + + +Mage the Awakening
    + + +Promethean the Created + + +Demon the Descent + + +Beast the Primordial + + + + + + + + + +


    @@ -120,13 +151,16 @@ - - - - - - - + + + + + + + + + +
    Customizable Attribute Settings
    @@ -159,10 +193,12 @@ - Virtue: - Virtue: + Virtue: + Virtue: Mask: Blood: + Life: + Elpis: @@ -176,6 +212,9 @@ Seeming: Archtype Decree: + Incarnation: + Family: + Profession: @@ -189,10 +228,12 @@ - Vice: - Vice: + Vice: + Vice: Dirge: Bone: + Legend: + Torment: @@ -206,6 +247,9 @@ Kith: Threshold: Guild: + Agenda: + Hunger: + Compact/Conspiracy: @@ -230,9 +274,12 @@ Lodge: Legacy: Athanor: + Role: Court: Krewe: Judge: + Catalyst: + Horror: @@ -622,6 +669,9 @@ Contracts Manifistations Pillars + Embeds/Exploits + Nightmares/Atavisms + Endowments @@ -694,7 +744,7 @@ - +
    @@ -1216,14 +1266,17 @@ @@ -1258,7 +1311,7 @@
    - Morality - Integrity + Morality + Integrity Humanity + Pilgrimage Harmony Wisdom Clarity Synergy Memory + Cover + Satiety
    - +
    @@ -1287,6 +1342,7 @@ PyrosGlamourPlasm + Aether @@ -1555,7 +1611,7 @@
    Cult
    - +

    @@ -1564,6 +1620,40 @@

    +
    +
    + Glitches
    + +
    +
    +
    + Pacts
    + +
    +
    +
    + Interlocks
    + +
    +
    +
    +
    +
    + Satiety Preferences
    + +
    +
    +
    + Lessons
    + +
    +
    +
    + Brood
    + +
    +
    +

    @@ -1608,6 +1698,8 @@ Lair Hollow Haunt + Bolthole + Lair
    @@ -1643,7 +1735,7 @@
    - Enchated Items
    + Enchanted Items

    @@ -1726,6 +1818,40 @@
    +
    +
    + Demonic Form Abilities
    + +
    +
    +
    + Gadgets
    + +
    +
    +
    + Covers
    + +
    +
    +
    +
    +
    + Horror
    + +
    +
    +
    + Family Ties
    + +
    +
    +
    + Lair Traits
    + +
    +
    +

    @@ -1763,7 +1889,7 @@ @@ -2917,4 +3043,4 @@ }); }); } - + \ No newline at end of file diff --git a/New World of Darkness Official/beast-bg.png b/New World of Darkness Official/beast-bg.png new file mode 100755 index 000000000000..bd45d08ccbcf Binary files /dev/null and b/New World of Darkness Official/beast-bg.png differ diff --git a/New World of Darkness Official/beast.jpg b/New World of Darkness Official/beast.jpg new file mode 100644 index 000000000000..85fae28c008e Binary files /dev/null and b/New World of Darkness Official/beast.jpg differ diff --git a/New World of Darkness Official/8FIG4h1g.png b/New World of Darkness Official/changeling-bg.png similarity index 100% rename from New World of Darkness Official/8FIG4h1g.png rename to New World of Darkness Official/changeling-bg.png diff --git a/New World of Darkness Official/IZVqwpH.png b/New World of Darkness Official/changeling.png similarity index 100% rename from New World of Darkness Official/IZVqwpH.png rename to New World of Darkness Official/changeling.png diff --git a/New World of Darkness Official/IYYhFQo.jpg b/New World of Darkness Official/chronicles-bg.jpg similarity index 100% rename from New World of Darkness Official/IYYhFQo.jpg rename to New World of Darkness Official/chronicles-bg.jpg diff --git a/New World of Darkness Official/demon-bg.png b/New World of Darkness Official/demon-bg.png new file mode 100755 index 000000000000..762834182789 Binary files /dev/null and b/New World of Darkness Official/demon-bg.png differ diff --git a/New World of Darkness Official/lrcLjVQ.png b/New World of Darkness Official/die.png similarity index 100% rename from New World of Darkness Official/lrcLjVQ.png rename to New World of Darkness Official/die.png diff --git a/New World of Darkness Official/dwYLPWZ.png b/New World of Darkness Official/geist.png similarity index 100% rename from New World of Darkness Official/dwYLPWZ.png rename to New World of Darkness Official/geist.png diff --git a/New World of Darkness Official/hunter-bg.png b/New World of Darkness Official/hunter-bg.png new file mode 100755 index 000000000000..bd010035f4cb Binary files /dev/null and b/New World of Darkness Official/hunter-bg.png differ diff --git a/New World of Darkness Official/hunter.png b/New World of Darkness Official/hunter.png new file mode 100755 index 000000000000..21b9bb6da242 Binary files /dev/null and b/New World of Darkness Official/hunter.png differ diff --git a/New World of Darkness Official/78XyEEZg.png b/New World of Darkness Official/mage-bg.png similarity index 100% rename from New World of Darkness Official/78XyEEZg.png rename to New World of Darkness Official/mage-bg.png diff --git a/New World of Darkness Official/bqAPsXa.png b/New World of Darkness Official/mage.png similarity index 100% rename from New World of Darkness Official/bqAPsXa.png rename to New World of Darkness Official/mage.png diff --git a/New World of Darkness Official/FBU0fWhg.jpg b/New World of Darkness Official/mummy-bg.jpg similarity index 100% rename from New World of Darkness Official/FBU0fWhg.jpg rename to New World of Darkness Official/mummy-bg.jpg diff --git a/New World of Darkness Official/Xmc8hrQ.png b/New World of Darkness Official/mummy.png similarity index 100% rename from New World of Darkness Official/Xmc8hrQ.png rename to New World of Darkness Official/mummy.png diff --git a/New World of Darkness Official/KR9EuG6g.png b/New World of Darkness Official/promethean-bg.png similarity index 100% rename from New World of Darkness Official/KR9EuG6g.png rename to New World of Darkness Official/promethean-bg.png diff --git a/New World of Darkness Official/80BTEph.png b/New World of Darkness Official/promethean.png similarity index 100% rename from New World of Darkness Official/80BTEph.png rename to New World of Darkness Official/promethean.png diff --git a/New World of Darkness Official/roll.jpg b/New World of Darkness Official/roll.jpg new file mode 100644 index 000000000000..b706d336f3e2 Binary files /dev/null and b/New World of Darkness Official/roll.jpg differ diff --git a/New World of Darkness Official/KaX7Y7u.png b/New World of Darkness Official/settings.png similarity index 100% rename from New World of Darkness Official/KaX7Y7u.png rename to New World of Darkness Official/settings.png diff --git a/New World of Darkness Official/sheet.json b/New World of Darkness Official/sheet.json index d972a34820bb..6da856ff3bb5 100644 --- a/New World of Darkness Official/sheet.json +++ b/New World of Darkness Official/sheet.json @@ -1,8 +1,8 @@ { "html": "NWoD_Official.html", "css": "NWoD_Official.css", - "authors": "Steve K.", + "authors": "Steve K., Shawn G.", "roll20userid": "5047", - "preview": "NWoD_Official.png", - "instructions": "The Official Chronicles of Darkness sheet supports both first (New World of Darkness) and second (Chronicles of Darkness) edition mechanics. It also supports World of Darkness, Vampire, Werewolf, Mage, Changeling, Gheist, Promethean, and Mummy systems. Checkout the Sheet Guide to get the most out of the new functionality of the official sheet." + "preview": "CofD_Official.png", + "instructions": "The Official Chronicles of Darkness sheet supports both first and second edition mechanics. It also supports Chronicles of Darkness, Vampire, Werewolf, Mage, Changeling, Geist, Promethean, Demon, Beast, Hunter and Mummy systems. Checkout the Sheet Guide to get the most out of the new functionality of the official sheet." } diff --git a/New World of Darkness Official/18vqolD.jpg b/New World of Darkness Official/vampire-bg.jpg similarity index 100% rename from New World of Darkness Official/18vqolD.jpg rename to New World of Darkness Official/vampire-bg.jpg diff --git a/New World of Darkness Official/BrsPdxD.png b/New World of Darkness Official/vampire.png similarity index 100% rename from New World of Darkness Official/BrsPdxD.png rename to New World of Darkness Official/vampire.png diff --git a/New World of Darkness Official/jxHfu9f.png b/New World of Darkness Official/werewolf-bg.png similarity index 100% rename from New World of Darkness Official/jxHfu9f.png rename to New World of Darkness Official/werewolf-bg.png diff --git a/New World of Darkness Official/xyrT55x.png b/New World of Darkness Official/werewolf.png similarity index 100% rename from New World of Darkness Official/xyrT55x.png rename to New World of Darkness Official/werewolf.png diff --git a/New World of Darkness Official/FtwTuzQg.png b/New World of Darkness Official/worldofdarkness.png similarity index 100% rename from New World of Darkness Official/FtwTuzQg.png rename to New World of Darkness Official/worldofdarkness.png diff --git a/Numenera_NathasNumenera_English/ReadMe.md b/Numenera_NathasNumenera_English/ReadMe.md index 59af69c768f6..9be51b3742c4 100644 --- a/Numenera_NathasNumenera_English/ReadMe.md +++ b/Numenera_NathasNumenera_English/ReadMe.md @@ -40,43 +40,43 @@ Version 4.8 (October 10th, 2015) : [Screenshot](NathasNumenera_tabs_v4-5.jpg). # Release Notes -##Release 4.8 (October 10th, 2015) +## Release 4.8 (October 10th, 2015) The API script must be updated in version 4.8. * By popular demand, the basic (non API) stat/skill roll template has been unified and only rolls one d20 dice (for the 3D dice users out there), whatever is the "Difficulty" roll parameter from the "Action" section. If the difficulty parameter has been set to 0, the beaten difficulty is no longer calculated (due to Roll20 limitations), but the raw d20 dice is shown, as the special natural rolls (1 or 17+), and the steps modifiying the difficulty are displayed (and summed). * New (small) API button to reset Action parameters -##Release 4.7 (September 2015) +## Release 4.7 (September 2015) Note that the [API script](https://github.com/Roll20/roll20-api-scripts/blob/master/Numenera_Natha/Numenera_Natha.js) needs to be updated to use the red buttons! Default values are now correctly set through the sheet or API so that every roll (with or without API/red or green buttons) can be used immediately after character creation. Roll templates have been clarified a bit and should look almost the same between basic and API rolls/buttons (+ API button for stat costs updates in the basic roll template). -##Release 4.6 (August 2015) +## Release 4.6 (August 2015) Enhanced basic roll templates (without using the API) to show Success of Failure. -##Release 4.5 (June 2015) +## Release 4.5 (June 2015) Special Damage added. API script updated accordingly. -##Release 4.4 (June 2015) +## Release 4.4 (June 2015) Skill level and Assets added to the Initiative roll parameters. API script updated accordingly. -##Release 4.3 (May 2015) +## Release 4.3 (May 2015) Skill level added to the roll parameters. API script updated accordingly. "Tiers" corrected to "Tier". -##Release 4.2 (April 2015) +## Release 4.2 (April 2015) Bug correction on NPC base difficulty display. Slight layout corrections. -##Release 4.1 (April 2015) +## Release 4.1 (April 2015) New "Asset" attribute as stat roll parameter, used by both the API rolls (v4.2+) and the integrated standard rolls. NOTE: by popular demand (of one user, Hi marturin!) the version 4.2+ of the API functions now integrates a new chat command to make stat roll with macros, a selected token and asking all the necessary parameters: !nathanum-macroroll. -##Release 4.0 (March 2015) +## Release 4.0 (March 2015) *No more need for macros! But templates added! And a new NPC tab on the sheet!* The sheet now integrate all the buttons for most of the necessary rolls, and display results in the chat using the new Roll20 _templates_. @@ -89,11 +89,11 @@ Red buttons : rolls using the API functions, automatically updating the stat Poo The other (and main) attributes are the same as in the previous version of the sheet, so your campaign can be updated without intervention on existing characters (backward compatibility). -##Release 3.0 (11/04/2014) +## Release 3.0 (11/04/2014) *New tabbed character sheet*, with improved readability, over three tabs : Main (stats, attacks, skills, special abilities), Numenéra & Equipment, Advancements & Background. The attributes are the same (so are the macros and API functions), so you can update your campaign with the new sheet (HTML and CSS) and existing character(s). -##Release 2.7 (09/22/2014) +## Release 2.7 (09/22/2014) No change to the character sheet. Enhanced Readme.md. Updates to the API functions and macros : diff --git a/Numenera_NathasNumenera_English/sheet.json b/Numenera_NathasNumenera_English/sheet.json index a6a043754282..80adaa3727cd 100644 --- a/Numenera_NathasNumenera_English/sheet.json +++ b/Numenera_NathasNumenera_English/sheet.json @@ -1,8 +1,9 @@ { "html": "NathasNumenera_tabs.htm", "css": "NathasNumenera_tabs.css", - "authors": "Nathanael TERRIEN", + "authors": "Natha", "roll20userid": "75857", "preview": "NathasNumenera_tabs_v4-5.jpg", - "instructions": "v4.8 (2015-10-10) To set up a token that's linked to the character sheet, and optionally for API scripts to enhance rolls, check the README.md file at https://github.com/Roll20/roll20-character-sheets/blob/master/Numenera_NathasNumenera_English/ReadMe.md." + "instructions": "v4.8 (2015-10-10) To set up a token that's linked to the character sheet, and optionally for API scripts to enhance rolls, check the [README](https://github.com/Roll20/roll20-character-sheets/blob/master/Numenera_NathasNumenera_English/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } \ No newline at end of file diff --git a/Numenera_NathasNumenera_French/ReadMe.md b/Numenera_NathasNumenera_French/ReadMe.md index 0a16d9dab356..2279091d4df0 100644 --- a/Numenera_NathasNumenera_French/ReadMe.md +++ b/Numenera_NathasNumenera_French/ReadMe.md @@ -50,47 +50,47 @@ Alternative (permettant de modifier les sources à votre convenance si vou # Notes de version -##Version 4.8 (10 Octobre 2015) +## Version 4.8 (10 Octobre 2015) Le script API doit être mis à jour en version 4.8. * À la demande d'utilisateurs de la FdP, le template de jet basique (non API) a été unifié, en ne lançant qu'un seul d20 dont le résultat brut est affiché. Si le paramètre de difficulté n'est pas pas renseigné dans le groupe "Action" (=0), la difficulté battue n'est plus calculée (du fait de limitations technique de Roll20), mais seulement les niveaux la diminuant ou l'augmentant. * Ajout d'un bouton de remise à zéro des paramètres de jet dans la section "Action" -##Version 4.7 (19 Septembre 2015) +## Version 4.7 (19 Septembre 2015) Notez que le [script API](https://github.com/Roll20/roll20-api-scripts/blob/master/Numenera_Natha/Numenera_Natha.js) doit être mis à jour pour utiliser les boutons "rouges" ! Les valeurs par défaut sont désormais valuées automatiquement par la fiche ou l'API, au besoin, et donc les boutons de jets sont immédiatement utilisables après la crétion du personnage. Les templates de jets ont été modifiés pour une légère clarification, et pour harmoniser l'affichage entre les jets par l'API et les jets "basiques". -##Version 4.6 (30 Août 2015) +## Version 4.6 (30 Août 2015) Amélioration de l'affichage des résultats des jets basiques d'attributs (hors API) avec indication de succès ou d'échec. -##Version 4.5 (13 Juin 2015) +## Version 4.5 (13 Juin 2015) Ajout des dégâts spéciaux dans la gestion de l'État du personnage. Le script API été mis à jour en conséquence. -##Version 4.4 (Juin 2015) +## Version 4.4 (Juin 2015) Ajout du niveau de compétence et des Atouts dans les paramètres de Jet d'Initiative. Le script API été mis à jour en conséquence. -##Version 4.3 (Mai 2015) +## Version 4.3 (Mai 2015) Ajout du niveau de compétence dans les paramètres de Jet. Le script API été mis à jour en conséquence. -##Version 4.2 (Avril 2015) +## Version 4.2 (Avril 2015) Début d'intégration de la traduction officielle VF de [Black Book Editions](http://www.black-book-editions.fr/contenu/file/165_nu_feuille_de_personnage_v0.pdf). Correction de l'affichage de la difficulté par défaut des PNJs. Quelques ajustements visuels. -##Version 4.1 (Avril 2015) +## Version 4.1 (Avril 2015) Nouvel attribut "Avantage" en tant que paramètre de jet de caractéristique, utilisé à la fois par les jets d'API (v4.2+) et standards/intégrés. NB : les fonctions API 4.2 intègrent aussi une nouvelle commande pour faire des jets de caractéristique par macro, avec un pion sélectionné et en demandant tous les paramètres nécessaires : !nathanum-macroroll. -##Version 4.0 (Mars 2015) +## Version 4.0 (Mars 2015) *Plus besoin de macros ! Et des templates! Et une version PNJ de la feuille !* La feuille intègre directement les boutons nécessaires à la plupart des jets, et l'affichages des résultats se fait dans le chat avec la nouvelle fonctions de _templates_ de Roll20. @@ -103,13 +103,12 @@ Boutons rouges : jets avec appels de l'API (cf. ci-dessus) pour une mise à Les autres attributs restent identiques à la version précédente, donc il est possible de mettre à jour votre campagne avec la nouvelle feuille de personnage (HTML et CSS) et conserver les personnages existants. -##Version 3.0 (05/11/2014) +## Version 3.0 (05/11/2014) *Nouvelle feuille de personnage avec onglets* (lisibilité améliorée).
    Trois onglets : Principale (attributs, attaques, compétences, capacités spéciales), Numenéra & Équipement, Avancements & Background. Les attributs Roll20 restent identiques à la version précédente (ainsi que les macros et fonctions API), donc il est possible de mettre à jour votre campagne avec la nouvelle feuille de personnage (HTML et CSS) et conserver les personnages existants. - -##Version 2.7 (22/09/2014) +## Version 2.7 (22/09/2014) Pas de modification de la feuille de personnage. Déplacemet des fichiers de scripts API et de Macros vers Gist. Améliorations du Readme. @@ -120,7 +119,7 @@ Modifications des fonctions [API](https://gist.github.com/NathaTerrien/14536ac9e ## Version 2.2 (23/08/2014) Encodage HTML de tous les accents (ReadMe.md, NathasNumenera_Roll20_Macros_French.md, NathasNumenera_Roll20_API_French.js, NathasNumenera_Roll20_CharacterSheet_Layout_French.htm). -##Version 2.1 (29/07/2014) +## Version 2.1 (29/07/2014) 1. Mise à jour de **NathasNumenera_Roll20_CharacterSheet_Layout_French.htm** : 1. Section "Avancement" plus détaillées, avec un attribut par avancement et par tiers. 2. Vous pouvez supprimer des personnages existants les attributs xp-stats, xp-edge etc... qui ne seront plus utilisés. @@ -128,4 +127,3 @@ Encodage HTML de tous les accents (ReadMe.md, NathasNumenera_Roll20_Macros_Frenc 3. Nouvelle capture d'écran / feuille 4. Mise à jour de sheet.json pour intégrer la nouvelle capture d'écran 5. Remplacement du fichier texte (.txt) des macros par un fichier markdown (.md) pour une meilleure lisibilité sur Github ("NathasNumenera_Roll20_Macros_French.md") - diff --git a/Numenera_NathasNumenera_French/sheet.json b/Numenera_NathasNumenera_French/sheet.json index 1355ca353b54..afe9531be561 100644 --- a/Numenera_NathasNumenera_French/sheet.json +++ b/Numenera_NathasNumenera_French/sheet.json @@ -1,8 +1,9 @@ { "html": "NathasNumenera_tabs.htm", "css": "NathasNumenera_tabs.css", - "authors": "Nathanael TERRIEN", + "authors": "Natha", "roll20userid": "75857", "preview": "NathasNumenera_tabs_v4-5.jpg", - "instructions": "v4.8 (2015-10-10). Lisez le ficher README.md (https://github.com/Roll20/roll20-character-sheets/blob/master/Numenera_NathasNumenera_French/ReadMe.md) pour mettre en place un pion avec la feuille de personnage, et éventuellement ajouter les scripts API accompagnant la fiche de personnage." + "instructions": "v4.8 (2015-10-10). Lisez le ficher [README](https://github.com/Roll20/roll20-character-sheets/blob/master/Numenera_NathasNumenera_French/ReadMe.md) pour mettre en place un pion avec la feuille de personnage, et éventuellement ajouter les scripts API accompagnant la fiche de personnage." + ,"tipeee":"https://www.tipeee.com/natharoll20" } \ No newline at end of file diff --git a/Open Legend Basic by Great Moustache/Open Legend Homebrew.html b/Open Legend Basic by Great Moustache/Open Legend Homebrew.html index 02ee077cad22..c128857b1f23 100644 --- a/Open Legend Basic by Great Moustache/Open Legend Homebrew.html +++ b/Open Legend Basic by Great Moustache/Open Legend Homebrew.html @@ -7,7 +7,6 @@ calcToughness(); calcResolve(); calcHitPoints(); - calcXPchanges(); calcHeavy(); calcBulky(); calcSpeed(); @@ -31,6 +30,13 @@ calcProtection(); calcAllActionRolls(); }); + + // Function to combine the double columns in Feats, Perks, Flaws, & Power Level for Actions + // **** To be removed after a few months, only needed for pre-existing characters + // **** Put in July 2017 +// function tempFixColumns() { +// stuff here +// }; // Function to determine dice number :: takes in the attribute score :: outputs the dice number function calcAttributeDiceNumber(value) { @@ -742,20 +748,32 @@ // Anytime XP is updated, recalculate Attribute Points and Feat Points and Level on("change:xp", function() { - calcXPchanges(); - }); - - // Function to run when XP is changed - function calcXPchanges() { getAttrs(["xp"], function(values) { setAttrs({ - "level": Math.floor(values.xp/3) + 1, - "attribute_points": values.xp*3 + 40, - "feat_total_points": values.xp*1 + 6 + "level": Math.floor(values.xp/3) + 1 }); + calcXPpoints(values.xp); }); - }; + }); + on("change:level", function() { + getAttrs(["level"], function(values) { + setAttrs({ + "xp": (values.level*1 - 1)*3 + }); + calcXPpoints((values.level*1 - 1)*3); + }); + }); + + // Function to run when XP is changed + function calcXPpoints(value) { + setAttrs({ + "attribute_points": value*3 + 40, + "feat_total_points": value*1 + 6, + "xp": value*1 + }); + }; + // Anytime Agility score is changed, update cost and dice on("change:agility_score change:agility_dice_d20 change:agility_cost_modifier change:agility_dice_modifier", function() { calcAttributes(); @@ -764,8 +782,16 @@ // Function for calculating everything to do with Agility function calcAgility() { getAttrs(["agility_score", "agility_substitution", "agility_dice_d20", "agility_cost_modifier", "agility_dice_modifier"], function(values) { - var score = values.agility_score*1 + values.agility_dice_modifier*1; - var scoreCost = values.agility_score*1 + values.agility_cost_modifier*1; + var score = values.agility_score*1; + if(score < 0) { + score = 0; + setAttrs({ "agility_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "agility_score": 9 }); + } + var scoreCost = score + values.agility_cost_modifier*1; + score = score + values.agility_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -781,8 +807,8 @@ roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; rollInitiative = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}&{tracker}]]"; } else { - roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "&{tracker}]]"; + roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; + rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "&{tracker}]]"; } setAttrs({ "agility_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -803,8 +829,16 @@ // Function for calculating everything to do with Fortitude function calcFortitude() { getAttrs(["fortitude_score", "fortitude_substitution", "fortitude_dice_d20", "fortitude_cost_modifier", "fortitude_dice_modifier"], function(values) { - var score = values.fortitude_score*1 + values.fortitude_dice_modifier*1; - var scoreCost = values.fortitude_score*1 + values.fortitude_cost_modifier*1; + var score = values.fortitude_score*1; + if(score < 0) { + score = 0; + setAttrs({ "fortitude_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "fortitude_score": 9 }); + } + var scoreCost = score + values.fortitude_cost_modifier*1; + score = score + values.fortitude_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -818,7 +852,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "fortitude_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -838,8 +872,16 @@ // Function for calculating everything to do with Might function calcMight() { getAttrs(["might_score", "might_substitution", "might_dice_d20", "might_cost_modifier", "might_dice_modifier"], function(values) { - var score = values.might_score*1 + values.might_dice_modifier*1; - var scoreCost = values.might_score*1 + values.might_cost_modifier*1; + var score = values.might_score*1; + if(score < 0) { + score = 0; + setAttrs({ "might_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "might_score": 9 }); + } + var scoreCost = score + values.might_cost_modifier*1; + score = score + values.might_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -853,7 +895,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "might_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -873,8 +915,16 @@ // Function for calculating everything to do with Deception function calcDeception() { getAttrs(["deception_score", "deception_dice_d20", "deception_cost_modifier", "deception_dice_modifier"], function(values) { - var score = values.deception_score*1 + values.deception_dice_modifier*1; - var scoreCost = values.deception_score*1 + values.deception_cost_modifier*1; + var score = values.deception_score*1; + if(score < 0) { + score = 0; + setAttrs({ "deception_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "deception_score": 9 }); + } + var scoreCost = score + values.deception_cost_modifier*1; + score = score + values.deception_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -882,7 +932,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "deception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -901,8 +951,16 @@ // Function for calculating everything to do with Presence function calcPresence() { getAttrs(["presence_score", "presence_substitution", "presence_dice_d20", "presence_cost_modifier", "presence_dice_modifier"], function(values) { - var score = values.presence_score*1 + values.presence_dice_modifier*1; - var scoreCost = values.presence_score*1 + values.presence_cost_modifier*1; + var score = values.presence_score*1; + if(score < 0) { + score = 0; + setAttrs({ "presence_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "presence_score": 9 }); + } + var scoreCost = score + values.presence_cost_modifier*1; + score = score + values.presence_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -916,7 +974,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "presence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -936,8 +994,16 @@ // Function for calculating everything to do with Persuasion function calcPersuasion() { getAttrs(["persuasion_score", "persuasion_dice_d20", "persuasion_cost_modifier", "persuasion_dice_modifier"], function(values) { - var score = values.persuasion_score*1 + values.persuasion_dice_modifier*1; - var scoreCost = values.persuasion_score*1 + values.persuasion_cost_modifier*1; + var score = values.persuasion_score*1; + if(score < 0) { + score = 0; + setAttrs({ "persuasion_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "persuasion_score": 9 }); + } + var scoreCost = score + values.persuasion_cost_modifier*1; + score = score + values.persuasion_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -945,7 +1011,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "persuasion_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -964,8 +1030,16 @@ // Function for calculating everything to do with Learning function calcLearning() { getAttrs(["learning_score", "learning_dice_d20", "learning_cost_modifier", "learning_dice_modifier"], function(values) { - var score = values.learning_score*1 + values.learning_dice_modifier*1; - var scoreCost = values.learning_score*1 + values.learning_cost_modifier*1; + var score = values.learning_score*1; + if(score < 0) { + score = 0; + setAttrs({ "learning_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "learning_score": 9 }); + } + var scoreCost = score + values.learning_cost_modifier*1; + score = score + values.learning_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -973,7 +1047,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "learning_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -992,8 +1066,16 @@ // Function for calculating everything to do with Logic function calcLogic() { getAttrs(["logic_score", "logic_dice_d20", "logic_cost_modifier", "logic_dice_modifier"], function(values) { - var score = values.logic_score*1 + values.logic_dice_modifier*1; - var scoreCost = values.logic_score*1 + values.logic_cost_modifier*1; + var score = values.logic_score*1; + if(score < 0) { + score = 0; + setAttrs({ "logic_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "logic_score": 9 }); + } + var scoreCost = score + values.logic_cost_modifier*1; + score = score + values.logic_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1001,7 +1083,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "logic_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1020,8 +1102,16 @@ // Function for calculating everything to do with Perception function calcPerception() { getAttrs(["perception_score", "perception_dice_d20", "perception_cost_modifier", "perception_dice_modifier"], function(values) { - var score = values.perception_score*1 + values.perception_dice_modifier*1; - var scoreCost = values.perception_score*1 + values.perception_cost_modifier*1; + var score = values.perception_score*1; + if(score < 0) { + score = 0; + setAttrs({ "perception_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "perception_score": 9 }); + } + var scoreCost = score + values.perception_cost_modifier*1; + score = score + values.perception_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1029,7 +1119,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "perception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1048,8 +1138,16 @@ // Function for calculating everything to do with Will function calcWill() { getAttrs(["will_score", "will_substitution", "will_dice_d20", "will_cost_modifier", "will_dice_modifier"], function(values) { - var score = values.will_score*1 + values.will_dice_modifier*1; - var scoreCost = values.will_score*1 + values.will_cost_modifier*1; + var score = values.will_score*1; + if(score < 0) { + score = 0; + setAttrs({ "will_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "will_score": 9 }); + } + var scoreCost = score + values.will_cost_modifier*1; + score = score + values.will_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1063,7 +1161,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "will_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1083,8 +1181,16 @@ // Function for calculating everything to do with Alteration function calcAlteration() { getAttrs(["alteration_score", "alteration_dice_d20", "alteration_cost_modifier", "alteration_dice_modifier"], function(values) { - var score = values.alteration_score*1 + values.alteration_dice_modifier*1; - var scoreCost = values.alteration_score*1 + values.alteration_cost_modifier*1; + var score = values.alteration_score*1; + if(score < 0) { + score = 0; + setAttrs({ "alteration_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "alteration_score": 9 }); + } + var scoreCost = score + values.alteration_cost_modifier*1; + score = score + values.alteration_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1092,7 +1198,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "alteration_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1111,8 +1217,16 @@ // Function for calculating everything to do with Creation function calcCreation() { getAttrs(["creation_score", "creation_dice_d20", "creation_cost_modifier", "creation_dice_modifier"], function(values) { - var score = values.creation_score*1 + values.creation_dice_modifier*1; - var scoreCost = values.creation_score*1 + values.creation_cost_modifier*1; + var score = values.creation_score*1; + if(score < 0) { + score = 0; + setAttrs({ "creation_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "creation_score": 9 }); + } + var scoreCost = score + values.creation_cost_modifier*1; + score = score + values.creation_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1120,7 +1234,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "creation_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1139,8 +1253,16 @@ // Function for calculating everything to do with Energy function calcEnergy() { getAttrs(["energy_score", "energy_dice_d20", "energy_cost_modifier", "energy_dice_modifier"], function(values) { - var score = values.energy_score*1 + values.energy_dice_modifier*1; - var scoreCost = values.energy_score*1 + values.energy_cost_modifier*1; + var score = values.energy_score*1; + if(score < 0) { + score = 0; + setAttrs({ "energy_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "energy_score": 9 }); + } + var scoreCost = score + values.energy_cost_modifier*1; + score = score + values.energy_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1148,7 +1270,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "energy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1167,8 +1289,16 @@ // Function for calculating everything to do with Entropy function calcEntropy() { getAttrs(["entropy_score", "entropy_dice_d20", "entropy_cost_modifier", "entropy_dice_modifier"], function(values) { - var score = values.entropy_score*1 + values.entropy_dice_modifier*1; - var scoreCost = values.entropy_score*1 + values.entropy_cost_modifier*1; + var score = values.entropy_score*1; + if(score < 0) { + score = 0; + setAttrs({ "entropy_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "entropy_score": 9 }); + } + var scoreCost = score + values.entropy_cost_modifier*1; + score = score + values.entropy_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1176,7 +1306,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "entropy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1195,8 +1325,16 @@ // Function for calculating everything to do with Influence function calcInfluence() { getAttrs(["influence_score", "influence_dice_d20", "influence_cost_modifier", "influence_dice_modifier"], function(values) { - var score = values.influence_score*1 + values.influence_dice_modifier*1; - var scoreCost = values.influence_score*1 + values.influence_cost_modifier*1; + var score = values.influence_score*1; + if(score < 0) { + score = 0; + setAttrs({ "influence_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "influence_score": 9 }); + } + var scoreCost = score + values.influence_cost_modifier*1; + score = score + values.influence_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1204,7 +1342,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "influence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1223,8 +1361,16 @@ // Function for calculating everything to do with Movement function calcMovement() { getAttrs(["movement_score", "movement_dice_d20", "movement_cost_modifier", "movement_dice_modifier"], function(values) { - var score = values.movement_score*1 + values.movement_dice_modifier*1; - var scoreCost = values.movement_score*1 + values.movement_cost_modifier*1; + var score = values.movement_score*1; + if(score < 0) { + score = 0; + setAttrs({ "movement_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "movement_score": 9 }); + } + var scoreCost = score + values.movement_cost_modifier*1; + score = score + values.movement_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1232,7 +1378,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "movement_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1251,8 +1397,16 @@ // Function for calculating everything to do with Protection function calcPrescience() { getAttrs(["prescience_score", "prescience_dice_d20", "prescience_cost_modifier", "prescience_dice_modifier"], function(values) { - var score = values.prescience_score*1 + values.prescience_dice_modifier*1; - var scoreCost = values.prescience_score*1 + values.prescience_cost_modifier*1; + var score = values.prescience_score*1; + if(score < 0) { + score = 0; + setAttrs({ "prescience_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "prescience_score": 9 }); + } + var scoreCost = score + values.prescience_cost_modifier*1; + score = score + values.prescience_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1260,7 +1414,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "prescience_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1279,8 +1433,16 @@ // Function for calculating everything to do with Protection function calcProtection() { getAttrs(["protection_score", "protection_dice_d20", "protection_cost_modifier", "protection_dice_modifier"], function(values) { - var score = values.protection_score*1 + values.protection_dice_modifier*1; - var scoreCost = values.protection_score*1 + values.protection_cost_modifier*1; + var score = values.protection_score*1; + if(score < 0) { + score = 0; + setAttrs({ "protection_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "protection_score": 9 }); + } + var scoreCost = score + values.protection_cost_modifier*1; + score = score + values.protection_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1288,7 +1450,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "protection_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1362,6 +1524,13 @@ }); }); }); + on("change:output_legendaryitems", function() { + getAttrs(["output_legendaryitems"], function(values) { + setAttrs({ + "display_legendaryitems_flag": showHide(values.output_legendaryitems) + }); + }); + }); on("change:output_feats", function() { getAttrs(["output_feats"], function(values) { setAttrs({ @@ -1539,6 +1708,13 @@ }); }); }); + on("change:repeating_legendary:settingsflag", function() { + getAttrs(["repeating_legendary_settingsFlag"], function(values) { + setAttrs({ + "repeating_legendary_displaySettingsFlag": showHide(values.repeating_legendary_settingsFlag) + }); + }); + }); on("change:repeating_featsLeft:settingsflag", function() { getAttrs(["repeating_featsLeft_settingsFlag"], function(values) { setAttrs({ @@ -1593,7 +1769,7 @@ getSectionIDs("repeating_actions", function(actionsArray) { if(actionsArray.length > 0) { _.each(actionsArray, function(currentID, i) { - getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_d20", "repeating_actions_" + currentID + "_dice_modifier", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "repeating_actions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { + getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_roll_d20", "repeating_actions_" + currentID + "_dice_modifier", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "repeating_actions_" + currentID + "_power_level_max", "repeating_actions_" + currentID + "_power_levelmax", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { var update = {}; var score = 0; if(v["repeating_actions_" + currentID + "_action_attribute"] === "Agility") { @@ -1641,18 +1817,32 @@ var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var roll = ""; + var powerLevelMax = 0; + if(!isNaN(v["repeating_actions_" + currentID + "_power_level_max"]) && v["repeating_actions_" + currentID + "_power_level_max"]*1 != 0) { + powerLevelMax = v["repeating_actions_" + currentID + "_power_level_max"]*1; + update["repeating_actions_" + currentID + "_power_levelmax"] = powerLevelMax*1; + update["repeating_actions_" + currentID + "_power_level_max"] = 0; + } else { + update["repeating_actions_" + currentID + "_power_level_max"] = 0; + if(!isNaN(v["repeating_actions_" + currentID + "_power_levelmax"])) { + powerLevelMax = v["repeating_actions_" + currentID + "_power_levelmax"]*1; + } else { + update["repeating_actions_" + currentID + "_power_levelmax"] = 0; + } + } if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(v["repeating_actions_" + currentID + "_dice_d20"])) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + if(isNaN(v["repeating_actions_" + currentID + "_dice_roll_d20"])) { + update["repeating_actions_" + currentID + "_dice_roll_d20"] = "1d20!!"; + roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } else { - roll = "[[" + v["repeating_actions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + v["repeating_actions_" + currentID + "_dice_roll_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } } if(v["repeating_actions_" + currentID + "_use_power_level"] === "Yes") { update["repeating_actions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level"]*2 + "]]"; - update["repeating_actions_" + currentID + "_power_target_max"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level_max"]*2 + "]]"; + update["repeating_actions_" + currentID + "_power_targetmax"] = "[[10 + " + powerLevelMax*2 + "]]"; } else { update["repeating_actions_" + currentID + "_power_target"] = ""; } @@ -1668,7 +1858,7 @@ getSectionIDs("repeating_otheractions", function(actionsArray) { if(actionsArray.length > 0) { _.each(actionsArray, function(currentID, i) { - getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_d20", "repeating_otheractions_" + currentID + "_dice_modifier", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "repeating_otheractions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { + getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_roll_d20", "repeating_otheractions_" + currentID + "_dice_modifier", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "repeating_otheractions_" + currentID + "_power_levelmax", "repeating_otheractions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { var updateother = {}; var score = 0; if(v["repeating_otheractions_" + currentID + "_action_attribute"] === "Agility") { @@ -1709,25 +1899,39 @@ score = v.protection_score*1 + v.protection_dice_modifier*1; } if(isNaN(v["repeating_otheractions_" + currentID + "_dice_modifier"])) { - update["repeating_otheractions_" + currentID + "_dice_modifier"] = 0; + updateother["repeating_otheractions_" + currentID + "_dice_modifier"] = 0; } else { score = score*1 + v["repeating_otheractions_" + currentID + "_dice_modifier"]*1; } var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var roll = ""; + var powerLevelMax = 0; + if(!isNaN(v["repeating_otheractions_" + currentID + "_power_level_max"]) && v["repeating_otheractions_" + currentID + "_power_level_max"]*1 != 0) { + powerLevelMax = v["repeating_otheractions_" + currentID + "_power_level_max"]*1; + updateother["repeating_otheractions_" + currentID + "_power_levelmax"] = powerLevelMax*1; + updateother["repeating_otheractions_" + currentID + "_power_level_max"] = 0; + } else { + updateother["repeating_otheractions_" + currentID + "_power_level_max"] = 0; + if(!isNaN(v["repeating_otheractions_" + currentID + "_power_levelmax"])) { + powerLevelMax = v["repeating_otheractions_" + currentID + "_power_levelmax"]*1; + } else { + updateother["repeating_otheractions_" + currentID + "_power_levelmax"] = 0; + } + } if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(v["repeating_otheractions_" + currentID + "_dice_d20"])) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + if(isNaN(v["repeating_otheractions_" + currentID + "_dice_roll_d20"])) { + updateother["repeating_otheractions_" + currentID + "_dice_roll_d20"] = "1d20!!"; + roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } else { - roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_roll_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } } if(v["repeating_otheractions_" + currentID + "_use_power_level"] === "Yes") { updateother["repeating_otheractions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level"]*2 + "]]"; - updateother["repeating_otheractions_" + currentID + "_power_target_max"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level_max"]*2 + "]]"; + updateother["repeating_otheractions_" + currentID + "_power_target_max"] = "[[10 + " + powerLevelMax*2 + "]]"; } else { updateother["repeating_otheractions_" + currentID + "_power_target"] = ""; } @@ -1738,14 +1942,97 @@ } }); }; - + + // Function for calculating rolls for Legendary Items + on("change:repeating_legendary:dice_roll_d20 change:repeating_legendary:dice_modifier", function() { + getAttrs(["repeating_legendary_dice_roll_d20", "repeating_legendary_dice_modifier"], function(values) { + var score = values.repeating_legendary_dice_modifier*1; + var number = 0; + var type = ""; + if(isNaN(values.repeating_legendary_dice_modifier)) { + setAttrs({ "repeating_legendary_dice_modifier": 0 }); + } else { + switch(score) { + case 1: + number = 1; + type = "d4!!"; + break; + case 2: + number = 1; + type = "d6!!"; + break; + case 3: + number = 1; + type = "d8!!"; + break; + case 4: + number = 1; + type = "d10!!"; + break; + case 5: + number = 2; + type = "d6!!"; + break; + case 6: + number = 2; + type = "d8!!"; + break; + case 7: + number = 2; + type = "d10!!"; + break; + case 8: + number = 3; + type = "d8!!"; + break; + case 9: + number = 3; + type = "d10!!"; + break; + case 10: + number = 4; + type = "d8!!"; + break; + default: + number = 0; + type = ""; + } + } + var roll = ""; + if(isNaN(values.repeating_legendary_dice_roll_d20)) { + setAttrs({ "repeating_legendary_dice_roll_d20": "1d20!!" }); + roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; + } else { + roll = "[[" + values.repeating_legendary_dice_roll_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; + } + setAttrs({ + "repeating_legendary_dice_roll": roll + }); + }); + }); + + // On Change for Use Power Level in Legendary Items + on("change:repeating_legendary:use_power_level change:repeating_legendary:power_level change:repeating_legendary:power_levelmax", function() { + getAttrs(["repeating_legendary_use_power_level", "repeating_legendary_power_level", "repeating_legendary_power_levelmax"], function(values) { + if(values.repeating_legendary_use_power_level === "Yes") { + setAttrs({ + "repeating_legendary_power_target": "[[10 + " + values.repeating_legendary_power_level*2 + "]]", + "repeating_legendary_power_targetmax": "[[10 + " + values.repeating_legendary_power_levelmax*2 + "]]" + }); + } else { + setAttrs({ + "repeating_legendary_power_target": "" + }); + } + }); + }); // On Change for Use Power Level in actions - on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_level_max", function() { - getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_level_max"], function(values) { + on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_levelmax", function() { + getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_levelmax"], function(values) { if(values.repeating_otheractions_use_power_level === "Yes") { setAttrs({ "repeating_otheractions_power_target": "[[10 + " + values.repeating_otheractions_power_level*2 + "]]", - "repeating_otheractions_power_target_max": "[[10 + " + values.repeating_otheractions_power_level_max*2 + "]]" + "repeating_otheractions_power_targetmax": "[[10 + " + values.repeating_otheractions_power_levelmax*2 + "]]" }); } else { setAttrs({ @@ -1755,12 +2042,12 @@ }); }); // On Change for Use Power Level in actions - on("change:repeating_actions:use_power_level change:repeating_actions:power_level change:repeating_actions:power_level_max", function() { - getAttrs(["repeating_actions_use_power_level", "repeating_actions_power_level", "repeating_actions_power_level_max"], function(values) { + on("change:repeating_actions:use_power_level change:repeating_actions:power_level change:repeating_actions:power_levelmax", function() { + getAttrs(["repeating_actions_use_power_level", "repeating_actions_power_level", "repeating_actions_power_levelmax"], function(values) { if(values.repeating_actions_use_power_level === "Yes") { setAttrs({ "repeating_actions_power_target": "[[10 + " + values.repeating_actions_power_level*2 + "]]", - "repeating_actions_power_target_max": "[[10 + " + values.repeating_actions_power_level_max*2 + "]]" + "repeating_actions_power_targetmax": "[[10 + " + values.repeating_actions_power_levelmax*2 + "]]" }); } else { setAttrs({ @@ -1769,9 +2056,65 @@ } }); }); + + // On Change for d20 of favored actions + on("change:repeating_legendary:select_dice_d20", function() { + getAttrs(["repeating_legendary_select_dice_d20"], function(values) { + switch(values.repeating_legendary_select_dice_d20) { + case "Normal": + setAttrs({ "repeating_legendary_dice_roll_d20": "1d20!!" }); + break; + case "Advantage": + setAttrs({ "repeating_legendary_dice_roll_d20": "2d20!!kh1" }); + break; + case "Disadvantage": + setAttrs({ "repeating_legendary_dice_roll_d20": "2d20!!kl1" }); + break; + default: + setAttrs({ "repeating_legendary_dice_roll_d20": "1d20!!" }); + } + }); + }); + // On Change for d20 of other actions + on("change:repeating_otheractions:select_dice_d20", function() { + getAttrs(["repeating_otheractions_select_dice_d20"], function(values) { + switch(values.repeating_otheractions_select_dice_d20) { + case "Normal": + setAttrs({ "repeating_otheractions_dice_roll_d20": "1d20!!" }); + break; + case "Advantage": + setAttrs({ "repeating_otheractions_dice_roll_d20": "2d20!!kh1" }); + break; + case "Disadvantage": + setAttrs({ "repeating_otheractions_dice_roll_d20": "2d20!!kl1" }); + break; + default: + setAttrs({ "repeating_otheractions_dice_roll_d20": "1d20!!" }); + } + }); + }); + // On Change for d20 of favored actions + on("change:repeating_actions:select_dice_d20", function() { + getAttrs(["repeating_actions_select_dice_d20"], function(values) { + switch(values.repeating_actions_select_dice_d20) { + case "Normal": + setAttrs({ "repeating_actions_dice_roll_d20": "1d20!!" }); + break; + case "Advantage": + setAttrs({ "repeating_actions_dice_roll_d20": "2d20!!kh1" }); + break; + case "Disadvantage": + setAttrs({ "repeating_actions_dice_roll_d20": "2d20!!kl1" }); + break; + default: + setAttrs({ "repeating_actions_dice_roll_d20": "1d20!!" }); + } + }); + }); + // On Change for calculating rolls for Actions - on("change:repeating_actions:action_attribute change:repeating_actions:dice_d20 change:repeating_actions:dice_modifier", function() { - getAttrs(["repeating_actions_action_attribute", "repeating_actions_dice_d20", "repeating_actions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { + on("change:repeating_actions:action_attribute change:repeating_actions:dice_roll_d20 change:repeating_actions:dice_modifier", function() { + getAttrs(["repeating_actions_action_attribute", "repeating_actions_dice_roll_d20", "repeating_actions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { var score = 0; if(values.repeating_actions_action_attribute === "Agility") { score = values.agility_score*1 + values.agility_dice_modifier*1; @@ -1821,11 +2164,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(values.repeating_actions_dice_d20)) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } else { - roll = "[[" + values.repeating_actions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } + roll = "[[" + values.repeating_actions_dice_roll_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "repeating_actions_dice_roll": roll @@ -1833,8 +2172,8 @@ }); }); // On Change for calculating rolls for Actions - on("change:repeating_otheractions:action_attribute change:repeating_otheractions:dice_d20 change:repeating_otheractions:dice_modifier", function() { - getAttrs(["repeating_otheractions_action_attribute", "repeating_otheractions_dice_d20", "repeating_otheractions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { + on("change:repeating_otheractions:action_attribute change:repeating_otheractions:dice_roll_d20 change:repeating_otheractions:dice_modifier", function() { + getAttrs(["repeating_otheractions_action_attribute", "repeating_otheractions_dice_roll_d20", "repeating_otheractions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { var score = 0; if(values.repeating_otheractions_action_attribute === "Agility") { score = values.agility_score*1 + values.agility_dice_modifier*1; @@ -1884,11 +2223,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(values.repeating_otheractions_dice_d20)) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } else { - roll = "[[" + values.repeating_otheractions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } + roll = "[[" + values.repeating_otheractions_dice_roll_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "repeating_otheractions_dice_roll": roll @@ -2555,7 +2890,7 @@
    -
    Re-Arranged Attributes to Match Website :: 2017.03.25 Version 1.7.91 y
    +
    Fixed Pre-existing Actions not rolling & Can now modify Level & Min/Max Attribute Score enforced :: 2017.05.14 Version 1.8.6 y
    Character Info
    @@ -2566,8 +2901,8 @@
    Sanity
    Favored Actions
    Other Actions
    -
    Feats
    -
    Perks & Flaws
    +
    Legendary Items
    +
    Feats, Perks & Flaws
    Inventory
    Other Inv/Notes
    @@ -2597,10 +2932,10 @@
    -
    +
    -
    +
    @@ -2646,7 +2981,7 @@
    - +
    Character's Goals, Beliefs, and Instincts
    Use this section to give you ideas to help drive your character's actions.
    @@ -2955,7 +3290,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Learning.
    @@ -3011,7 +3346,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Logic.
    @@ -3067,7 +3402,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Perception.
    @@ -3123,7 +3458,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Will.
    @@ -3191,7 +3526,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Deception.
    @@ -3247,7 +3582,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Persuasion.
    @@ -3303,7 +3638,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Presence.
    @@ -3371,7 +3706,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Alteration.
    @@ -3427,7 +3762,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Creation.
    @@ -3483,7 +3818,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Energy.
    @@ -3539,7 +3874,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Entropy.
    @@ -3595,7 +3930,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Influence.
    @@ -3651,7 +3986,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Movement.
    @@ -3707,7 +4042,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Prescience.
    @@ -3763,7 +4098,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Protection.
    @@ -3776,10 +4111,11 @@
    -
    +
    +
    Click to roll Resist Bane
    @@ -3793,9 +4129,6 @@
    Might
    Armor
    -
    Other
    @@ -3806,10 +4139,11 @@
    -
    +
    +
    Click to roll Resist Bane
    @@ -3830,10 +4164,11 @@
    -
    +
    +
    Click to roll Resist Bane
    @@ -3899,7 +4234,7 @@
    -
    +
    Click to roll Initiative
    Base
    @@ -3940,11 +4275,13 @@
    y
    -
    +
    Name:
    + +
    Attribute
    vs
    Target
    @@ -3983,23 +4320,23 @@
    Attribute Dice Bonus/Penalty:
    +
    d20 for this action is:
    -
    - + + +
    - -
    + +
    For a Boon
    Minimum
    Maximum
    Use Power level
    -
    +
    Description/Special/Flavor Text
    @@ -4026,7 +4363,7 @@
    y
    -
    +
    Name:
    @@ -4069,23 +4406,122 @@
    Attribute Dice Bonus/Penalty:
    + +
    d20 for this action is:
    +
    + +
    + + +
    For a Boon
    +
    Minimum
    +
    Maximum
    +
    Use Power level
    +
    +
    +
    Description/Special/Flavor Text
    +
    +
    +
    +
    +
    +
    +
    + +
    + +
    + +
    +
    Legendary Items
    +
    Attacks, Boons, & Banes
    +
    +
    + +
    Settings
    +
    Name (click to roll)
    + +
    +
    +
    +
    y
    +
    + +
    +
    Name:
    +
    +
    Attribute
    +
    vs
    +
    Target
    +
    + +
    +
    vs
    +
    + +
    + +
    Attribute Dice:
    +
    + +
    +
    d20 for this action is:
    -
    - + + +
    - -
    + +
    For a Boon
    Minimum
    Maximum
    Use Power level
    -
    +
    Description/Special/Flavor Text
    @@ -4094,7 +4530,7 @@
    - +
    @@ -4152,7 +4588,7 @@
    -
    + @@ -4681,7 +5117,7 @@ {{#description}}
    Description/Flavor Text
    -
    {{description}}
    +
    {{description}}
    {{/description}}
    diff --git a/Open Legend Basic by Great Moustache/Open Legend.css b/Open Legend Basic by Great Moustache/Open Legend.css index 3300d5a447c0..da6a7b8b22fd 100644 --- a/Open Legend Basic by Great Moustache/Open Legend.css +++ b/Open Legend Basic by Great Moustache/Open Legend.css @@ -324,6 +324,8 @@ /* add shadows to text or divs/boxes */ .sheet-boxShadow, .sheet-rolltemplate-openLegend .sheet-boxShadow { box-shadow: 0 2px 8px rgba(0, 0, 0, .3); } .sheet-textShadow, .sheet-rolltemplate-openLegend .sheet-textShadow { text-shadow: 2px 2px 8px #000000; } + +.sheet-scroll, .sheet-rolltemplate-openLegend .sheet-scroll { overflow-y: auto; } /* Text & Number formatting */ .charsheet input, .charsheet select { display: inline-block; @@ -340,16 +342,16 @@ input[type=number]::-webkit-outer-spin-button { margin: 0; } input[type=number] { - -moz-appearance: textfield; + -moz-appearance: textfield; } - /*** Select fields (options) without border or down arrow ***/ + /*** Select fields (options) without border or down arrow ***/ .sheet-inputSelect select { border: 0px; background: #AAAAAA; box-shadow: none; -webkit-appearance: none; -moz-appearance: none; - appearance: none; + appearance: none; -webkit-border-radius: 2px; border-radius: 2px; color: white; @@ -370,7 +372,7 @@ input[type=number] { background: none; box-shadow: none; -webkit-appearance: none; - -moz-appearance: textfield; + -moz-appearance: textfield; -webkit-border-radius: 0px; border-radius: 10px; color: black; @@ -395,14 +397,14 @@ input[type=number] { background: #cccccc; box-shadow: none; -webkit-appearance: none; - -moz-appearance: textfield; + -moz-appearance: textfield; height: 70px; width: 80px; text-align: center; color: black; font-size: 40px; } - /*** Input as text for skill name (or just a blank line) ***/ + /*** Input as text for skill name (or just a blank line) ***/ .sheet-inputName input[type=text] { border-bottom: 1px solid #AAAAAA; border-top: 0px; @@ -431,7 +433,7 @@ input[type=number] { height: 18px; line-height: 18px; } - /*** Input as text for dice size (usually d4/d6/d8/d10 etc) ***/ + /*** Input as text for dice size (usually d4/d6/d8/d10 etc) ***/ .sheet-inputDice input[type=text] { background: none; border: dashed 1px #111111; @@ -439,7 +441,7 @@ input[type=number] { border-radius: 4px; text-align: center; } - /*** Input as number for level of skill (typically 1 digit) ***/ + /*** Input as number for level of skill (typically 1 digit) ***/ .sheet-inputLevel input[type=number] { border-bottom: 0px; border-top: 0px; @@ -448,7 +450,7 @@ input[type=number] { background: #AAAAAA; box-shadow: none; -webkit-appearance: none; - -moz-appearance: textfield; + -moz-appearance: textfield; -webkit-border-radius: 20px; border-radius: 20px; text-align: center; @@ -459,8 +461,8 @@ input[type=number] { .sheet-attributeButton button[type=roll] { background-color: transparent; color: black; - font-style: italic; - text-align: left; + font-style: italic; + text-align: left; border: none; line-height: 18px; background-image: none; @@ -509,7 +511,7 @@ button[type=roll] * { } /* Checkbox & Radio formatting */ - /*** make regular checkboxes closer to surrounding items ***/ + /*** make regular checkboxes closer to surrounding items ***/ input.sheet-checks { width: 12px; height: 12px; @@ -517,7 +519,7 @@ input.sheet-checks { margin-left: -2px; margin-right: -2px; } - /*** same as above but 2x the size ***/ + /*** same as above but 2x the size ***/ input.sheet-checks25 { width: 25px; height: 25px; @@ -659,6 +661,7 @@ input.sheet-checkboxSliderInvis { .sheet-displayHealthSpeed, .sheet-displayFavoredActions, .sheet-displayOtherActions, +.sheet-displayLegendaryItems, .sheet-displayFeats, .sheet-displayPerksFlaws, .sheet-displayInventory, @@ -674,6 +677,7 @@ input.sheet-checkboxSliderInvis { .sheet-display_healthspeed_flag[value="hide"] ~ .sheet-displayHealthSpeed, .sheet-display_favoredactions_flag[value="hide"] ~ .sheet-displayFavoredActions, .sheet-display_otheractions_flag[value="hide"] ~ .sheet-displayOtherActions, +.sheet-display_legendaryitems_flag[value="hide"] ~ .sheet-displayLegendaryItems, .sheet-display_feats_flag[value="hide"] ~ .sheet-displayFeats, .sheet-display_perksflaws_flag[value="hide"] ~ .sheet-displayPerksFlaws, .sheet-display_inventory_flag[value="hide"] ~ .sheet-displayInventory, @@ -748,7 +752,7 @@ input.sheet-checkboxSliderInvis { /* All the color options for background & text * Colors: black, silver, gray/grey, white, red, navy, aqua, -* purple, blue, teal, olive, green, lime, yellow, orange, maroon, fuchsia +* purple, blue, teal, olive, green, lime, yellow, orange, maroon, fuchsia * text[Colorname] for text version */ .sheet-black, .sheet-rolltemplate-openLegend .sheet-black { diff --git a/Open Legend Basic by Great Moustache/Open Legend.html b/Open Legend Basic by Great Moustache/Open Legend.html index 6d47f5fb2fde..b0c937bda20c 100644 --- a/Open Legend Basic by Great Moustache/Open Legend.html +++ b/Open Legend Basic by Great Moustache/Open Legend.html @@ -7,7 +7,6 @@ calcToughness(); calcResolve(); calcHitPoints(); - calcXPchanges(); calcHeavy(); calcBulky(); calcSpeed(); @@ -31,6 +30,13 @@ calcProtection(); calcAllActionRolls(); }); + + // Function to combine the double columns in Feats, Perks, Flaws, & Power Level for Actions + // **** To be removed after a few months, only needed for pre-existing characters + // **** Put in July 2017 +// function tempFixColumns() { +// stuff here +// }; // Function to determine dice number :: takes in the attribute score :: outputs the dice number function calcAttributeDiceNumber(value) { @@ -742,20 +748,32 @@ // Anytime XP is updated, recalculate Attribute Points and Feat Points and Level on("change:xp", function() { - calcXPchanges(); - }); - - // Function to run when XP is changed - function calcXPchanges() { getAttrs(["xp"], function(values) { setAttrs({ - "level": Math.floor(values.xp/3) + 1, - "attribute_points": values.xp*3 + 40, - "feat_total_points": values.xp*1 + 6 + "level": Math.floor(values.xp/3) + 1 }); + calcXPpoints(values.xp); }); - }; + }); + on("change:level", function() { + getAttrs(["level"], function(values) { + setAttrs({ + "xp": (values.level*1 - 1)*3 + }); + calcXPpoints((values.level*1 - 1)*3); + }); + }); + + // Function to run when XP is changed + function calcXPpoints(value) { + setAttrs({ + "attribute_points": value*3 + 40, + "feat_total_points": value*1 + 6, + "xp": value*1 + }); + }; + // Anytime Agility score is changed, update cost and dice on("change:agility_score change:agility_dice_d20 change:agility_cost_modifier change:agility_dice_modifier", function() { calcAttributes(); @@ -764,8 +782,16 @@ // Function for calculating everything to do with Agility function calcAgility() { getAttrs(["agility_score", "agility_substitution", "agility_dice_d20", "agility_cost_modifier", "agility_dice_modifier"], function(values) { - var score = values.agility_score*1 + values.agility_dice_modifier*1; - var scoreCost = values.agility_score*1 + values.agility_cost_modifier*1; + var score = values.agility_score*1; + if(score < 0) { + score = 0; + setAttrs({ "agility_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "agility_score": 9 }); + } + var scoreCost = score + values.agility_cost_modifier*1; + score = score + values.agility_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -781,8 +807,8 @@ roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; rollInitiative = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}&{tracker}]]"; } else { - roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "&{tracker}]]"; + roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; + rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "&{tracker}]]"; } setAttrs({ "agility_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -803,8 +829,16 @@ // Function for calculating everything to do with Fortitude function calcFortitude() { getAttrs(["fortitude_score", "fortitude_substitution", "fortitude_dice_d20", "fortitude_cost_modifier", "fortitude_dice_modifier"], function(values) { - var score = values.fortitude_score*1 + values.fortitude_dice_modifier*1; - var scoreCost = values.fortitude_score*1 + values.fortitude_cost_modifier*1; + var score = values.fortitude_score*1; + if(score < 0) { + score = 0; + setAttrs({ "fortitude_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "fortitude_score": 9 }); + } + var scoreCost = score + values.fortitude_cost_modifier*1; + score = score + values.fortitude_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -818,7 +852,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "fortitude_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -838,8 +872,16 @@ // Function for calculating everything to do with Might function calcMight() { getAttrs(["might_score", "might_substitution", "might_dice_d20", "might_cost_modifier", "might_dice_modifier"], function(values) { - var score = values.might_score*1 + values.might_dice_modifier*1; - var scoreCost = values.might_score*1 + values.might_cost_modifier*1; + var score = values.might_score*1; + if(score < 0) { + score = 0; + setAttrs({ "might_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "might_score": 9 }); + } + var scoreCost = score + values.might_cost_modifier*1; + score = score + values.might_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -853,7 +895,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "might_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -873,8 +915,16 @@ // Function for calculating everything to do with Deception function calcDeception() { getAttrs(["deception_score", "deception_dice_d20", "deception_cost_modifier", "deception_dice_modifier"], function(values) { - var score = values.deception_score*1 + values.deception_dice_modifier*1; - var scoreCost = values.deception_score*1 + values.deception_cost_modifier*1; + var score = values.deception_score*1; + if(score < 0) { + score = 0; + setAttrs({ "deception_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "deception_score": 9 }); + } + var scoreCost = score + values.deception_cost_modifier*1; + score = score + values.deception_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -882,7 +932,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "deception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -901,8 +951,16 @@ // Function for calculating everything to do with Presence function calcPresence() { getAttrs(["presence_score", "presence_substitution", "presence_dice_d20", "presence_cost_modifier", "presence_dice_modifier"], function(values) { - var score = values.presence_score*1 + values.presence_dice_modifier*1; - var scoreCost = values.presence_score*1 + values.presence_cost_modifier*1; + var score = values.presence_score*1; + if(score < 0) { + score = 0; + setAttrs({ "presence_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "presence_score": 9 }); + } + var scoreCost = score + values.presence_cost_modifier*1; + score = score + values.presence_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -916,7 +974,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "presence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -936,8 +994,16 @@ // Function for calculating everything to do with Persuasion function calcPersuasion() { getAttrs(["persuasion_score", "persuasion_dice_d20", "persuasion_cost_modifier", "persuasion_dice_modifier"], function(values) { - var score = values.persuasion_score*1 + values.persuasion_dice_modifier*1; - var scoreCost = values.persuasion_score*1 + values.persuasion_cost_modifier*1; + var score = values.persuasion_score*1; + if(score < 0) { + score = 0; + setAttrs({ "persuasion_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "persuasion_score": 9 }); + } + var scoreCost = score + values.persuasion_cost_modifier*1; + score = score + values.persuasion_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -945,7 +1011,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "persuasion_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -964,8 +1030,16 @@ // Function for calculating everything to do with Learning function calcLearning() { getAttrs(["learning_score", "learning_dice_d20", "learning_cost_modifier", "learning_dice_modifier"], function(values) { - var score = values.learning_score*1 + values.learning_dice_modifier*1; - var scoreCost = values.learning_score*1 + values.learning_cost_modifier*1; + var score = values.learning_score*1; + if(score < 0) { + score = 0; + setAttrs({ "learning_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "learning_score": 9 }); + } + var scoreCost = score + values.learning_cost_modifier*1; + score = score + values.learning_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -973,7 +1047,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "learning_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -992,8 +1066,16 @@ // Function for calculating everything to do with Logic function calcLogic() { getAttrs(["logic_score", "logic_dice_d20", "logic_cost_modifier", "logic_dice_modifier"], function(values) { - var score = values.logic_score*1 + values.logic_dice_modifier*1; - var scoreCost = values.logic_score*1 + values.logic_cost_modifier*1; + var score = values.logic_score*1; + if(score < 0) { + score = 0; + setAttrs({ "logic_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "logic_score": 9 }); + } + var scoreCost = score + values.logic_cost_modifier*1; + score = score + values.logic_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1001,7 +1083,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "logic_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1020,8 +1102,16 @@ // Function for calculating everything to do with Perception function calcPerception() { getAttrs(["perception_score", "perception_dice_d20", "perception_cost_modifier", "perception_dice_modifier"], function(values) { - var score = values.perception_score*1 + values.perception_dice_modifier*1; - var scoreCost = values.perception_score*1 + values.perception_cost_modifier*1; + var score = values.perception_score*1; + if(score < 0) { + score = 0; + setAttrs({ "perception_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "perception_score": 9 }); + } + var scoreCost = score + values.perception_cost_modifier*1; + score = score + values.perception_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1029,7 +1119,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "perception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1048,8 +1138,16 @@ // Function for calculating everything to do with Will function calcWill() { getAttrs(["will_score", "will_substitution", "will_dice_d20", "will_cost_modifier", "will_dice_modifier"], function(values) { - var score = values.will_score*1 + values.will_dice_modifier*1; - var scoreCost = values.will_score*1 + values.will_cost_modifier*1; + var score = values.will_score*1; + if(score < 0) { + score = 0; + setAttrs({ "will_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "will_score": 9 }); + } + var scoreCost = score + values.will_cost_modifier*1; + score = score + values.will_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1063,7 +1161,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "will_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1083,8 +1181,16 @@ // Function for calculating everything to do with Alteration function calcAlteration() { getAttrs(["alteration_score", "alteration_dice_d20", "alteration_cost_modifier", "alteration_dice_modifier"], function(values) { - var score = values.alteration_score*1 + values.alteration_dice_modifier*1; - var scoreCost = values.alteration_score*1 + values.alteration_cost_modifier*1; + var score = values.alteration_score*1; + if(score < 0) { + score = 0; + setAttrs({ "alteration_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "alteration_score": 9 }); + } + var scoreCost = score + values.alteration_cost_modifier*1; + score = score + values.alteration_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1092,7 +1198,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "alteration_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1111,8 +1217,16 @@ // Function for calculating everything to do with Creation function calcCreation() { getAttrs(["creation_score", "creation_dice_d20", "creation_cost_modifier", "creation_dice_modifier"], function(values) { - var score = values.creation_score*1 + values.creation_dice_modifier*1; - var scoreCost = values.creation_score*1 + values.creation_cost_modifier*1; + var score = values.creation_score*1; + if(score < 0) { + score = 0; + setAttrs({ "creation_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "creation_score": 9 }); + } + var scoreCost = score + values.creation_cost_modifier*1; + score = score + values.creation_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1120,7 +1234,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "creation_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1139,8 +1253,16 @@ // Function for calculating everything to do with Energy function calcEnergy() { getAttrs(["energy_score", "energy_dice_d20", "energy_cost_modifier", "energy_dice_modifier"], function(values) { - var score = values.energy_score*1 + values.energy_dice_modifier*1; - var scoreCost = values.energy_score*1 + values.energy_cost_modifier*1; + var score = values.energy_score*1; + if(score < 0) { + score = 0; + setAttrs({ "energy_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "energy_score": 9 }); + } + var scoreCost = score + values.energy_cost_modifier*1; + score = score + values.energy_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1148,7 +1270,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "energy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1167,8 +1289,16 @@ // Function for calculating everything to do with Entropy function calcEntropy() { getAttrs(["entropy_score", "entropy_dice_d20", "entropy_cost_modifier", "entropy_dice_modifier"], function(values) { - var score = values.entropy_score*1 + values.entropy_dice_modifier*1; - var scoreCost = values.entropy_score*1 + values.entropy_cost_modifier*1; + var score = values.entropy_score*1; + if(score < 0) { + score = 0; + setAttrs({ "entropy_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "entropy_score": 9 }); + } + var scoreCost = score + values.entropy_cost_modifier*1; + score = score + values.entropy_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1176,7 +1306,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "entropy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1195,8 +1325,16 @@ // Function for calculating everything to do with Influence function calcInfluence() { getAttrs(["influence_score", "influence_dice_d20", "influence_cost_modifier", "influence_dice_modifier"], function(values) { - var score = values.influence_score*1 + values.influence_dice_modifier*1; - var scoreCost = values.influence_score*1 + values.influence_cost_modifier*1; + var score = values.influence_score*1; + if(score < 0) { + score = 0; + setAttrs({ "influence_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "influence_score": 9 }); + } + var scoreCost = score + values.influence_cost_modifier*1; + score = score + values.influence_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1204,7 +1342,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "influence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1223,8 +1361,16 @@ // Function for calculating everything to do with Movement function calcMovement() { getAttrs(["movement_score", "movement_dice_d20", "movement_cost_modifier", "movement_dice_modifier"], function(values) { - var score = values.movement_score*1 + values.movement_dice_modifier*1; - var scoreCost = values.movement_score*1 + values.movement_cost_modifier*1; + var score = values.movement_score*1; + if(score < 0) { + score = 0; + setAttrs({ "movement_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "movement_score": 9 }); + } + var scoreCost = score + values.movement_cost_modifier*1; + score = score + values.movement_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1232,7 +1378,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "movement_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1251,8 +1397,16 @@ // Function for calculating everything to do with Protection function calcPrescience() { getAttrs(["prescience_score", "prescience_dice_d20", "prescience_cost_modifier", "prescience_dice_modifier"], function(values) { - var score = values.prescience_score*1 + values.prescience_dice_modifier*1; - var scoreCost = values.prescience_score*1 + values.prescience_cost_modifier*1; + var score = values.prescience_score*1; + if(score < 0) { + score = 0; + setAttrs({ "prescience_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "prescience_score": 9 }); + } + var scoreCost = score + values.prescience_cost_modifier*1; + score = score + values.prescience_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1260,7 +1414,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "prescience_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1279,8 +1433,16 @@ // Function for calculating everything to do with Protection function calcProtection() { getAttrs(["protection_score", "protection_dice_d20", "protection_cost_modifier", "protection_dice_modifier"], function(values) { - var score = values.protection_score*1 + values.protection_dice_modifier*1; - var scoreCost = values.protection_score*1 + values.protection_cost_modifier*1; + var score = values.protection_score*1; + if(score < 0) { + score = 0; + setAttrs({ "protection_score": 0 }); + } else if(score > 9) { + score = 9; + setAttrs({ "protection_score": 9 }); + } + var scoreCost = score + values.protection_cost_modifier*1; + score = score + values.protection_dice_modifier*1; var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var dice = number + type; @@ -1288,7 +1450,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "protection_cost": (scoreCost*1 * (scoreCost*1 + 1))/2, @@ -1362,6 +1524,13 @@ }); }); }); + on("change:output_legendaryitems", function() { + getAttrs(["output_legendaryitems"], function(values) { + setAttrs({ + "display_legendaryitems_flag": showHide(values.output_legendaryitems) + }); + }); + }); on("change:output_feats", function() { getAttrs(["output_feats"], function(values) { setAttrs({ @@ -1539,6 +1708,13 @@ }); }); }); + on("change:repeating_legendary:settingsflag", function() { + getAttrs(["repeating_legendary_settingsFlag"], function(values) { + setAttrs({ + "repeating_legendary_displaySettingsFlag": showHide(values.repeating_legendary_settingsFlag) + }); + }); + }); on("change:repeating_featsLeft:settingsflag", function() { getAttrs(["repeating_featsLeft_settingsFlag"], function(values) { setAttrs({ @@ -1593,7 +1769,7 @@ getSectionIDs("repeating_actions", function(actionsArray) { if(actionsArray.length > 0) { _.each(actionsArray, function(currentID, i) { - getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_d20", "repeating_actions_" + currentID + "_dice_modifier", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "repeating_actions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { + getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_roll_d20", "repeating_actions_" + currentID + "_dice_modifier", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "repeating_actions_" + currentID + "_power_level_max", "repeating_actions_" + currentID + "_power_levelmax", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { var update = {}; var score = 0; if(v["repeating_actions_" + currentID + "_action_attribute"] === "Agility") { @@ -1641,18 +1817,32 @@ var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var roll = ""; + var powerLevelMax = 0; + if(!isNaN(v["repeating_actions_" + currentID + "_power_level_max"]) && v["repeating_actions_" + currentID + "_power_level_max"]*1 != 0) { + powerLevelMax = v["repeating_actions_" + currentID + "_power_level_max"]*1; + update["repeating_actions_" + currentID + "_power_levelmax"] = powerLevelMax*1; + update["repeating_actions_" + currentID + "_power_level_max"] = 0; + } else { + update["repeating_actions_" + currentID + "_power_level_max"] = 0; + if(!isNaN(v["repeating_actions_" + currentID + "_power_levelmax"])) { + powerLevelMax = v["repeating_actions_" + currentID + "_power_levelmax"]*1; + } else { + update["repeating_actions_" + currentID + "_power_levelmax"] = 0; + } + } if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(v["repeating_actions_" + currentID + "_dice_d20"])) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + if(isNaN(v["repeating_actions_" + currentID + "_dice_roll_d20"])) { + update["repeating_actions_" + currentID + "_dice_roll_d20"] = "1d20!!"; + roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } else { - roll = "[[" + v["repeating_actions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + v["repeating_actions_" + currentID + "_dice_roll_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } } if(v["repeating_actions_" + currentID + "_use_power_level"] === "Yes") { update["repeating_actions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level"]*2 + "]]"; - update["repeating_actions_" + currentID + "_power_target_max"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level_max"]*2 + "]]"; + update["repeating_actions_" + currentID + "_power_targetmax"] = "[[10 + " + powerLevelMax*2 + "]]"; } else { update["repeating_actions_" + currentID + "_power_target"] = ""; } @@ -1668,7 +1858,7 @@ getSectionIDs("repeating_otheractions", function(actionsArray) { if(actionsArray.length > 0) { _.each(actionsArray, function(currentID, i) { - getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_d20", "repeating_otheractions_" + currentID + "_dice_modifier", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "repeating_otheractions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { + getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_roll_d20", "repeating_otheractions_" + currentID + "_dice_modifier", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "repeating_otheractions_" + currentID + "_power_levelmax", "repeating_otheractions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) { var updateother = {}; var score = 0; if(v["repeating_otheractions_" + currentID + "_action_attribute"] === "Agility") { @@ -1709,25 +1899,39 @@ score = v.protection_score*1 + v.protection_dice_modifier*1; } if(isNaN(v["repeating_otheractions_" + currentID + "_dice_modifier"])) { - update["repeating_otheractions_" + currentID + "_dice_modifier"] = 0; + updateother["repeating_otheractions_" + currentID + "_dice_modifier"] = 0; } else { score = score*1 + v["repeating_otheractions_" + currentID + "_dice_modifier"]*1; } var number = calcAttributeDiceNumber(score); var type = calcAttributeDiceType(score); var roll = ""; + var powerLevelMax = 0; + if(!isNaN(v["repeating_otheractions_" + currentID + "_power_level_max"]) && v["repeating_otheractions_" + currentID + "_power_level_max"]*1 != 0) { + powerLevelMax = v["repeating_otheractions_" + currentID + "_power_level_max"]*1; + updateother["repeating_otheractions_" + currentID + "_power_levelmax"] = powerLevelMax*1; + updateother["repeating_otheractions_" + currentID + "_power_level_max"] = 0; + } else { + updateother["repeating_otheractions_" + currentID + "_power_level_max"] = 0; + if(!isNaN(v["repeating_otheractions_" + currentID + "_power_levelmax"])) { + powerLevelMax = v["repeating_otheractions_" + currentID + "_power_levelmax"]*1; + } else { + updateother["repeating_otheractions_" + currentID + "_power_levelmax"] = 0; + } + } if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(v["repeating_otheractions_" + currentID + "_dice_d20"])) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + if(isNaN(v["repeating_otheractions_" + currentID + "_dice_roll_d20"])) { + updateother["repeating_otheractions_" + currentID + "_dice_roll_d20"] = "1d20!!"; + roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } else { - roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; + roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_roll_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } } if(v["repeating_otheractions_" + currentID + "_use_power_level"] === "Yes") { updateother["repeating_otheractions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level"]*2 + "]]"; - updateother["repeating_otheractions_" + currentID + "_power_target_max"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level_max"]*2 + "]]"; + updateother["repeating_otheractions_" + currentID + "_power_target_max"] = "[[10 + " + powerLevelMax*2 + "]]"; } else { updateother["repeating_otheractions_" + currentID + "_power_target"] = ""; } @@ -1738,14 +1942,97 @@ } }); }; - + + // Function for calculating rolls for Legendary Items + on("change:repeating_legendary:dice_roll_d20 change:repeating_legendary:dice_modifier", function() { + getAttrs(["repeating_legendary_dice_roll_d20", "repeating_legendary_dice_modifier"], function(values) { + var score = values.repeating_legendary_dice_modifier*1; + var number = 0; + var type = ""; + if(isNaN(values.repeating_legendary_dice_modifier)) { + setAttrs({ "repeating_legendary_dice_modifier": 0 }); + } else { + switch(score) { + case 1: + number = 1; + type = "d4!!"; + break; + case 2: + number = 1; + type = "d6!!"; + break; + case 3: + number = 1; + type = "d8!!"; + break; + case 4: + number = 1; + type = "d10!!"; + break; + case 5: + number = 2; + type = "d6!!"; + break; + case 6: + number = 2; + type = "d8!!"; + break; + case 7: + number = 2; + type = "d10!!"; + break; + case 8: + number = 3; + type = "d8!!"; + break; + case 9: + number = 3; + type = "d10!!"; + break; + case 10: + number = 4; + type = "d8!!"; + break; + default: + number = 0; + type = ""; + } + } + var roll = ""; + if(isNaN(values.repeating_legendary_dice_roll_d20)) { + setAttrs({ "repeating_legendary_dice_roll_d20": "1d20!!" }); + roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; + } else { + roll = "[[" + values.repeating_legendary_dice_roll_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; + } + setAttrs({ + "repeating_legendary_dice_roll": roll + }); + }); + }); + + // On Change for Use Power Level in Legendary Items + on("change:repeating_legendary:use_power_level change:repeating_legendary:power_level change:repeating_legendary:power_levelmax", function() { + getAttrs(["repeating_legendary_use_power_level", "repeating_legendary_power_level", "repeating_legendary_power_levelmax"], function(values) { + if(values.repeating_legendary_use_power_level === "Yes") { + setAttrs({ + "repeating_legendary_power_target": "[[10 + " + values.repeating_legendary_power_level*2 + "]]", + "repeating_legendary_power_targetmax": "[[10 + " + values.repeating_legendary_power_levelmax*2 + "]]" + }); + } else { + setAttrs({ + "repeating_legendary_power_target": "" + }); + } + }); + }); // On Change for Use Power Level in actions - on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_level_max", function() { - getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_level_max"], function(values) { + on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_levelmax", function() { + getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_levelmax"], function(values) { if(values.repeating_otheractions_use_power_level === "Yes") { setAttrs({ "repeating_otheractions_power_target": "[[10 + " + values.repeating_otheractions_power_level*2 + "]]", - "repeating_otheractions_power_target_max": "[[10 + " + values.repeating_otheractions_power_level_max*2 + "]]" + "repeating_otheractions_power_targetmax": "[[10 + " + values.repeating_otheractions_power_levelmax*2 + "]]" }); } else { setAttrs({ @@ -1755,12 +2042,12 @@ }); }); // On Change for Use Power Level in actions - on("change:repeating_actions:use_power_level change:repeating_actions:power_level change:repeating_actions:power_level_max", function() { - getAttrs(["repeating_actions_use_power_level", "repeating_actions_power_level", "repeating_actions_power_level_max"], function(values) { + on("change:repeating_actions:use_power_level change:repeating_actions:power_level change:repeating_actions:power_levelmax", function() { + getAttrs(["repeating_actions_use_power_level", "repeating_actions_power_level", "repeating_actions_power_levelmax"], function(values) { if(values.repeating_actions_use_power_level === "Yes") { setAttrs({ "repeating_actions_power_target": "[[10 + " + values.repeating_actions_power_level*2 + "]]", - "repeating_actions_power_target_max": "[[10 + " + values.repeating_actions_power_level_max*2 + "]]" + "repeating_actions_power_targetmax": "[[10 + " + values.repeating_actions_power_levelmax*2 + "]]" }); } else { setAttrs({ @@ -1769,9 +2056,65 @@ } }); }); + + // On Change for d20 of favored actions + on("change:repeating_legendary:select_dice_d20", function() { + getAttrs(["repeating_legendary_select_dice_d20"], function(values) { + switch(values.repeating_legendary_select_dice_d20) { + case "Normal": + setAttrs({ "repeating_legendary_dice_roll_d20": "1d20!!" }); + break; + case "Advantage": + setAttrs({ "repeating_legendary_dice_roll_d20": "2d20!!kh1" }); + break; + case "Disadvantage": + setAttrs({ "repeating_legendary_dice_roll_d20": "2d20!!kl1" }); + break; + default: + setAttrs({ "repeating_legendary_dice_roll_d20": "1d20!!" }); + } + }); + }); + // On Change for d20 of other actions + on("change:repeating_otheractions:select_dice_d20", function() { + getAttrs(["repeating_otheractions_select_dice_d20"], function(values) { + switch(values.repeating_otheractions_select_dice_d20) { + case "Normal": + setAttrs({ "repeating_otheractions_dice_roll_d20": "1d20!!" }); + break; + case "Advantage": + setAttrs({ "repeating_otheractions_dice_roll_d20": "2d20!!kh1" }); + break; + case "Disadvantage": + setAttrs({ "repeating_otheractions_dice_roll_d20": "2d20!!kl1" }); + break; + default: + setAttrs({ "repeating_otheractions_dice_roll_d20": "1d20!!" }); + } + }); + }); + // On Change for d20 of favored actions + on("change:repeating_actions:select_dice_d20", function() { + getAttrs(["repeating_actions_select_dice_d20"], function(values) { + switch(values.repeating_actions_select_dice_d20) { + case "Normal": + setAttrs({ "repeating_actions_dice_roll_d20": "1d20!!" }); + break; + case "Advantage": + setAttrs({ "repeating_actions_dice_roll_d20": "2d20!!kh1" }); + break; + case "Disadvantage": + setAttrs({ "repeating_actions_dice_roll_d20": "2d20!!kl1" }); + break; + default: + setAttrs({ "repeating_actions_dice_roll_d20": "1d20!!" }); + } + }); + }); + // On Change for calculating rolls for Actions - on("change:repeating_actions:action_attribute change:repeating_actions:dice_d20 change:repeating_actions:dice_modifier", function() { - getAttrs(["repeating_actions_action_attribute", "repeating_actions_dice_d20", "repeating_actions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { + on("change:repeating_actions:action_attribute change:repeating_actions:dice_roll_d20 change:repeating_actions:dice_modifier", function() { + getAttrs(["repeating_actions_action_attribute", "repeating_actions_dice_roll_d20", "repeating_actions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { var score = 0; if(values.repeating_actions_action_attribute === "Agility") { score = values.agility_score*1 + values.agility_dice_modifier*1; @@ -1821,11 +2164,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(values.repeating_actions_dice_d20)) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } else { - roll = "[[" + values.repeating_actions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } + roll = "[[" + values.repeating_actions_dice_roll_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "repeating_actions_dice_roll": roll @@ -1833,8 +2172,8 @@ }); }); // On Change for calculating rolls for Actions - on("change:repeating_otheractions:action_attribute change:repeating_otheractions:dice_d20 change:repeating_otheractions:dice_modifier", function() { - getAttrs(["repeating_otheractions_action_attribute", "repeating_otheractions_dice_d20", "repeating_otheractions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { + on("change:repeating_otheractions:action_attribute change:repeating_otheractions:dice_roll_d20 change:repeating_otheractions:dice_modifier", function() { + getAttrs(["repeating_otheractions_action_attribute", "repeating_otheractions_dice_roll_d20", "repeating_otheractions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) { var score = 0; if(values.repeating_otheractions_action_attribute === "Agility") { score = values.agility_score*1 + values.agility_dice_modifier*1; @@ -1884,11 +2223,7 @@ if(score === 0) { roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]"; } else { - if(isNaN(values.repeating_otheractions_dice_d20)) { - roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } else { - roll = "[[" + values.repeating_otheractions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]"; - } + roll = "[[" + values.repeating_otheractions_dice_roll_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]"; } setAttrs({ "repeating_otheractions_dice_roll": roll @@ -2555,7 +2890,7 @@
    -
    Re-Arranged Attributes to Match Website :: 2017.03.25 Version 1.7.91 y
    +
    Fixed Pre-existing Actions not rolling & Can now modify Level & Min/Max Attribute Score enforced :: 2017.05.14 Version 1.8.6 y
    Character Info
    @@ -2568,8 +2903,8 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
    Favored Actions
    Other Actions
    -
    Feats
    -
    Perks & Flaws
    +
    Legendary Items
    +
    Feats, Perks & Flaws
    Inventory
    Other Inv/Notes
    @@ -2601,10 +2936,10 @@
    -
    +
    -
    +
    @@ -2650,7 +2985,7 @@
    - +
    Character's Goals, Beliefs, and Instincts
    Use this section to give you ideas to help drive your character's actions.
    @@ -2959,7 +3294,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Learning.
    @@ -3015,7 +3350,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Logic.
    @@ -3071,7 +3406,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Perception.
    @@ -3127,7 +3462,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Will.
    @@ -3195,7 +3530,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Deception.
    @@ -3251,7 +3586,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Persuasion.
    @@ -3307,7 +3642,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Presence.
    @@ -3375,7 +3710,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Alteration.
    @@ -3431,7 +3766,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Creation.
    @@ -3487,7 +3822,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Energy.
    @@ -3543,7 +3878,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Entropy.
    @@ -3599,7 +3934,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Influence.
    @@ -3655,7 +3990,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Movement.
    @@ -3711,7 +4046,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Prescience.
    @@ -3767,7 +4102,7 @@
    For Tier II of Attribute Substituation
    -
    In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
    +
    In the ACTIONS SECTION(s), select the substituted attribute instead of Protection.
    @@ -3780,10 +4115,11 @@
    -
    +
    +
    Click to roll Resist Bane
    @@ -3797,9 +4133,6 @@
    Might
    Armor
    -
    Other
    @@ -3810,10 +4143,11 @@
    -
    +
    +
    Click to roll Resist Bane
    @@ -3834,10 +4168,11 @@
    -
    +
    +
    Click to roll Resist Bane
    @@ -3906,7 +4241,7 @@
    -
    +
    Click to roll Initiative
    Base
    @@ -3947,11 +4282,13 @@
    y
    -
    +
    Name:
    + +
    Attribute
    vs
    Target
    @@ -3990,23 +4327,23 @@
    Attribute Dice Bonus/Penalty:
    +
    d20 for this action is:
    -
    - + + +
    - -
    + +
    For a Boon
    Minimum
    Maximum
    Use Power level
    -
    +
    Description/Special/Flavor Text
    @@ -4033,7 +4370,7 @@
    y
    -
    +
    Name:
    @@ -4076,23 +4413,122 @@
    Attribute Dice Bonus/Penalty:
    + +
    d20 for this action is:
    +
    + +
    + + +
    For a Boon
    +
    Minimum
    +
    Maximum
    +
    Use Power level
    +
    +
    +
    Description/Special/Flavor Text
    +
    +
    +
    +
    +
    +
    +
    + +
    + +
    + +
    +
    Legendary Items
    +
    Attacks, Boons, & Banes
    +
    +
    + +
    Settings
    +
    Name (click to roll)
    + +
    +
    +
    +
    y
    +
    + +
    +
    Name:
    +
    +
    Attribute
    +
    vs
    +
    Target
    +
    + +
    +
    vs
    +
    + +
    + +
    Attribute Dice:
    +
    + +
    +
    d20 for this action is:
    -
    - + + +
    - -
    + +
    For a Boon
    Minimum
    Maximum
    Use Power level
    -
    +
    Description/Special/Flavor Text
    @@ -4101,7 +4537,7 @@
    - +
    @@ -4159,7 +4595,7 @@
    -
    + @@ -4688,7 +5124,7 @@ {{#description}}
    Description/Flavor Text
    -
    {{description}}
    +
    {{description}}
    {{/description}}
    diff --git a/Open Legend Basic by Great Moustache/ReadMe.md b/Open Legend Basic by Great Moustache/ReadMe.md index bcb7f1a573c4..cabfa5a93b1f 100644 --- a/Open Legend Basic by Great Moustache/ReadMe.md +++ b/Open Legend Basic by Great Moustache/ReadMe.md @@ -5,6 +5,29 @@ ### Changelog +### 1.8.8 on 2017 July 2nd +* Fixed a typo in the Initiative output to chat (when clicking on Speed) +* Made any Description output to the chat window from Actions be limited to 5 lines + - If over 5 lines, adds a scroll bar, so now it won't take up so much space when someone has lots of description/info +* Added in text below "Guard", "Toughness", and "Resolve" that indicates you can click them to do resist rolls + +### 1.8.6 on 2017 May 14th +* Fixed an error with other actions variable not being updated on its name + - Caused it to not calculate roll syntax correctly when a value was updated in other actions + +### 1.8.5 on 2017 May 6th +* Fixed an error that caused actions to not roll because of 'undefined' + - Caused by previous fix to Advantage/Disadvantage to the d20 in 1.8.0 +* Added support for modifying the "Level" to calculate XP, Feat Points, and Attribute Points + - Previously it was only if you modified XP, now works for both +* If value higher than 9 or lower than 0 is entered for Attribute, changes it to 0 or 9 as needed + - Shouldn't be able to have values higher or lower than these + - If value of 10 needed for dice size, can be done via input field within attribute settings "Attribute Dice Bonus/Penalty + +### 1.8.0 on 2017 April 24th +* Added in Extraordinary/Legendary Item section +* Fixed an issue where Advantage/Disadvantage to the d20 wasn't working + ### 1.7.91 on 2017 March 25th * Re-arranged the attributes to match the website order diff --git a/OpenLegend_Minimalist/README.md b/OpenLegend_Minimalist/README.md new file mode 100644 index 000000000000..45fb0c42c447 --- /dev/null +++ b/OpenLegend_Minimalist/README.md @@ -0,0 +1,18 @@ +# Open Legend Minimalist +Developed by Déja Augustine (a.k.a. [Kertész](https://app.roll20.net/users/1068768/kertesz) and [@dejaaugustine](https://twitter.com/dejaaugustine)) + +This character sheet is intended for use with the [Open Legend](http://www.openlegendrpg.com) system. In keeping with the spirit of Open Legend, the sheet does not enforce any rules (that's for your GM to do or not do at their discretion). + +## Known Issues +* Physical dice prompts for attributes with a zero score show an extraneous "+" in them +* Advantage 7+ and Disadvantage 7+ are not supported +* Hitpoints, Legend Points, Speed, and Wealth are not formatted correctly on iPad + +## Key Features +* Advantage / Disadvantage is tracked separately for each attribute or action, and the interface appears any time you hover over a roll button. +* When rolling to invoke a boon, the roll template will display the range of power levels that your roll would enable you to invoke. +* Players can switch between using Roll20's built-in dice engine or prompts to enter the total rolled on physical dice. Both options are equally compatible with all features and templates. + +## Revision History + +July 1, 2017 - Initial public draft diff --git a/OpenLegend_Minimalist/open_legend_lg_logo.png b/OpenLegend_Minimalist/open_legend_lg_logo.png new file mode 100644 index 000000000000..e293668d9139 Binary files /dev/null and b/OpenLegend_Minimalist/open_legend_lg_logo.png differ diff --git a/OpenLegend_Minimalist/open_legend_minimalist.css b/OpenLegend_Minimalist/open_legend_minimalist.css new file mode 100644 index 000000000000..91f4ef03a23b --- /dev/null +++ b/OpenLegend_Minimalist/open_legend_minimalist.css @@ -0,0 +1,920 @@ +.charsheet { + font-family: "cursive", "serif"; + background-color: white; +} + +label input[type=checkbox] { + margin-right: 0.5em; +} + +input[type=number]::-webkit-inner-spin-button, +input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +input[type="text"] { + text-align: center; +} + +button[type="roll"]:before { + float: left; +} + +.sheet-inventory, +.sheet-actions, +.sheet-feats, +.sheet-perks, +.sheet-flaws { + position: relative; +} + +.repcontainer:not(:empty) { + border: 2px solid gray; + border-radius: 0.7em; +} + +.repcontrol { + position: absolute; + top: 1em; +} + +.sheet-actions .repcontrol { + top: 2.5em; + left: 30%; +} + +.sheet-inventory .repcontrol { + left: 30%; + top: 2.5em; +} + +.repcontrol .repcontrol_edit, +.repcontrol .repcontrol_add { + width: 1.5em; + font-family: "pictos"; + padding: 0; + color: transparent; + background: transparent; + border: 0; + box-shadow: none; + float: none; + text-shadow: none; + overflow: hidden; +} + +.repcontrol .repcontrol_edit:before { + color: black; + content: "("; + font-size: 1.2em; +} + +.repcontrol .repcontrol_add:before { + color: green; + content: "+"; + font-size: 1.2em; +} + +.editmode ~ .repcontrol .repcontrol_edit:before { + color: red; + content: ")"; +} + +.repitem { + padding: 3%; + border-radius: 0.5em; +} + +.repitem:nth-child(odd) { + background-color: #EEE; +} + +.sheet-advantage-disadvantage { + background-color: #CCC; + margin: 2em auto; +} + +.sheet-advantage-disadvantage .sheet-labels { + background-color: #AAA; + font-size: 1.2em; + font-weight: bold; + line-height: 1em; + border-top-right-radius: 1em; + border: 2px solid black; + border-bottom: 0; +} + +.sheet-advantage-disadvantage .sheet-labels, +.sheet-advantage-disadvantage .sheet-inputs { + display: flex; + justify-content: space-between; +} + +.sheet-advantage-disadvantage .sheet-labels div { + flex: 1 1; + padding: 1em; + height: auto; +} + +.sheet-labels div:first-child:before { + content: "["; + font-family: "pictos"; + padding-right: 1em; +} + +.sheet-labels div:last-child:after { + content: "]"; + font-family: "pictos"; + padding-left: 1em; +} + +.sheet-advantage-disadvantage .sheet-labels div:last-child { + text-align: right; +} + +.sheet-advantage-disadvantage .sheet-inputs div { + flex: 1 1; + display: flex; + flex-direction: column; + position: relative; +} + +.sheet-advantage-disadvantage .sheet-inputs div:nth-child(-n+6) { + background-color: indianred; +} + +.sheet-advantage-disadvantage .sheet-inputs div:nth-child(n+8) { + background-color: mediumseagreen; +} + +.sheet-advantage-disadvantage .sheet-inputs input, +.sheet-advantage-disadvantage .sheet-inputs label { + flex: 1 1; + display: block; + margin: 0 auto; + text-align: center; + font-size: 2em; + padding: 0.5em 0; +} + +.sheet-advantage-disadvantage .sheet-inputs input:checked ~ label { + background-color: gold; +} + +.sheet-advantage-disadvantage { + position: absolute; + font-size: 0.7em; + top: 0.5em; + padding-top: 1em; + background: transparent; + width: 100%; + z-index: 1000; + + display: none; +} + +.sheet-advantage-disadvantage .sheet-inputs { + background: white; + border-bottom-left-radius: 1.2em; + border-bottom-right-radius: 1.2em; + border: 2px solid black; + border-top: 0; + overflow: hidden; +} + +.sheet-advantage-disadvantage .sheet-inputs input { + width: auto; + opacity: 0; + position: absolute; + left: 25%; + height: 100%; +} + +button:hover ~ .sheet-advantage-disadvantage, +.sheet-advantage-disadvantage:hover { + display: flex; + flex-direction: column; +} +.sheet-character-header { + min-width: 60em; +} + +.sheet-character-header input { + background: transparent; + border: none; + border-bottom: 2px solid black; + border-radius: 0; + box-shadow: none; + color: darkgoldenrod; + font-weight: bold; + font-size: 1.1em; + height: 1.5em; + text-align: left; +} + +.sheet-character-header input[type="number"] { + text-align: center; +} + +.sheet-field-row { + display: flex; + flex-direction: row; +} + +.sheet-field { + display: flex; + flex-direction: row; + flex: 1 1 30%; + + min-width: 0; + padding-right: 2%; +} + +.sheet-field label { + flex: 0 1; +} + +.sheet-field input { + flex: 1 3; + width: 3em; +} + +.sheet-banner { + display: flex; + width: 100%; +} + +.sheet-info { + flex: 1 1 75%; + max-width: 75%; +} + +.sheet-logo { + background: url(http://www.openlegendrpg.com/assets/img/open_legend_lg_logo.png) center right no-repeat; + background-size: contain; + + flex: 1 0 25%; +} + +.sheet-configuration { + position: relative; +} + +.sheet-configuration .sheet-option-toggle { + opacity: 0; + position: absolute; + right: 0; + width: 1.5em; + z-index: 2; +} + +.sheet-configuration .sheet-option-toggle-label { + position: absolute; + right: 0; + font-family: "pictos"; + font-size: 1.5em; +} + +.sheet-configuration > div { + height: 2em; + margin: 0; + text-align: right; + width: 97%; +} + +.sheet-byline { + color: darkgray; +} + +.sheet-options label { + text-align: right; + font-size: 1em; +} + +.sheet-options label input { + margin-top: -0.1em; +} + +.sheet-configuration .sheet-options { + display: none; +} + +.sheet-configuration .sheet-option-toggle:checked ~ .sheet-byline { + display: none; +} + +.sheet-configuration .sheet-option-toggle:checked ~ .sheet-options { + display: block; +} + +.sheet-character-body { + display: flex; + + width: 100%; +} + +.sheet-character-body > div { + display: flex; + + flex: 1 1 60%; + + flex-direction: column; + min-width: 0; +} + +.sheet-character-body .sheet-attributes-block { + background-color: #EEE; + flex: 1 1 40%; + margin-right: 1em; + padding: 1em; + min-width: 25em; +} + +.sheet-section-header .sheet-header-field { + font-size: 0.7em; + margin: 0 auto; + text-align: center; + width: 36%; +} + +.sheet-header { + font-size: 2em; + margin: 0.5em 0; + text-align: center; +} + +.sheet-section-header label { + display: inline-block; + margin: 0; + padding-right: 3%; + text-align: right; + white-space: nowrap; + width: 60%; +} + +.sheet-section-header input { + display: inline-block; + height: 1.5em; + width: 3em !important; /* required due to overly specific Roll20 defaults */ +} + +.sheet-attributes .repitem { + margin: 0; + padding: 0; +} + +.sheet-attributes .sheet-header { + background: #CCC; + margin: 0 auto 0.5em; + padding: 0.2em; +} + +.sheet-attribute-group { + display: flex; + flex-direction: row; +} + +.sheet-attribute-group button[type="roll"] { + text-align: right; +} + +.sheet-attribute-group-header { + background: #CCC; + + display: block; + font-size: 1.5em; + + margin-top: 5%; + + padding: 1% 5%; + width: 90%; +} + +.sheet-attribute-group-labels { + display: flex; +} + +.sheet-attribute-group { + display: flex; + flex-direction: column; +} + +.sheet-attribute-group .sheet-attribute-row { + display: flex; + flex: 1 1; + font-weight: bold; + justify-content: flex-end; + position: relative; + text-align: center; +} + +.sheet-attribute-group .sheet-attribute-row > div:first-child { + min-width: 50%; + text-align: left; +} + +.sheet-attribute-group .sheet-attribute-row > div { + flex: 1 1; + margin-bottom: 1em; +} + +.sheet-attribute-group .sheet-attribute-row > div:last-child { + min-width: 20%; +} + +.sheet-attribute-group .sheet-attribute-row > div:last-child input { + border-top-right-radius: 0; + border-bottom-right-radius: 0; + border-right: 0; + height: 2.1em; + margin-right: -5px; + text-align: right; + width: 2.5em; + -webkit-appearance: none; +} + +.sheet-attribute-group select, +.sheet-attribute-group input { + border: 1px solid gray; +} + +.sheet-attribute-group select { + border-top-left-radius: 0; + border-bottom-left-radius: 0; + border-left: 0; + height: 2.1em; + line-height: 1em; + margin: 0; + width: 2.5em; + -webkit-appearance: none; +} + +.sheet-attribute-group input { + text-align: center; +} + +.sheet-attribute-group .sheet-dice input { + width: 2.5em !important; +} + +.sheet-inventory .repeating_inventory, +.sheet-inventory .repitem { + display: flex; +} + +.sheet-inventory .repeating_inventory > div, +.sheet-inventory .repitem > div { + display: flex; + flex: 1 1 20%; + flex-direction: column; + justify-content: center; +} + +.sheet-inventory .repeating_inventory > .sheet-text-field, +.sheet-inventory .repitem > .sheet-text-field { + flex-basis: 80%; +} + +.sheet-inventory .repeating_inventory label, +.sheet-inventory .repitem label { + flex: 1 1; + margin: 0; +} + +.sheet-inventory .repeating_inventory textarea, +.sheet-inventory .repitem textarea { + flex: 1 1; + margin: 0em 0.5em; + min-width: 0; + height: auto; + width: 90%; +} + +.sheet-stats { + flex: none; +} + +.sheet-actions, +.sheet-feats-perks-flaws, +.sheet-inventory { + border-top: 2px solid black; + min-width: 32em; + padding: 1.5em 0; +} + +.sheet-stats { + display: flex; +} + +.sheet-stats > div { + flex: 1 1; + + display: flex; + min-width: 19em; + flex-direction: column; + + justify-content: flex-start; + + width: 50%; +} + +.sheet-defenses > div { + flex: 1 1 50%; + + display: flex; + padding: 0.5em 0; + + text-align: center; +} + +.sheet-defenses > div > div { + flex: 1 1; + display: flex; + justify-content: center; + flex-direction: column; + margin: 1em; +} + +.sheet-defenses .sheet-score { + margin-right: 0; + border: 2px solid gray; + min-height: 8.3em; + min-width: 8em; +} + +.sheet-defenses .sheet-components { + margin: 1.7em; + margin-left: -2px; + min-height: 7em; + border: 2px solid gray; + border-left: 0; +} + +.sheet-score label { + text-align: center; +} + +.sheet-score input { + border: 0; + border-radius: 0; + box-shadow: none; + font-size: 3em; + margin: 0 auto; + padding: 0; + text-align: center; + width: 2em !important; /* required due to overly specific Roll20 defaults */ +} + +.sheet-components div { + font-size: 0.7em; + + text-align: left; + + min-width: 13em; +} + +.sheet-components label { + display: inline-block; + margin: 0; + padding-right: 3%; + text-align: right; + white-space: nowrap; + width: 45%; +} + +.sheet-components input { + border: 0; + border-bottom: 2px solid black; + border-radius: 0; + box-shadow: none; + display: inline-block; + height: 1.5em; + text-align: center; + width: 3em !important; /* required due to overly specific Roll20 defaults */ +} + +.sheet-other { + display: flex + flex-direction: column; +} + +.sheet-other > div { + flex: 1 0 20%; + padding: 0 2em; + align-items: center; +} + +.sheet-other label { + font-size: 1em; + margin-bottom: 0.25em; + margin-top: 0.3em; +} + +.sheet-other .sheet-score input { + font-size: 2.5em; +} + +.sheet-other > .sheet-hitpoints { + padding-top: 2em; + border: 2px solid gray; + margin: 1em; +} + +.sheet-hitpoints > div { + display: flex; + justify-content: center; +} + +.sheet-hitpoints .sheet-header { + margin-top: 0; +} + +.sheet-hitpoints .sheet-score:not(:last-child) input { + border-right: 1px solid black; +} + +.sheet-lethal input { + color: red; +} + +.sheet-lp-speed { + display: flex; + justify-content: center; + text-align: center; +} + +.sheet-lp-speed > div { + flex: 1 1; + border: 2px solid gray; + margin: 0.2em; + padding: 1em 0; +} + +.sheet-wealth { + text-align: center; + width: 10em; + margin: 0 auto; +} + +.sheet-wealth > div { + border: 2px solid gray; + margin: 0.2em; + padding: 1em 0; +} + +.sheet-actions .repeating_actions, +.sheet-actions .repitem { + display: flex; + flex-direction: column; +} + +.sheet-actions .repeating_actions > div, +.sheet-actions .repitem > div { + flex: 1 1; + + display: flex; + + width: 101%; +} + +.sheet-actions .repeating_actions > div > div, +.sheet-actions .repitem > div > div { + line-height: 2em; + margin-right: 1%; +} + +.sheet-actions .repeating_actions .sheet-is-bane, +.sheet-actions .repitem .sheet-is-bane, +.sheet-actions .repeating_actions .sheet-is-boon, +.sheet-actions .repitem .sheet-is-boon { + display: none; +} + +.sheet-actions .repeating_actions .sheet-is-boon input, +.sheet-actions .repitem .sheet-is-boon input { + height: 2.2em; + width: 3em; +} + +.sheet-actions input[value="bane"] ~ .sheet-is-bane { + display: flex; +} + +.sheet-actions input[value="boon"] ~ .sheet-is-boon { + display: flex; +} + +.sheet-actions .repeating_actions input, +.sheet-actions .repitem input { + flex: 1 1; + min-width: 0; + width: 10.5em; +} + +.sheet-actions .repeating_actions select, +.sheet-actions .repitem select { + flex: 1 1; + min-width: 0; + width: auto; +} + +.sheet-actions .repeating_actions button[type="roll"], +.sheet-actions .repitem button[type="roll"] { + width: 1.35em; + text-align: right; +} + +.sheet-action-info .sheet-text-field { + flex: 1 1; +} + +.sheet-action-info .sheet-text-field input { + width: 100%; +} + +.sheet-action-details > div { + display: flex; +} + +.sheet-actions .repeating_actions .sheet-action-details, +.sheet-actions .repitem .sheet-action-details { + position: relative; +} + +.sheet-actions .repeating_actions .sheet-action-details .sheet-text-field, +.sheet-actions .repitem .sheet-action-details .sheet-text-field { + flex: 1 1; +} + +.sheet-actions .repeating_actions .sheet-text-field.sheet-dice, +.sheet-actions .repitem .sheet-text-field.sheet-dice { + flex: none; +} + +.sheet-actions .repeating_actions .sheet-action-details input, +.sheet-actions .repitem .sheet-action-details input { + width: auto; +} + + +.sheet-actions .repeating_actions .sheet-dice input[type="number"], +.sheet-actions .repitem .sheet-dice input[type="number"] { + border: 1px solid gray; + border-top-right-radius: 0; + border-bottom-right-radius: 0; + border-right: 0; + flex: none; + height: 2.1em; + margin-right: -5px; + text-align: right; + width: 2.5em; + -webkit-appearance: none; +} + +.sheet-actions .repeating_actions .sheet-dice select, +.sheet-actions .repitem .sheet-dice select { + border: 1px solid gray; + border-top-left-radius: 0; + border-bottom-left-radius: 0; + border-left: 0; + flex: none; + height: 2.1em; + line-height: 1em; + margin: 0; + width: 2.5em; + -webkit-appearance: none; +} + +.sheet-actions input[type="text"] { + text-align: left; +} + +.sheet-feats-perks-flaws { + display: flex; +} + +.sheet-feats-perks-flaws fieldset, +.sheet-feats-perks-flaws .repitem { + display: flex; +} + +.sheet-feats-perks-flaws fieldset .sheet-text-field, +.sheet-feats-perks-flaws .repitem .sheet-text-field { + flex: 1 1; +} + +.sheet-feats-perks-flaws .sheet-text-field textarea { + flex: 1 1; + margin: 0em 0.5em; + min-width: 0; + height: auto; + width: 90%; +} + +.sheet-feats { + flex: 2 1; + margin-right: 3%; +} + +.sheet-perks-flaws { + flex: 1 0; + + display: flex; + flex-direction: column; + justify-content: flex-start; +} + +.sheet-perks-flaws > div { + flex: 1 1; +} + +.sheet-feats .sheet-section-header { + display: flex; +} + +.sheet-feats .sheet-section-header > div { + flex: 1 1; +} + +.sheet-feats .sheet-section-header .sheet-header-field { + margin: 0; + text-align: left; + width: 100%; +} + +.sheet-perks-flaws input[type="text"] { + text-align: left; +} + +.sheet-feats input[type="number"] { + text-align: center; + height: 100%; +} + +/* Roll Template Styles */ +.sheet-rolltemplate-olmin-attr table { + background-color: white; + border: 2px solid black; + border-top: 0; + border-spacing: 0; + width: 100%; +} + +.sheet-rolltemplate-olmin-attr caption { + background-color: #CCC; + border: 2px solid black; + border-bottom: 1px solid black; + font-size: 1.5em; + font-weight: bold; + line-height: 1.5em; +} + +.sheet-rolltemplate-olmin-attr td { + text-align: center; +} + +.sheet-rolltemplate-olmin-attr .sheet-roll { + font-size: 5em; + line-height: 1.1em; + padding-bottom: 0.25em; +} + +/* Override the default inline roll coloration */ +.sheet-rolltemplate-olmin-attr .inlinerollresult { + background-color: transparent !important; + border: 0 !important; +} + +.sheet-rolltemplate-olmin-attr .sheet-pl { + background-color: darkgray; + color: black; + display: flex; + justify-content: center; + padding: 0.5em; +} + +.sheet-rolltemplate-olmin-attr .sheet-pl span:first-child { + border-top-left-radius: 10px; + border-bottom-left-radius: 10px; +} + +.sheet-rolltemplate-olmin-attr .sheet-pl span { + background-color: transparent; + color: gray; + flex: 1 0; + font-size: 1.25em; + line-height: 1.5em; +} + +.sheet-rolltemplate-olmin-attr .sheet-pl .sheet-pl-pass { + background-color: limegreen; + color: black; +} + +.sheet-rolltemplate-olmin-attr .sheet-pl .sheet-pl-limit, +.sheet-rolltemplate-olmin-attr .sheet-pl .sheet-pl-pass:last-child { + background-color: gold; + border-top-right-radius: 10px; + border-bottom-right-radius: 10px; + color: black; +} diff --git a/OpenLegend_Minimalist/open_legend_minimalist.html b/OpenLegend_Minimalist/open_legend_minimalist.html new file mode 100644 index 000000000000..f70229a5a4e9 --- /dev/null +++ b/OpenLegend_Minimalist/open_legend_minimalist.html @@ -0,0 +1,2039 @@ +
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    @@ -1269,6 +1322,8 @@ Wyrd Psyche Sekhem + Primum + Lair
    + + + + {{#source}} + + {{/source}} + {{#advdis}} + + {{/advdis}} + + + + {{#rollTotal() isboon 1}} + + + + + {{/rollTotal() isboon 1}} +
    {{name}}
    {{character_name}}
    1d20{{#dice}} + {{dice}}{{/dice}}
    {{source}} vs. + {{#rollTotal() isboon 1}} + Boon + {{/rollTotal() isboon 1}} + {{#rollTotal() isboon 0}} + {{target}} + {{/rollTotal() isboon 0}} +
    {{advdis}}
    + {{roll}} +
    Power Level
    + {{#rollLess() minpl 1}} + {{#rollGreater() maxpl -1}} + {{#rollBetween() roll 10 11}}0{{/rollBetween() roll 10 11}} + {{#rollGreater() roll 11}}0{{/rollGreater() roll 11}} + {{#rollLess() roll 10}}0{{/rollLess() roll 10}} + {{/rollGreater() maxpl -1}} + {{/rollLess() minpl 1}} + {{#rollLess() minpl 2}} + {{#rollGreater() maxpl 0}} + {{#rollBetween() roll 12 13}}1{{/rollBetween() roll 12 13}} + {{#rollGreater() roll 13}}1{{/rollGreater() roll 13}} + {{#rollLess() roll 12}}1{{/rollLess() roll 12}} + {{/rollGreater() maxpl 0}} + {{/rollLess() minpl 2}} + {{#rollLess() minpl 3}} + {{#rollGreater() maxpl 1}} + + {{#rollBetween() roll 14 15}}2{{/rollBetween() roll 14 15}} + {{#rollGreater() roll 15}}2{{/rollGreater() roll 15}} + {{#rollLess() roll 14}}2{{/rollLess() roll 14}} + + {{/rollGreater() maxpl 1}} + {{/rollLess() minpl 3}} + {{#rollLess() minpl 4}} + {{#rollGreater() maxpl 2}} + + {{#rollBetween() roll 16 17}}3{{/rollBetween() roll 16 17}} + {{#rollGreater() roll 17}}3{{/rollGreater() roll 17}} + {{#rollLess() roll 16}}3{{/rollLess() roll 16}} + + {{/rollGreater() maxpl 2}} + {{/rollLess() minpl 4}} + {{#rollLess() minpl 5}} + {{#rollGreater() maxpl 3}} + + {{#rollBetween() roll 18 19}}4{{/rollBetween() roll 18 19}} + {{#rollGreater() roll 19}}4{{/rollGreater() roll 19}} + {{#rollLess() roll 18}}4{{/rollLess() roll 18}} + + {{/rollGreater() maxpl 3}} + {{/rollLess() minpl 5}} + {{#rollLess() minpl 6}} + {{#rollGreater() maxpl 4}} + + {{#rollBetween() roll 20 21}}5{{/rollBetween() roll 20 21}} + {{#rollGreater() roll 21}}5{{/rollGreater() roll 21}} + {{#rollLess() roll 20}}5{{/rollLess() roll 20}} + + {{/rollGreater() maxpl 4}} + {{/rollLess() minpl 6}} + {{#rollLess() minpl 7}} + {{#rollGreater() maxpl 5}} + + {{#rollBetween() roll 22 23}}6{{/rollBetween() roll 22 23}} + {{#rollGreater() roll 23}}6{{/rollGreater() roll 23}} + {{#rollLess() roll 22}}6{{/rollLess() roll 22}} + + {{/rollGreater() maxpl 5}} + {{/rollLess() minpl 7}} + {{#rollLess() minpl 8}} + {{#rollGreater() maxpl 6}} + + {{#rollBetween() roll 24 25}}7{{/rollBetween() roll 24 25}} + {{#rollGreater() roll 25}}7{{/rollGreater() roll 25}} + {{#rollLess() roll 24}}7{{/rollLess() roll 24}} + + {{/rollGreater() maxpl 6}} + {{/rollLess() minpl 8}} + {{#rollLess() minpl 9}} + {{#rollGreater() maxpl 7}} + + {{#rollBetween() roll 26 27}}8{{/rollBetween() roll 26 27}} + {{#rollGreater() roll 27}}8{{/rollGreater() roll 27}} + {{#rollLess() roll 26}}8{{/rollLess() roll 26}} + + {{/rollGreater() maxpl 7}} + {{/rollLess() minpl 9}} + {{#rollLess() minpl 10}} + {{#rollGreater() maxpl 8}} + + {{#rollGreater() roll 27}}9{{/rollGreater() roll 27}} + {{#rollLess() roll 28}}9{{/rollLess() roll 28}} + + {{/rollGreater() maxpl 8}} + {{/rollLess() minpl 10}} +
    + + + + diff --git a/OpenLegend_Minimalist/open_legend_minimalist.jpg b/OpenLegend_Minimalist/open_legend_minimalist.jpg new file mode 100644 index 000000000000..682198f04c11 Binary files /dev/null and b/OpenLegend_Minimalist/open_legend_minimalist.jpg differ diff --git a/OpenLegend_Minimalist/sheet.json b/OpenLegend_Minimalist/sheet.json new file mode 100644 index 000000000000..cd1c9b254293 --- /dev/null +++ b/OpenLegend_Minimalist/sheet.json @@ -0,0 +1,17 @@ +{ + "html": "open_legend_minimalist.html", + "css": "open_legend_minimalist.css", + "authors": "Déja Augustine (a.k.a. Kertész, @dejaaugustine)", + "roll20userid": "1068768", + "preview": "open_legend_minimalist.jpg", + "instructions": "A minimalist character sheet for the [Open Legend](http://www.openlegendrpg.com) system.\n\nThis sheet is designed to stay out of your way as much as possible, no matter how you use the Open Legend system. Features include:\n* Single page design (no tabs)\n* No hidden options or settings (almost)\n* Toggle between Roll20's virtual dice and prompts if you'd rather roll your own (the ONLY hidden option, click the gear beneath the logo).\n* All features (advantage/disadvantage, power level calculation, etc.) are fully compatible with both virtual and physical dice\n* Hover over any roll button to reveal per-attribute/per-action advantage/disadvantage\n* Autocalculate fields with reasonable defaults\n* Change any autocalculated field if you don't like the result (no fields are locked/disabled)\n* Room for all your actions, feats, perks, flaws, and inventory\n* Roll templates for boons show what power levels you can invoke based on your roll", + "useroptions": [ + { + "attribute": "use_physical_dice", + "displayname": "Use Physical Dice", + "type": "checkbox", + "value": "1", + "description": "Default to using physical dice prompts" + } + ] +} diff --git a/Path of Paper/path_of_paper.css b/Path of Paper/path_of_paper.css new file mode 100644 index 000000000000..645a6b147a5c --- /dev/null +++ b/Path of Paper/path_of_paper.css @@ -0,0 +1,108 @@ + +.charsheet label { + display: inline-block; + width: 75px; + text-align: right; +} + +.charsheet input { + background-color: transparent; + border-style: solid; + border-color: black; + border-width: 0px 0px 2px 0px; +} + +.charsheet input.sheet-inputbox { + background-color: transparent; + border-style: solid; + border-color: black; + border-width: 1px 1px 1px 1px; +} + +.even { + border: 1px solid black; + background-color: #AAA; +} + +.odd { + border: 1px solid black; + background-color: #DDD; +} + +fieldset { + display: none; +} + +.sheet-colorred { + display: inline-block; + text-align: center; +} +.sheet_barbarianlink:hover + div{ + overflow: auto; + height: auto; + display: block; + background-color: gray; + position: absolute; + text-align: left; +} + +.sheet_barbarianshowhide { + overflow: hidden; + height: 0px; + ddisplay: none; +} + +.sheet-col strong.sheet-dee { + font-size: 1.4em; + font-weight: bold; + padding-right: 4px; +} + +.charsheet input.sheet-short { + width: 3.5em; +} + +.charsheet table td.sheet-skillsbox { + font-size: 0.60em; + text-align: left; +} + +.charsheet { + background-color: white; + background-image: none; +} + +.charsheet table th { + font-size: 0.8em; + text-align: center; +} + +.charsheet table td.sheet-statlabel-big-gray { + background-color: gray; + color: white; + font-size: 0.9em; + text-align: center; +} + +.charsheet table td.sheet-statlabel-big { + background-color: black; + color: white; + font-size: 0.9em; + text-align: center; +} +.charsheet table td.sheet-statlabel { + background-color: black; + color: white; + font-size: 0.7em; + text-align: center; +} + +.charsheet table td { + font-weight: bold; + text-align: center; +} + +select.sheet-dtype { + width: 60px; + vertical-align: top; +} \ No newline at end of file diff --git a/Path of Paper/path_of_paper.html b/Path of Paper/path_of_paper.html new file mode 100644 index 000000000000..5fd343045572 --- /dev/null +++ b/Path of Paper/path_of_paper.html @@ -0,0 +1,346 @@ + +
    +
    PoE
    +
     

    Name
    +

    Gender
    +
    +
     

    Level
    +
    +
    + +
    +
    +
    + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    MaxDamage
    Taken
    ModifiersTotal
    LifeESLifeESLifeESLifeES
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + +
    StatsBasePer lvlModifiersTOTAL
    STR
    DEX
    INT
    +
    + + + + + + + +
    + + + + + + + + + + + + +
    Mana
    MaxCurrent
    +
    + + + + + + + + + + + + + + + + + + + + +
    Armour
    Reduction
    Elemental
    Resistance
    Threshold
    ModifiersTotalModifiersTotal
    +
    + + + + + + + + + + + + + + + + + + + + + + +
    FlasksTotal
    charges
    Affix
    1
    Affix
    2
    Current
    charges
    Flask 1
    Flask 2
    +
    + + + + +
    + + + + + + + + + + + + + + + + + + + + +
    Attacking
    WAMFlat added
    Damage
    Lower enemy
    threshold
    Life
    leech
    Mana
    leech
    Crit
    damage
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    SKILLSTotalSkill
    points
    From
    stats
    Modifiers
    Athletics
    Soul Endurance
    Survival
    Stealth
    Soul Manipulation
    Maneuver
    Initiative
    Perception
    Lore
    Soulcraft
    Intimidation
    Negotiation
    Charm
    + +
    PoE
    +
    PoE
    +
    PoE
    +
    PoE
    +
    + + + + + + + + + + + + + + +
    +
    + + + + + + + +
    Soul Skills
    +
    + + + + + + + +
    Keystones
    +
    + + + + + + + +
    Gear
    +
    + + + + + + + +
    Inventory
    +
    + + + + + + + +
    Miscellaneous
    +
    + + +
    + + + diff --git a/Path of Paper/preview.png b/Path of Paper/preview.png new file mode 100644 index 000000000000..452b926add91 Binary files /dev/null and b/Path of Paper/preview.png differ diff --git a/Path of Paper/sheet.json b/Path of Paper/sheet.json new file mode 100644 index 000000000000..e85850a902a6 --- /dev/null +++ b/Path of Paper/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "path_of_paper.html", + "css": "path_of_paper.css", + "preview": "preview.png", + "authors": "Juan S.", + "roll20userid": "498547", + "instructions": "Path of Paper, the game system created by Richard West (Angryaa)" +} \ No newline at end of file diff --git a/Pathfinder-Neceros/pathfinder-neceros.css b/Pathfinder-Neceros/pathfinder-neceros.css index b7b26c1fcc7c..468f4ae74344 100644 --- a/Pathfinder-Neceros/pathfinder-neceros.css +++ b/Pathfinder-Neceros/pathfinder-neceros.css @@ -80,6 +80,34 @@ h4,h5,h6 { font-size: .8125rem; color: initial; } +/* standalone generic toggles */ +.sheet-wounds-show, +.sheet-mythic-show, +.sheet-psionic-show, +.sheet-racial-traits-show, +.sheet-traits-show, +.sheet-featlist-show, +.sheet-classfeatures-show, +.sheet-oldslas-show, +.sheet-nextitem-show, +.sheet-use-size-show, +.sheet-repeating-sect-show, +.sheet-advanced-macro-show, +.sheet-buff-exists, +.sheet-condition-exists, +.sheet-horror-show, +.sheet-section-state, +.sheet-bg-show, +.sheet-unchained-show, +.sheet-consolidated-show, +.sheet-tabcopy, +.sheet-error-show, +.sheet-warn-show, +.sheet-error-mshow, +.sheet-warn-mshow { + display: none ; +} + .sheet-clickheader { display:inline; } @@ -123,11 +151,14 @@ input[readonly], input[disabled] { -webkit-user-select: text !important; -ms-user-select: text !important; pointer-events: auto; - cursor:text; + cursor:text !important; } .sheet-progress-icon { position:absolute; - z-index:5; + z-index: 5; + top: 4em; + color: red; + background-color: white; } .sheet-half, .sheet-desc, @@ -701,7 +732,7 @@ also need 1 more level in selector or base css will override border */ width: 100%; } .sheet-select-class{ - max-width:4.75em; + width:100%; } .sheet-select-spelllvl { @@ -741,21 +772,6 @@ input[type="number"]:not(:hover)::-webkit-inner-spin-button { padding-right: .25em; } -.sheet-text-button, -button.sheet-text-button { - font-size: 1rem; - color: White; - background-color: Black; - border: 0; - width: 90%; - text-align: left; - padding: .125em .125em .125em .25em; - font-weight: normal; -} -span.sheet-text-button { - padding-left: 1.8em; -} - .sheet-table-cell.sheet-right-border, .sheet-table-header.sheet-right-border { border-right:1px solid dimgrey; @@ -835,17 +851,6 @@ button[type=roll].sheet-command-button:hover { box-shadow: 1px 1px 2px #333; } -/* -button[type=roll].sheet-command-button { - background-color: #ce0f69; - color: #FFFFFF; - font-size: 1.1em; - padding: 0 3px 0 3px; - margin: 0 0 2px 0; - border-radius: 4px; -} -*/ - button[type=roll].sheet-text-button, button[type=roll].sheet-spellcaster-button { border-radius: 4px; @@ -925,11 +930,11 @@ input.sheet-tabinput { height: 1.5em; } .sheet-tab.sheet-tab99 { - width: 4.75% !important; + width: 6% !important; } .sheet-tabinput.sheet-tab99 { - width: 4.75% !important; - margin-right: -4.75% !important; + width: 6% !important; + margin-right: -6% !important; } .sheet-mainnav ~ .sheet-tab, .sheet-mainnav ~ .sheet-tabinput { @@ -1147,51 +1152,14 @@ input.sheet-tabinput { padding-right:.5em; } /* add space */ -.sheet-section-inventory .sheet-col.sheet-col1 .sheet-table { +.sheet-section-equipment .sheet-col.sheet-col1 .sheet-table { margin-right:.125em; } -.sheet-section-inventory .sheet-col.sheet-col1 .sheet-table:last-child { +.sheet-section-equipment .sheet-col.sheet-col1 .sheet-table:last-child { margin-right: 0; } /***************** collapse/expand rows arrow added after text found preceding span ******************************/ -/* standalone generic toggles */ -.sheet-noshow, -.sheet-show-spell-cell, -.sheet-sect-show.sheet-sect-show-inverse, -.sheet-sect-show.sheet-noshow, -.sheet-wounds-show, -.sheet-sect2-show.sheet-noshow, -.sheet-wider-readonly.sheet-noshow, -.sheet-misc-show:not(.sheet-showarrow), -.sheet-spontaneous-show, -.sheet-mythic-show, -.sheet-psionic-show, -.sheet-racial-traits-show, -.sheet-traits-show, -.sheet-featlist-show, -.sheet-classfeatures-show, -.sheet-oldslas-show, -.sheet-sp-show, -.sheet-nextitem-show, -.sheet-use-size-show, -.sheet-repeating-sect-show, -.sheet-advanced-macro-show, -.sheet-buff-exists, -.sheet-condition-exists, -.sheet-section-state, -.sheet-bg-show, -.sheet-unchained-show, -.sheet-consolidated-show, -.sheet-tabcopy, -.sheet-error-show, -.sheet-warn-show, -.sheet-error-mshow, -.sheet-warn-mshow, -.sheet-sect2-show:not(.sheet-showarrow), -.sheet-sect3-show:not(.sheet-showarrow) { - display: none; -} /* ARROWS */ input.sheet-csstextbutton, .sheet-csstextbutton, @@ -1339,6 +1307,7 @@ h2.sheet-clickheader { .sheet-sect.sheet-expand .sheet-macro-text-showlabel, .sheet-sect.sheet-expand .sheet-advmacro-text-showlabel, .sheet-sect.sheet-expand .sheet-init-notes-showlabel, +.sheet-sect.sheet-expand .sheet-save-notes-showlabel, .sheet-sect.sheet-expand .sheet-extra-damage-showlabel { width: 9em; } @@ -1349,6 +1318,7 @@ h2.sheet-clickheader { .sheet-sect.sheet-expand .sheet-macro-text-show, .sheet-sect.sheet-expand .sheet-advmacro-text-show, .sheet-sect.sheet-expand .sheet-init-notes-show, +.sheet-sect.sheet-expand .sheet-save-notes-show, .sheet-sect.sheet-expand .sheet-extra-damage-show { width: 9em; margin-right: -9em; @@ -1356,13 +1326,15 @@ h2.sheet-clickheader { .sheet-sect.sheet-expand .sheet-iterations-showlabel, .sheet-sect.sheet-expand .sheet-advmacro-text-showlabel, .sheet-sect.sheet-expand .sheet-armor-attributes-showlabel, -.sheet-sect.sheet-expand .sheet-weapon-attributes-showlabel { +.sheet-sect.sheet-expand .sheet-weapon-attributes-showlabel, +.sheet-sect.sheet-expand .sheet-all-saves-macro-showlabel { width: 12em; } .sheet-sect.sheet-expand .sheet-iterations-show, .sheet-sect.sheet-expand .sheet-advmacro-text-show, .sheet-sect.sheet-expand .sheet-armor-attributes-show, -.sheet-sect.sheet-expand .sheet-weapon-attributes-show { +.sheet-sect.sheet-expand .sheet-weapon-attributes-show, +.sheet-sect.sheet-expand .sheet-all-saves-macro-show { width: 12em; margin-right: -12em; } @@ -1410,21 +1382,22 @@ h2.sheet-clickheader { margin-right: -1.5rem; } +.sheet-minimize-show { + margin: 0 -1.4rem 2px .33rem; +} .sheet-lock-show, .sheet-split-column-show, -.sheet-minimize-show, .sheet-readonly-show, .sheet-createattackbutton { - margin: 0 -1.4rem 2px .33rem; + margin: 0 -1.4rem 2px 0; } - -.sheet-cssbutton.sheet-refreshbutton { - margin-left:20%; +.sheet-deletebutton { + margin: 0 -1.4rem 2px 2rem; } .sheet-csstextbutton { - width:4em; - margin-right:-4em; + width:5em; + margin-right:-5em; } .sheet-cssbutton + span::before { @@ -1458,6 +1431,20 @@ h2.sheet-clickheader { width: 4em; height: 1.4rem; } +.sheet-showarrow:hover + .sheet-showsect:not(.sheet-showsect-nocolor), +.sheet-showarrow:hover + .sheet-showsect::before, +.sheet-counted:hover + span, +.sheet-counted:hover + span::before { + color: Red; +} + +.sheet-csstextbutton:hover, +.sheet-csstextbutton:hover + span, +.sheet-cssbutton:hover, +.sheet-cssbutton:hover + span::before { + color: Red; + box-shadow: 1px 1px 2px #333; +} .sheet-minimize-show:checked ~ .sheet-lock-show + span::before, .sheet-csstextbutton:checked + span, @@ -1470,6 +1457,10 @@ h2.sheet-clickheader { padding-top: 2px; vertical-align: top; } +.sheet-minimize-show:checked:hover + span::before { + background-color: white !important; + color: red; +} .sheet-minimize-show + span::before { content: 'â–‚'; padding-top: 0px; @@ -1501,10 +1492,27 @@ h2.sheet-clickheader { padding-top: 1px; vertical-align: top; } +.sheet-split-column-show:checked:hover + span::before { + background-color: white !important; + color: red; +} + +.sheet-deletebutton + span::before { + font-family: "Pictos" !important; + content: '#'; + padding-left: 2px; + padding-top: 0px; + vertical-align: top; +} + .sheet-refreshbutton + span::before { font-family: "Pictos" !important; content: '1'; - padding: 3px 0 0 0; + vertical-align: top; + margin-top:.5em; +} +.sheet-small-label2 .sheet-refreshbutton + span::before { + margin-top:2px; } .sheet-table-cell.sheet-small-label.sheet-cssbutton-cell { padding-top:1em; @@ -1520,7 +1528,7 @@ h2.sheet-clickheader { content: 'âš”'; margin-top: 5px; vertical-align:top; - padding: 4px 0 0 0 !important; + padding: 3px 0 0 0 !important; } .sheet-addarmorbutton+ span::before { font-family: "Pictos Three" !important; @@ -1534,39 +1542,67 @@ h2.sheet-clickheader { vertical-align:top; padding: 4px 0 0 0 !important; } + +.sheet-cssbutton-label { + margin-left: -3em; + font-weight: bold; + font-size: .666rem; + font-style: italic; + vertical-align: bottom; + cursor: help; +} +input.sheet-configbutton, +input.sheet-readonly-show, +input.sheet-refreshbutton { + vertical-align: top; + margin-top: .5em; + padding-top: 0; + margin-left: .75em; +} + .sheet-configbutton + span::before { content: 'â›­'; - margin-top: 5px; - vertical-align:top; - padding: 5px 0 0 0 !important; + margin-top: .5em; + vertical-align: top; + padding: 2px 0 0 0 !important; +} +.sheet-configbutton:checked:hover + span::before { + background-color: white !important; + color: red; } .sheet-readonly-show + span::before { background-color:white !important; background: url("http://i.imgur.com/C8lPQRS.png"); background-position: -1px -1px; - content:' '; - width: 1.45rem; - height: 1.4rem; + content:' '; + color:transparent; background-repeat:no-repeat !important; - margin: 3px 0px -5px 4px; + vertical-align: top; + margin-top: .5em; } -.sheet-readonly-show + span:hover::before { +.sheet-readonly-show:hover + span::before { background-color:white !important; background: url("http://i.imgur.com/MEXe7NT.png"); background-position: -1px -1px; - content:' '; + color:transparent; } .sheet-readonly-show:checked + span::before { background-color:#4a6486 !important; background: url("http://i.imgur.com/HcLvjwY.png"); background-position: -1px -1px; - content:' '; + color:transparent; } -.sheet-readonly-show:checked + span:hover::before { - background-color:#4a6486 !important; - background: url("http://i.imgur.com/HcLvjwY.png"); - background-position: -1px -1px; - content:' '; +.sheet-readonly-show:checked:hover + span::before { + background-color: white !important; + background: url("http://i.imgur.com/EXbHcIE.png"); + background-position: -1px -1px; + color: transparent; +} +.sheet-allrows-note span { + vertical-align: middle; +} +.sheet-allrows-note { + margin-left: 1em; } .sheet-small-label2 .sheet-createattackbutton + span::before { padding: 4px; @@ -1577,17 +1613,7 @@ h2.sheet-clickheader { -webkit-margin-before: 0; display: inline-block; } -.sheet-showarrow:hover + .sheet-showsect:not(.sheet-showsect-nocolor), -.sheet-showarrow:hover + .sheet-showsect::before, -.sheet-counted:hover + span, -.sheet-counted:hover + span::before, -.sheet-csstextbutton:hover, -.sheet-csstextbutton:hover + span, -.sheet-cssbutton:hover, -.sheet-cssbutton:hover + span::before { - color: Red; - border-color: Red; -} + /***********************repeating item counter ************************************/ .sheet-repeating-fields { @@ -1678,28 +1704,25 @@ h2.sheet-clickheader { } /*selected text */ -.sheet-selectedlabel-check + b:not(.sheet-offCase), -.sheet-selectedlabel-check + label b:not(.sheet-offCase) { - color: darkslategrey; - display: inline; +.sheet-selectedlabel-check + b:not(.sheet-offCase) { + color: dimgrey; font-size: .75rem; line-height: 1.5em; padding: 1px .5em 1px .25em; - cursor: pointer; } - -.sheet-selectedlabel-check + b:not(.sheet-offCase):hover, -.sheet-selectedlabel-check + label b:not(.sheet-offCase):hover { +.sheet-corerules .sheet-table-row .sheet-table-cell { + padding-left:.5em; +} +.sheet-selectedlabel-check:hover + b:not(.sheet-offCase), +.sheet-selectedlabel-check:focus + b:not(.sheet-offCase), +.sheet-selectedlabel-check:checked:hover + b:not(.sheet-offCase), +.sheet-selectedlabel-check:checked:focus + b:not(.sheet-offCase) { color: red; - font-weight: bold; } -.sheet-selectedlabel-check:checked + b:not(.sheet-offCase), -.sheet-selectedlabel-check:checked + label b:not(.sheet-offCase) { +.sheet-selectedlabel-check:checked + b:not(.sheet-offCase) { color: black; - font-weight: bold; - display: inline; - cursor: pointer; } + .sheet-conditions .sheet-table-row { height: 1.85em; } @@ -1729,8 +1752,8 @@ hr.sheet-skinny { /* used to highlight background of sub-nav row on repeating sections */ .sheet-subnav-hr { width: 100%; - border: .65rem solid #DAE4F2; - margin-top: -1.35rem; + border: .75rem solid #DAE4F2; + margin-top: -1.45rem; } .sheet-npchead-bottom { margin-bottom: 5px; @@ -2052,6 +2075,9 @@ input.sheet-highlight[readonly] .sheet-nontable-repeating .sheet-linked-fields { vertical-align: top; } +.sheet-linked-fields.sheet-use-size { + max-height:3.6em; +} .sheet-small-label2 span:not(.sheet-autoexpand) { padding: 0 .07em 0 .07em; text-align: center; @@ -2062,9 +2088,45 @@ input.sheet-highlight[readonly] position: relative; bottom: 0; } +.sheet-text-button, +button.sheet-text-button { + border: 0; + width: 90%; + padding: .125em .125em .125em .25em; +} + +span.sheet-text-button { + padding-left: 1.8em; +} +.sheet-small-label2 .sheet-text-button span, +.sheet-text-button, +button.sheet-text-button, +.sheet-text-button span { + text-align: left; + font-size: 1rem; + background-color: Black; + font-weight: normal; + font-style: normal; + color: White; +} + .sheet-small-label2.sheet-autoexpand span:not(.sheet-autoexpand) { white-space:nowrap; } +.sheet-repeating-id .sheet-small-label2 span.sheet-selectable, +span[name="attr_row_id"].sheet-selectable, +input[name="attr_mainhand_id"].sheet-entry-long, +input[name="attr_offhand_id"].sheet-entry-long, +input[type="text"][name="attr_source-main"], +input[type="text"][name="attr_source-off"], +input[type="text"][name="attr_source-item"], +input[type="text"][name="attr_source-spell"], +input[type="text"][name="attr_source-ability"] + { + background-color: #ECECEC; + padding: .25em 2px .25em 2px; + height: 1.825em; +} .sheet-repeating-id { display: block; clear: left; @@ -2086,7 +2148,7 @@ input.sheet-highlight[readonly] .sheet-small-label2 > * { max-width: 100%; }*/ -.sheet-small-label2 > input, +.sheet-small-label2 > input:not(.sheet-cssbutton), .sheet-small-label2 > select, .sheet-small-label2 > .sheet-calc { display: block; @@ -2104,8 +2166,8 @@ input.sheet-highlight[readonly] } /* webkit (chrome) needs different css firefox centers perfectly, not chrome.must make it equal to 1.825 */ -.sheet-small-label2 > input[type="checkbox"], -.sheet-small-label2 > input[type="radio"] { +.sheet-small-label2 > input[type="checkbox"]:not(.sheet-cssbutton), +.sheet-small-label2 > input[type="radio"]:not(.sheet-cssbutton) { -webkit-logical-height: 1em; -webkit-margin-before: .5em; -webkit-margin-after: .325em; @@ -2631,10 +2693,15 @@ div.sheet-macro-text .sheet-small-label2, .sheet-section-state:checked ~ .sheet-background-color1 { background-color: #f0f8ff; } -.sheet-section-header { +.sheet-monster-indicator { width: 100%; - display: table; - clear: both; + display: block; + margin-top: -1em; + text-align: center; +} +.sheet-section-header { + display: inline-table; + vertical-align:bottom; } .sheet-section-header .sheet-small-label2 { display: table-cell; @@ -2719,11 +2786,13 @@ div.sheet-macro-text .sheet-small-label2, .sheet-extra-show:not(:checked) ~ .sheet-section-extra, .sheet-sp-show:not(:checked) ~ .sheet-sect-sp, .sheet-sp-show:checked ~ .sheet-sect-sp-inverse, -/* class and race */ +/* pc vs npc */ .sheet-npc-show:checked ~ .sheet-pc-only, -.sheet-npc-show:not(:checked) ~ .sheet-npc-only, .sheet-npc-show:checked ~ span .sheet-pc-only, +.sheet-npc-show:checked ~ .sheet-pfsheet .sheet-pc-only, +.sheet-npc-show:not(:checked) ~ .sheet-npc-only, .sheet-npc-show:not(:checked) ~ span .sheet-npc-only, +.sheet-npc-show:not(:checked) ~ .sheet-pfsheet .sheet-npc-only, /* generic sections */ .sheet-sect-show:not(:checked) ~ .sheet-sect, .sheet-sect2-show:not(:checked) ~ .sheet-sect2, @@ -2734,11 +2803,13 @@ div.sheet-macro-text .sheet-small-label2, .sheet-subsect-show:not(:checked) ~ div .sheet-sect, .sheet-subsect2-show:not(:checked) ~ div .sheet-sect2, .sheet-subsect3-show:not(:checked) ~ div .sheet-sect3, -/* pc vs npc */ -.sheet-npc-show:not(:checked) ~ .sheet-sect-npc, -.sheet-npc-show:not(:checked) ~ div .sheet-sect-npc, -.sheet-npc-show:checked ~ .sheet-sect-pc, -.sheet-npc-show:checked ~ div .sheet-sect-pc, +.sheet-deletesect-show:not(:checked) ~ .sheet-deletesect, +.sheet-extra-show:not(:checked) ~ .sheet-extra-sect, +.sheet-extra-show:not(:checked) ~ div .sheet-extra-sect, +.sheet-extra-show:checked ~ .sheet-extra-sect-inverse, +.sheet-extra-show:checked ~ div .sheet-extra-sect-inverse, +/* buttons */ +.sheet-progress-show:not(:checked) ~ .sheet-progress-icon, /* .sheet-nextitem-show:not(:checked) + *, */ @@ -2749,24 +2820,6 @@ div.sheet-macro-text .sheet-small-label2, .sheet-use-size-show:checked ~ .sheet-repeating-fields .sheet-size-affects-show:checked ~ .sheet-dont-use-size, .sheet-use-size-show:checked ~ .sheet-repeating-fields .sheet-size-affects-show:not(:checked) ~ .sheet-use-size, .sheet-nextitem-show:not(:checked) + .sheet-nextitem, -input[name$="STR-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-str, -input[name$="DEX-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-dex, -input[name$="CON-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-con, -input[name$="INT-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-int, -input[name$="WIS-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-wis, -input[name$="CHA-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-cha, -input[name$="Fort-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-fort, -input[name$="Ref-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-ref, -input[name$="Will-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-will, -input[name$="AC-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-ac, -input[name$="Touch-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-touch, -input[name$="CMD-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-cmd, -input[name$="Melee-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-melee, -input[name$="Ranged-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-ranged, -input[name$="DMG-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-dmg, -input[name$="Check-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-check, -input[name$="CasterLevel-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-casterlevel, -input[name$="HP-temp-show"].sheet-nextitem-show:not(:checked) ~ .sheet-b-hp-temp, input[name$="ability_type"].sheet-nextitem-show:not(:checked) ~ .sheet-concentration, @@ -2799,6 +2852,7 @@ input[name$="wound_threshold-show"].sheet-nextitem-show:not(:checked) ~ .sheet-g .sheet-xor-A-show:checked~.sheet-xor-B-show:checked~.sheet-xor-sect, .sheet-nexor-A-show:checked~.sheet-nexor-B-show:not(:checked)~.sheet-nexor-sect, .sheet-nexor-A-show:not(:checked)~.sheet-nexor-B-show:checked~.sheet-nexor-sect, +.sheet-or3-show:not(:checked)~.sheet-or3-show:not(:checked)~.sheet-or3-show:not(:checked) ~ .sheet-or3-sect, .sheet-or-A-show:not(:checked)~.sheet-or-B-show:not(:checked) ~ .sheet-either-or-sect, .sheet-or-A-show:not(:checked)~.sheet-or-B-show:not(:checked) ~ div.sheet-class-table .sheet-either-or-sect, .sheet-spells-per-day .sheet-or-A-show:not(:checked)~.sheet-or-B-show:not(:checked) ~ div.sheet-table .sheet-either-or-sect, @@ -2819,8 +2873,6 @@ input[name$="wound_threshold-show"].sheet-nextitem-show:not(:checked) ~ .sheet-g .sheet-buff-exists:checked ~.sheet-panel-name, .sheet-buffs-show:not(:checked) ~ .sheet-buffs, /* spells per day section */ -.sheet-spontaneous-show:not(:checked) ~ div .sheet-spontaneous, -.sheet-spontaneous-show:checked ~ div .sheet-spontaneous-inverse, .sheet-spellclass0-show:not(:checked) ~ .sheet-sect-spellclass0, .sheet-spellclass1-show:not(:checked) ~ .sheet-sect-spellclass1, .sheet-spellclass2-show:not(:checked) ~ .sheet-sect-spellclass2, @@ -2828,10 +2880,12 @@ input[name$="wound_threshold-show"].sheet-nextitem-show:not(:checked) ~ .sheet-g .sheet-extra-damage-show:not(:checked) ~ .sheet-extra-damage, .sheet-show-spell-cell:not(:checked) ~ div .sheet-spell-cell, .sheet-init-notes-show:not(:checked)~.sheet-init-notes, +.sheet-save-notes-show:not(:checked)~.sheet-save-notes, .sheet-iterations-show:not(:checked) ~ .sheet-iterative_attack_section, .sheet-armor-attributes-show:not(:checked)~.sheet-armor-attributes, .sheet-weapon-attributes-show:not(:checked)~.sheet-weapon-attributes, - +.sheet-horror-show:not(:checked)~.sheet-pfsheet .sheet-horror-sect, +.sheet-dual-wield-show:not(:checked)~.sheet-dual-wield-sect, /* skills */ .sheet-custom-skill-2-show:not(:checked) ~ .sheet-custom-skill-3-show:not(:checked) ~ .sheet-custom-skill-6-show:not(:checked) ~ .sheet-custom-skill-10-show:not(:checked) ~ .sheet-custom-skill-2, .sheet-custom-skill-3-show:not(:checked) ~ .sheet-custom-skill-6-show:not(:checked) ~ .sheet-custom-skill-10-show:not(:checked) ~ .sheet-custom-skill-3, @@ -2878,10 +2932,10 @@ input[name$="wound_threshold-show"].sheet-nextitem-show:not(:checked) ~ .sheet-g display:inline !important; } /* inventory subsections */ -.sheet-inventory-onetime-show:not(:checked) ~ .sheet-repeating-fields .sheet-nontable-repeating .sheet-items-toggle { +.sheet-equipment-onetime-show:not(:checked) ~ .sheet-repeating-fields .sheet-nontable-repeating .sheet-items-toggle { display:none; } -.sheet-equipmentnav ~ .sheet-tabinput.sheet-tab99:not(:checked) ~ .sheet-inventory-onetime-show:not(:checked) ~ .sheet-repeating-fields .sheet-nontable-repeating .sheet-items-toggle-except-on-all { +.sheet-equipmentnav ~ .sheet-tabinput.sheet-tab99:not(:checked) ~ .sheet-equipment-onetime-show:not(:checked) ~ .sheet-repeating-fields .sheet-nontable-repeating .sheet-items-toggle-except-on-all { display:none; } @@ -3075,6 +3129,19 @@ input[type="text"].sheet-skill-conds { vertical-align: top; overflow: hidden; } +.sheet-rolltemplate-pf_spell .sheet-pfctracking, +.sheet-rolltemplate-pf_ability .sheet-pfctracking, +.sheet-rolltemplate-pf_attack .sheet-pfctracking, +.sheet-rolltemplate-pf_block .sheet-pfctracking { + text-align: right; +} +.sheet-rolltemplate-pf_spell .sheet-pfctracking a, +.sheet-rolltemplate-pf_ability .sheet-pfctracking a, +.sheet-rolltemplate-pf_attack .sheet-pfctracking a, +.sheet-rolltemplate-pf_block .sheet-pfctracking a { + background-color: var(--sheet-pf-bg); + font-family: pictos !important; +} .sheet-rolltemplate-pf_generic .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:last-child, .sheet-rolltemplate-pf_ability .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:last-child, .sheet-rolltemplate-pf_defense .sheet-roll-group2 .sheet-roll-row .sheet-roll-cell:last-child, @@ -4067,22 +4134,22 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar border: none; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-inventory .sheet-col.sheet-col1 .sheet-table { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-equipment .sheet-col.sheet-col1 .sheet-table { margin-right:0; } -.sheet-readonly-show:checked ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-current-loads { +.sheet-readonly-show:checked ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-current-loads { flex-flow: row nowrap; justify-content: space-between; } /* block not table because of wrap */ -.sheet-readonly-show:checked ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-current-loads .sheet-table, -.sheet-readonly-show:checked ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-loads-and-lift .sheet-table, -.sheet-readonly-show:checked ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-currency .sheet-table { +.sheet-readonly-show:checked ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-current-loads .sheet-table, +.sheet-readonly-show:checked ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-loads-and-lift .sheet-table, +.sheet-readonly-show:checked ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-currency .sheet-table { display:inline-block; } -.sheet-readonly-show:checked ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-current-loads .sheet-load .sheet-table-cell { +.sheet-readonly-show:checked ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-current-loads .sheet-load .sheet-table-cell { line-height:3em; } @@ -4099,35 +4166,35 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar .sheet-lift-modifiers, .sheet-lift { width:33%; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-h2-section.sheet-other-items { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-h2-section.sheet-other-items { width:100%; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-h2-section.sheet-other-items { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-h2-section.sheet-other-items { width:100%; } /* inventory page switch from rows to columns */ -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-h2-section.sheet-currency, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-h2-section.sheet-current-loads, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-h2-section.sheet-loads-and-lift { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-h2-section.sheet-currency, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-h2-section.sheet-current-loads, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-h2-section.sheet-loads-and-lift { display:flex; flex-flow:column; } /* inventory page only */ -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-col.sheet-col1 .sheet-h2-section.sheet-currency, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-col.sheet-col1 .sheet-h2-section.sheet-current-loads { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-col.sheet-col1 .sheet-h2-section.sheet-currency, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-col.sheet-col1 .sheet-h2-section.sheet-current-loads { width: calc(50% - 4px); float:left; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-loads-and-lift { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-loads-and-lift { width: calc(50% - 4px); float: right; } /* inventory all page */ -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-col.sheet-col1 .sheet-h2-section.sheet-currency, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-col.sheet-col1 .sheet-h2-section.sheet-current-loads, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-col.sheet-col1 .sheet-h2-section.sheet-loads-and-lift { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-col.sheet-col1 .sheet-h2-section.sheet-currency, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-col.sheet-col1 .sheet-h2-section.sheet-current-loads, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-col.sheet-col1 .sheet-h2-section.sheet-loads-and-lift { width:100%; } /* col 2 worn items */ @@ -4137,7 +4204,7 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar justify-content: space-between; max-width: 100%; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-worn-items { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-worn-items { flex-flow:column; align-items:stretch; } @@ -4147,19 +4214,19 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar flex-basis:50%; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-inventory .sheet-col.sheet-col2 { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-equipment .sheet-col.sheet-col2 { width: 100%; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-col.sheet-col1{ +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-col.sheet-col1{ margin: 2px 2px 2px -2px; width: 40%; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-col.sheet-col2 { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-col.sheet-col2 { margin: 2px 0 2px 0; width: calc(60% - 4px); float:right; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-col.sheet-col2 .sheet-worn-items .sheet-table { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-col.sheet-col2 .sheet-worn-items .sheet-table { width: 100%; display:table; flex-basis:100%; @@ -4172,14 +4239,14 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar float:right; } /* read only any page */ -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-current-loads .sheet-table, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-loads-and-lift .sheet-table, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-inventory .sheet-h2-section.sheet-currency .sheet-table { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-current-loads .sheet-table, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-loads-and-lift .sheet-table, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-equipment .sheet-h2-section.sheet-currency .sheet-table { width: 100%; } /* display xp at bottom of page in all pages mode */ -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-inventory .sheet-experience { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section-equipment .sheet-experience { display: none; } /******** spells ********/ @@ -4328,24 +4395,51 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-defenses .sheet-defense-grid .sheet-defense-table .sheet-table-cell:nth-of-type(n+13) { display: none; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-header:nth-child(n+3), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-cell:nth-child(n+3) { + +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-group-head :nth-child(8), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-group-head :nth-child(9), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-group-head :nth-child(10), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-group-head :nth-child(11), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-group-head :nth-child(14), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-group-head :nth-child(15), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-row :nth-child(8), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-row :nth-child(9), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-row :nth-child(10), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-row :nth-child(11), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-row :nth-child(14), +.sheet-extra-saves-show:not(:checked) ~ .sheet-saves-table .sheet-table-row :nth-child(15) { + display:none; +} + +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(3), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(4), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(5), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(7), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(8), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(9), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(10), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(11), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(12), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head :nth-child(n+14), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(3), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(4), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(5), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(7), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(8), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(9), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(10), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(11), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(12), +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-row :nth-child(n+14) { display: none; } .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-divider, .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-divider-lg { display: none; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-header:nth-child(6), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-cell:nth-child(6), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-header:nth-child(11), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:not(:checked) ~ .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-cell:nth-child(11) { - display: table-cell; -} .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-defenses .sheet-defense-notes .sheet-notes { height:5em; } - .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-attacks .sheet-attack-grid .sheet-table-row .sheet-divider, .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-attacks .sheet-attack-grid .sheet-table-group-head .sheet-table-header:nth-child(n+3), .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-attacks .sheet-attack-grid .sheet-table-row .sheet-table-cell:nth-child(n+3) { @@ -4399,8 +4493,8 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar .sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-skills .sheet-skill-totals .sheet-divider-lg { display: none; } -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-inventory .sheet-carried-totals .sheet-divider, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-inventory .sheet-carried-totals .sheet-divider-lg { +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-equipment .sheet-carried-totals .sheet-divider, +.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section-equipment .sheet-carried-totals .sheet-divider-lg { display: none; } @@ -4416,10 +4510,6 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar .sheet-show-spell-tab:not(:checked) ~ .sheet-main .sheet-section-spells { display: none; } -.sheet-show-npc-tab:not(:checked) ~ .sheet-main .sheet-npctab, -.sheet-show-npc-tab:not(:checked) ~ .sheet-main .sheet-section-npc { - display: none; -} .sheet-table-rightcell { width:90%; max-width:90%; @@ -4464,6 +4554,20 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar text-indent:1.25em; } +.sheet-noshow{ + display: none !important; +} + +/* attacks */ +.sheet-dualwield-hide:checked ~ .sheet-nondual-sect, +.sheet-dualwield-hide:checked ~ .sheet-sect.sheet-expand .sheet-nondual-sect, +.sheet-dualwield-hide:not(:checked) ~ .sheet-dual-sect, +.sheet-dualwield-hide:not(:checked) ~ .sheet-sect.sheet-expand .sheet-dual-sect { + display:none; +} + + + /*skill too crowded*/ .sheet-skills .sheet-divider, /* turn config page on /off */ @@ -4471,15 +4575,29 @@ also if multiple repeating sects inside h2 they are 100% wide and only h2 is nar .sheet-config-show:not(:checked) ~ .sheet-section-config, /* config page toggles override all others: */ .sheet-spellpoints-show:not(:checked) ~ .sheet-section-spellclass .sheet-spellpoints-sect, -.sheet-advanced-spell-option-show:not(:checked) ~ .sheet-spellcasting-classes .sheet-manual-column-show:not(:checked) ~ div .sheet-spell-userdef-column, -.sheet-advanced-spell-option-show:not(:checked) ~ .sheet-spellcasting-classes .sheet-advanced-spell-option, -.sheet-advanced-spell-macro-show:not(:checked) ~ .sheet-spellcasting-classes .sheet-advanced-spell-macro, +.sheet-advanced-spell-option-show:not(:checked) ~ .sheet-section-spellclass .sheet-manual-column-show:not(:checked) ~ div .sheet-spell-userdef-column, +.sheet-advanced-spell-option-show:not(:checked) ~ .sheet-section-spellclass .sheet-advanced-spell-option, +.sheet-advanced-spell-option-show:not(:checked) ~ .sheet-spells .sheet-advanced-spell-option, +.sheet-advanced-spell-option-show:not(:checked) ~ .sheet-npc-spells .sheet-advanced-spell-option, .sheet-spell-multiclassed-show:not(:checked) ~ .sheet-spellcasting-classes .sheet-spell-multiclassed, .sheet-spell-multiclassed-show:not(:checked) ~ .sheet-repeating-sect .sheet-spell-multiclassed, .sheet-all-macro-text-show:not(:checked) ~ div .sheet-macro-text, .sheet-all-macro-text-show:not(:checked) ~ div .sheet-showsect.sheet-macro-text-showlabel, +.sheet-all-macro-text-show:not(:checked) ~ div .sheet-showsect.sheet-all-saves-macro-showlabel, .sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-skills .sheet-skills .sheet-table-row .sheet-table-header:last-child, .sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-skills .sheet-skills .sheet-table-row .sheet-table-cell:last-child, +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head .sheet-table-header:nth-last-child(2), +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group .sheet-table-row .sheet-table-cell:nth-last-child(2), +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group-head .sheet-table-header:last-child, +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-defenses .sheet-saves .sheet-saves-table .sheet-table-group .sheet-table-row .sheet-table-cell:last-child, + +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-ability-scores .sheet-table .sheet-table-group-head .sheet-table-header:last-child, +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-ability-scores .sheet-table .sheet-table-group .sheet-table-cell:last-child, + +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-attacks .sheet-table .sheet-table-group-head .sheet-table-header:last-child, +.sheet-all-macro-text-show:not(:checked) ~ .sheet-main .sheet-section-attacks .sheet-table .sheet-table-group .sheet-table-cell:last-child, + + .sheet-wounds-show:not(:checked) ~ .sheet-wound-threshold, .sheet-advanced-macro-show:not(:checked) ~ .sheet-main .sheet-advanced-macros, .sheet-advanced-macro-show:not(:checked) ~ .sheet-main .sheet-advmacro-text-showlabel, diff --git a/Pathfinder-Neceros/pathfinder-neceros.html b/Pathfinder-Neceros/pathfinder-neceros.html index 7a8e48c1570f..3b156ca4e9fc 100644 --- a/Pathfinder-Neceros/pathfinder-neceros.html +++ b/Pathfinder-Neceros/pathfinder-neceros.html @@ -6,84 +6,64 @@ -
    Screenreader users should check expand all to ensure all content is visible to the reader. It is the second checkbox on this page. Screenreader users please turn on reading of Title attributes. A lot of information is still in the titles. Checkboxes with a label right after cause the section with same name (h2 or h3 header) to be revealed or hidden. New sheets begin on the Configuration page. Use the Settings button(config-show) to edit the sheet. - - + + -
    - -
    +
    - {{/accessible}} @@ -13143,16 +13344,35 @@

    Attack 4:

    {{/attack4}} {{^attack4}} {{#damage4}}{{/damage4}} - {{/attack4}} - {{#allprops() color accessible rounded spelldamage spelldamagetype spellclass class cast_defDC header_image character_name character_id name_link subtitle deafened_note school level casterlevel rangetext norangetext casting_time components range targets duration saving_throw dc sr Concentration spellPen cast_def Concentration_chk spellPen_chk casterlevel_chk description close medium long see_text personal touch number perlevel blank unknownrange spell_fail_check spell_fail attack damage crit_confirm crit_damage attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 spells_notes generic_note}} + {{/attack4}} + {{#allprops() color accessible rounded spelldamage spelldamagetype spellclass class cast_defDC header_image character_name character_id name_link subtitle deafened_note school level casterlevel rangetext norangetext casting_time components range targets duration saving_throw dc sr Concentration spellPen cast_def Concentration_chk spellPen_chk casterlevel_chk description close medium long see_text personal touch number perlevel blank unknownrange spell_fail_check spell_fail attack damage crit_confirm crit_damage attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 spells_notes generic_note spelltracking1 spelltracking2 spelltracking3 spelltracking4 spelltracking5 spelltracking6 spelldescription1 spelldescription2 spelldescription3 spelldescription4 spelldescription5 spelldescription6}} - {{/allprops() color accessible rounded spelldamage spelldamagetype spellclass class cast_defDC header_image character_name character_id name_link subtitle deafened_note school level casterlevel rangetext norangetext casting_time components range targets duration saving_throw dc sr Concentration spellPen cast_def Concentration_chk spellPen_chk casterlevel_chk description close medium long see_text personal touch number perlevel blank unknownrange spell_fail_check spell_fail attack damage crit_confirm crit_damage attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 spells_notes generic_note}} + {{/allprops() color accessible rounded spelldamage spelldamagetype spellclass class cast_defDC header_image character_name character_id name_link subtitle deafened_note school level casterlevel rangetext norangetext casting_time components range targets duration saving_throw dc sr Concentration spellPen cast_def Concentration_chk spellPen_chk casterlevel_chk description close medium long see_text personal touch number perlevel blank unknownrange spell_fail_check spell_fail attack damage crit_confirm crit_damage attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 spells_notes generic_note spelltracking1 spelltracking2 spelltracking3 spelltracking4 spelltracking5 spelltracking6 spelldescription1 spelldescription2 spelldescription3 spelldescription4 spelldescription5 spelldescription6}} {{#description}}{{description}}{{/description}} {{#generic_note}}{{generic_note}}{{/generic_note}} {{#spells_notes}}

    Spells Notes

    {{spells_notes}}{{/spells_notes}} {{#deafened_note}}

    Deafened

    - {{/deafened_note}} + {{/deafened_note}} + + {{#spelltracking1}} + {{#spelldescription1}}{{/spelldescription1}} + {{/spelltracking1}} + {{#spelltracking2}} + {{#spelldescription2}}{{/spelldescription2}} + {{/spelltracking2}} + {{#spelltracking3}} + {{#spelldescription3}}{{/spelldescription3}} + {{/spelltracking3}} + {{#spelltracking4}} + {{#spelldescription4}}{{/spelldescription4}} + {{/spelltracking4}} + {{#spelltracking5}} + {{#spelldescription5}}{{/spelldescription5}} + {{/spelltracking5}} + {{#spelltracking6}} + {{#spelldescription6}}{{/spelldescription6}} + {{/spelltracking6}}
    {{/accessible}} @@ -13300,13 +13520,16 @@

    Attack 4:

    {{#critical_dmg82}}
    {{#critical_dmg2_type}}**{{critical_dmg2_type}}**{{/critical_dmg2_type}}{{^critical_dmg2_type}}**Extra Crit Dmg**{{/critical_dmg2_type}}
    +{{critical_dmg82}}
    {{/critical_dmg82}} {{/rollWasCrit() attack8}}
    {{/no_attack_roll}} + {{#dual_precision_dmg}}
    +
    {{#dual_precision_dmg_type}}**{{dual_precision_dmg_type}}**{{/dual_precision_dmg_type}}{{^dual_precision_dmg_type}}**Extra Dmg**{{/dual_precision_dmg_type}}
    {{dual_precision_dmg}}
    +
    {{/dual_precision_dmg}}
    {{#type}}
    **Type**:
    {{type}}
    {{/type}} - {{#allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage}} + {{#allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage dual_precision_dmg dual_precision_dmg_type itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6}}
    **{{key}}**:
    {{value}}
    - {{/allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage}} + {{/allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage dual_precision_dmg dual_precision_dmg_type itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6}}
    @@ -13317,6 +13540,25 @@

    Attack 4:

    {{#weapon_notes}}
    **Weapon Notes:** {{weapon_notes}}
    {{/weapon_notes}} {{#description}}
    {{description}}
    {{/description}} {{#generic_note}}
    {{generic_note}}
    {{/generic_note}} + + {{#itemtracking1}}
    **Item Tracking:**{{itemtracking1}}
    + {{#itemdescription1}}
    **Tracking Details:**{{itemdescription1}}
    {{/itemdescription1}} + {{/itemtracking1}} + {{#itemtracking2}}
    **Item Tracking:**{{itemtracking2}}
    + {{#itemdescription2}}
    **Tracking Details:**{{itemdescription2}}
    {{/itemdescription2}} + {{/itemtracking2}} + {{#itemtracking3}}
    **Item Tracking:**{{itemtracking3}}
    + {{#itemdescription3}}
    **Tracking Details:**{{itemdescription3}}
    {{/itemdescription3}} + {{/itemtracking3}} + {{#itemtracking4}}
    **Item Tracking:**{{itemtracking4}}
    + {{#itemdescription4}}
    **Tracking Details:**{{itemdescription4}}
    {{/itemdescription4}} + {{/itemtracking4}} + {{#itemtracking5}}
    **Item Tracking:**{{itemtracking5}}
    + {{#itemdescription5}}
    **Tracking Details:**{{itemdescription5}}
    {{/itemdescription5}} + {{/itemtracking5}} + {{#itemtracking6}}
    **Item Tracking:**{{itemtracking6}}
    + {{#itemdescription6}}
    **Tracking Details:**{{itemdescription6}}
    {{/itemdescription6}} + {{/itemtracking6}}
    {{/accessible}} @@ -13407,9 +13649,9 @@

    {{#critical_dmg81}}{{/critical_dmg81}} {{#critical_dmg82}}{{/critical_dmg82}} {{/rollWasCrit() attack8}}{{/no_attack_roll}} - {{#allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage}} + {{#allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage dual_precision_dmg dual_precision_dmg_type itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6}} - {{/allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage}} + {{/allprops() color accessible rounded header_image character_name character_id name_link subtitle attack damage crit_confirm crit_damage description attack2 damage2 crit_confirm2 crit_damage2 attack3 damage3 crit_confirm3 crit_damage3 attack4 damage4 crit_confirm4 crit_damage4 attack5 damage5 crit_confirm5 crit_damage5 attack6 damage6 crit_confirm6 crit_damage6 attack7 damage7 crit_confirm7 crit_damage7 attack8 damage8 crit_confirm8 crit_damage8 melee_notes ranged_notes CMB_notes attack_notes type weapon_notes generic_note precision_dmg1 precision_dmg1_type precision_dmg2 precision_dmg2_type critical_dmg1 critical_dmg1_type critical_dmg2 critical_dmg2_type precision_dmg21 critical_dmg21 precision_dmg22 critical_dmg22 precision_dmg31 critical_dmg31 precision_dmg32 critical_dmg32 precision_dmg41 critical_dmg41 precision_dmg42 critical_dmg42 precision_dmg51 critical_dmg51 precision_dmg52 critical_dmg52 precision_dmg61 critical_dmg61 precision_dmg62 critical_dmg62 precision_dmg71 critical_dmg71 precision_dmg72 critical_dmg72 precision_dmg81 critical_dmg81 precision_dmg82 critical_dmg82 attack1name attack2name attack3name attack4name attack5name attack6name attack7name attack8name vs vsac vstouch vsff vsfft vscmd vscmb vsother no_attack_roll no_damage dual_precision_dmg dual_precision_dmg_type itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6}} {{#type}}{{/type}} {{#melee_notes}}{{/melee_notes}} {{#ranged_notes}}{{/ranged_notes}} @@ -13418,6 +13660,26 @@

    {{#weapon_notes}}{{/weapon_notes}} {{#description}}{{description}}{{/description}} {{#generic_note}}{{generic_note}}{{/generic_note}} + {{#dual_precision_dmg}}{{/dual_precision_dmg}} + + {{#itemtracking1}} + {{#itemdescription1}}{{/itemdescription1}} + {{/itemtracking1}} + {{#itemtracking2}} + {{#itemdescription2}}{{/itemdescription2}} + {{/itemtracking2}} + {{#itemtracking3}} + {{#itemdescription3}}{{/itemdescription3}} + {{/itemtracking3}} + {{#itemtracking4}} + {{#itemdescription4}}{{/itemdescription4}} + {{/itemtracking4}} + {{#itemtracking5}} + {{#itemdescription5}}{{/itemdescription5}} + {{/itemtracking5}} + {{#itemtracking6}} + {{#itemdescription6}}{{/itemdescription6}} + {{/itemtracking6}}

    {{/accessible}} @@ -13580,9 +13842,9 @@

    **Special Defenses and Notes
    **Damage**
    {{damage}}{{#damagetype}} {{damagetype}}{{/damagetype}}

    {{/damage}} {{#check}}
    **Check**
    {{check}}
    {{/check}} {{#duration}}
    **Duration**
    {{duration}}
    {{/duration}} - {{#allprops() color accessible rounded header_image character_name name character_id name_link subtitle casterlevel check shortdesc description class generic_note source rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level }} + {{#allprops() color accessible rounded header_image character_name name character_id name_link subtitle casterlevel check shortdesc description class generic_note source rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level abilitytracking1 abilitytracking2 abilitytracking3 abilitytracking4 abilitytracking5 abilitytracking6 abilitydescription1 abilitydescription2 abilitydescription3 abilitydescription4 abilitydescription5 abilitydescription6}}
    **{{key}}**
    {{value}}
    - {{/allprops() color accessible rounded header_image character_name name character_id name_link subtitle casterlevel check shortdesc description class generic_note source rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level }} + {{/allprops() color accessible rounded header_image character_name name character_id name_link subtitle casterlevel check shortdesc description class generic_note source rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level abilitytracking1 abilitytracking2 abilitytracking3 abilitytracking4 abilitytracking5 abilitytracking6 abilitydescription1 abilitydescription2 abilitydescription3 abilitydescription4 abilitydescription5 abilitydescription6}}
    @@ -13590,6 +13852,25 @@

    **Special Defenses and Notes
    **Description:**{{description}}

    {{/description}} {{#generic_note}}
    {{generic_note}}
    {{/generic_note}} {{#is_sp}}{{#deafened_note}}
    **Deafened:**Has a 20% chance of spell failure when casting spells with verbal components.
    {{/deafened_note}}{{/is_sp}} + + {{#abilitytracking1}}
    **Ability Tracking:**{{abilitytracking1}}
    + {{#abilitydescription1}}
    **Tracking Details:**{{abilitydescription1}}
    {{/abilitydescription1}} + {{/abilitytracking1}} + {{#abilitytracking2}}
    **Ability Tracking:**{{abilitytracking2}}
    + {{#abilitydescription2}}
    **Tracking Details:**{{abilitydescription2}}
    {{/abilitydescription2}} + {{/abilitytracking2}} + {{#abilitytracking3}}
    **Ability Tracking:**{{abilitytracking3}}
    + {{#abilitydescription3}}
    **Tracking Details:**{{abilitydescription3}}
    {{/abilitydescription3}} + {{/abilitytracking3}} + {{#abilitytracking4}}
    **Ability Tracking:**{{abilitytracking4}}
    + {{#abilitydescription4}}
    **Tracking Details:**{{abilitydescription4}}
    {{/abilitydescription4}} + {{/abilitytracking4}} + {{#abilitytracking5}}
    **Ability Tracking:**{{abilitytracking5}}
    + {{#abilitydescription5}}
    **Tracking Details:**{{abilitydescription5}}
    {{/abilitydescription5}} + {{/abilitytracking5}} + {{#abilitytracking6}}
    **Ability Tracking:**{{abilitytracking6}}
    + {{#abilitydescription6}}
    **Tracking Details:**{{abilitydescription6}}
    {{/abilitydescription6}} + {{/abilitytracking6}}
    {{/accessible}} @@ -13621,13 +13902,32 @@

    {{#damage}}{{/damage}} {{#check}}{{/check}} {{#duration}}{{/duration}} - {{#allprops() color accessible rounded header_image character_name name character_id name_link subtitle check shortdesc description untrained class generic_note source cust_cataegory rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level }} + {{#allprops() color accessible rounded header_image character_name name character_id name_link subtitle check shortdesc description untrained class generic_note source cust_cataegory rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level abilitytracking1 abilitytracking2 abilitytracking3 abilitytracking4 abilitytracking5 abilitytracking6 abilitydescription1 abilitydescription2 abilitydescription3 abilitydescription4 abilitydescription5 abilitydescription6}} - {{/allprops() color accessible rounded header_image character_name name character_id name_link subtitle check shortdesc description untrained class generic_note source cust_cataegory rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level }} + {{/allprops() color accessible rounded header_image character_name name character_id name_link subtitle check shortdesc description untrained class generic_note source cust_cataegory rule_category cust_category hasfrequency frequency hasuses uses uses_max next_cast save savedc hasspellrange spell_range custrange hasposrange range is_sp hassr sr concentration hasattack attacktype targetarea damage damagetype deafened_note duration casterlevel spell_level abilitytracking1 abilitytracking2 abilitytracking3 abilitytracking4 abilitytracking5 abilitytracking6 abilitydescription1 abilitydescription2 abilitydescription3 abilitydescription4 abilitydescription5 abilitydescription6}} {{#generic_note}}{{generic_note}}{{/generic_note}} {{#shortdesc}}{{shortdesc}}{{/shortdesc}} {{#description}}

    Description

    {{description}}{{/description}} {{#is_sp}}{{#deafened_note}}

    Deafened

    {{/deafened_note}}{{/is_sp}} + + {{#abilitytracking1}} + {{#abilitydescription1}}{{/abilitydescription1}} + {{/abilitytracking1}} + {{#abilitytracking2}} + {{#abilitydescription2}}{{/abilitydescription2}} + {{/abilitytracking2}} + {{#abilitytracking3}} + {{#abilitydescription3}}{{/abilitydescription3}} + {{/abilitytracking3}} + {{#abilitytracking4}} + {{#abilitydescription4}}{{/abilitydescription4}} + {{/abilitytracking4}} + {{#abilitytracking5}} + {{#abilitydescription5}}{{/abilitydescription5}} + {{/abilitytracking5}} + {{#abilitytracking6}} + {{#abilitydescription6}}{{/abilitydescription6}} + {{/abilitytracking6}}
    {{/accessible}} @@ -13763,14 +14063,52 @@

    {{#class}}
    {{class}}
    {{/class}} {{#hasuses}}
    Qty: {{#qty}}{{qty}}{{/qty}}/{{#qty_max}}{{qty_max}}{{/qty_max}}
    {{/hasuses}} - {{#allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note}} + {{#allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6 misctracking1 misctracking2 misctracking3 misctracking4 misctracking5 misctracking6 miscdescription1 miscdescription2 miscdescription3 miscdescription4 miscdescription5 miscdescription6}}
    {{value}}
    - {{/allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note}} + {{/allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6 misctracking1 misctracking2 misctracking3 misctracking4 misctracking5 misctracking6 miscdescription1 miscdescription2 miscdescription3 miscdescription4 miscdescription5 miscdescription6}}
    {{#shortdesc}}
    {{shortdesc}}
    {{/shortdesc}} {{#description}}
    {{description}}
    {{/description}} {{#generic_note}}
    {{generic_note}}
    {{/generic_note}} + + {{#itemtracking1}}
    **Item Tracking:**{{itemtracking1}}
    + {{#itemdescription1}}
    **Tracking Details:**{{itemdescription1}}
    {{/itemdescription1}} + {{/itemtracking1}} + {{#itemtracking2}}
    **Item Tracking:**{{itemtracking2}}
    + {{#itemdescription2}}
    **Tracking Details:**{{itemdescription2}}
    {{/itemdescription2}} + {{/itemtracking2}} + {{#itemtracking3}}
    **Item Tracking:**{{itemtracking3}}
    + {{#itemdescription3}}
    **Tracking Details:**{{itemdescription3}}
    {{/itemdescription3}} + {{/itemtracking3}} + {{#itemtracking4}}
    **Item Tracking:**{{itemtracking4}}
    + {{#itemdescription4}}
    **Tracking Details:**{{itemdescription4}}
    {{/itemdescription4}} + {{/itemtracking4}} + {{#itemtracking5}}
    **Item Tracking:**{{itemtracking5}}
    + {{#itemdescription5}}
    **Tracking Details:**{{itemdescription5}}
    {{/itemdescription5}} + {{/itemtracking5}} + {{#itemtracking6}}
    **Item Tracking:**{{itemtracking6}}
    + {{#itemdescription6}}
    **Tracking Details:**{{itemdescription6}}
    {{/itemdescription6}} + {{/itemtracking6}} + + {{#misctracking1}}
    **Misc Tracking:**{{misctracking1}}
    + {{#miscdescription1}}
    **Tracking Details:**{{miscdescription1}}
    {{/miscdescription1}} + {{/misctracking1}} + {{#misctracking2}}
    **Misc Tracking:**{{misctracking2}}
    + {{#miscdescription2}}
    **Tracking Details:**{{miscdescription2}}
    {{/miscdescription2}} + {{/misctracking2}} + {{#misctracking3}}
    **Misc Tracking:**{{misctracking3}}
    + {{#miscdescription3}}
    **Tracking Details:**{{miscdescription3}}
    {{/miscdescription3}} + {{/misctracking3}} + {{#misctracking4}}
    **Misc Tracking:**{{misctracking4}}
    + {{#miscdescription4}}
    **Tracking Details:**{{miscdescription4}}
    {{/miscdescription4}} + {{/misctracking4}} + {{#misctracking5}}
    **Misc Tracking:**{{misctracking5}}
    + {{#miscdescription5}}
    **Tracking Details:**{{miscdescription5}}
    {{/miscdescription5}} + {{/misctracking5}} + {{#misctracking6}}
    **Misc Tracking:**{{misctracking6}}
    + {{#miscdescription6}}
    **Tracking Details:**{{miscdescription6}}
    {{/miscdescription6}} + {{/misctracking6}}

    {{/accessible}} @@ -13783,12 +14121,50 @@

    {{#subtitle}}

    {{subtitle}}

    {{/subtitle}} {{#class}}{{/class}} {{#hasuses}}{{/hasuses}} - {{#allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note}} + {{#allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6 misctracking1 misctracking2 misctracking3 misctracking4 misctracking5 misctracking6 miscdescription1 miscdescription2 miscdescription3 miscdescription4 miscdescription5 miscdescription6}} - {{/allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note}} + {{/allprops() whisper switch hasuses qty qty_max shortdesc color accessible rounded name header_image character_name character_id name_link subtitle description class generic_note itemtracking1 itemtracking2 itemtracking3 itemtracking4 itemtracking5 itemtracking6 itemdescription1 itemdescription2 itemdescription3 itemdescription4 itemdescription5 itemdescription6 misctracking1 misctracking2 misctracking3 misctracking4 misctracking5 misctracking6 miscdescription1 miscdescription2 miscdescription3 miscdescription4 miscdescription5 miscdescription6}} {{#shortdesc}}{{shortdesc}}{{/shortdesc}} {{#description}}

    Description

    {{description}}{{/description}} {{#generic_note}}{{generic_note}}{{/generic_note}} + + {{#itemtracking1}} + {{#itemdescription1}}{{/itemdescription1}} + {{/itemtracking1}} + {{#itemtracking2}} + {{#itemdescription2}}{{/itemdescription2}} + {{/itemtracking2}} + {{#itemtracking3}} + {{#itemdescription3}}{{/itemdescription3}} + {{/itemtracking3}} + {{#itemtracking4}} + {{#itemdescription4}}{{/itemdescription4}} + {{/itemtracking4}} + {{#itemtracking5}} + {{#itemdescription5}}{{/itemdescription5}} + {{/itemtracking5}} + {{#itemtracking6}} + {{#itemdescription6}}{{/itemdescription6}} + {{/itemtracking6}} + + {{#misctracking1}} + {{#miscdescription1}}{{/miscdescription1}} + {{/misctracking1}} + {{#misctracking2}} + {{#miscdescription2}}{{/miscdescription2}} + {{/misctracking2}} + {{#misctracking3}} + {{#miscdescription3}}{{/miscdescription3}} + {{/misctracking3}} + {{#misctracking4}} + {{#miscdescription4}}{{/miscdescription4}} + {{/misctracking4}} + {{#misctracking5}} + {{#miscdescription5}}{{/miscdescription5}} + {{/misctracking5}} + {{#misctracking6}} + {{#miscdescription6}}{{/miscdescription6}} + {{/misctracking6}}
    {{/accessible}} @@ -13858,7 +14234,7 @@

    /******/ __webpack_require__.p = ""; /******/ // Load entry module and return exports -/******/ return __webpack_require__(__webpack_require__.s = 39); +/******/ return __webpack_require__(__webpack_require__.s = 40); /******/ }) /************************************************************************/ /******/ ([ @@ -14561,7 +14937,7 @@

    }); exports.default = { /* Pathfinder SHEET constants */ - version: 1.41, + version: 1.58, /***************************************Lists of Fields ************************************************************/ //add any new repeating sections here. This is the word after "repeating_" repeatingSections: ["weapon", "ability", "class-ability", "feat", "racial-trait", "trait", "item", "npc-spell-like-abilities", "mythic-ability", "mythic-feat", "buff", "spells"], @@ -14581,7 +14957,8 @@

    "ranged-ability": "ranged-ability-mod", "ranged2-ability": "ranged2-ability-mod", "CMB-ability": "CMB-ability-mod", - "CMB2-ability": "CMB2-ability-mod" + "CMB2-ability": "CMB2-ability-mod", + "sanity-ability": "sanity-ability-mod" }, //attribute of a macro, mapped to attribute to write evaluation to //all simple macros that do not need to call other functions besides evaluateAndSetNumber @@ -14604,14 +14981,21 @@

    "customa9": "customa9-mod_max", "customa10": "customa10-mod", "customa11": "customa11-mod", - "customa12": "customa12-mod" + "customa12": "customa12-mod", + "sanity_score_misc": "sanity_score_misc-mod", + "sanity_threshold_misc": "sanity_threshold_misc-mod" }, //the 3 spell classes at top of spells page spellClassIndexes: ["0", "1", "2"], silentParams: { silent: true }, - minusreg: /\-|\u2013|\u2014|\u2212|\u02d7/, - critreg: /(\d+)[\-|\u2013|\u2014|\u2212|\u02d7]20\/[x\u00d7](\d+)/, - diceDiereg: /(\d+)d(\d+)\s*([\+|\-|\u2013|\u2014|\u2212|\u02d7]{0,1})\s*(\d*)/ + minusreg: /\-|&Mdash;|&\#8212;|\u2013|\u2014|\u2212|\u02d7/, + dashtominusreg: /&Mdash;|&\#8212;|\u2013|\u2014|\u2212|\u02d7/g, + critreg: /\/(\d+)[\-|\u2013|\u2014|\u2212|\u02d7]20(?:[x\u00d7](\d+)){0,1}/, + critmultreg: /[x\u00d7](\d+)/, + diceDiereg: /(\d+)d(\d+)\s*(?:([\+|\-|\u2013|\u2014|\u2212|\u02d7])(\d+)){0,1}/, + diceDieregOneGroup: /(\d+d\d+\s*(?:[\+|\-|\u2013|\u2014|\u2212|\u02d7]\d+){0,1})/g, + findBadNegDice: /(\d+)d([123468])([13456789])/g, // invalid: 2nd digit not 0 or 2 actually what if it's d10-1? d101?d1012? + findBadCritRange: /\/(\d+)20/g }; /***/ }), @@ -14642,6 +15026,7 @@

    exports.cartesianProduct = cartesianProduct; exports.trimBoth = trimBoth; exports.splitByCommaIgnoreParens = splitByCommaIgnoreParens; +exports.deleteRepeating = deleteRepeating; var _underscore = __webpack_require__(2); @@ -14904,7 +15289,7 @@

    if (currVal !== value) { setter[writeField] = value; setAttrs(setter, params, function () { - done(value, currVal, true); + done(value, currVal, true, currError); }); } else { done(value, currVal, false, currError); @@ -14940,10 +15325,9 @@

    } } catch (err) { _exportsLoaderTASTheAaronSheet2.default.error("SWUtils.evaluateAndSetNumber", err); - setter[writeField + '_error'] = 1; - setAttrs(setter, { silent: true }, function () { - errordone(value, currVal, false, currError); - }); + errordone(0, 0, 0, 0); + //setter[writeField+'_error']=1; + //setAttrs(setter,{silent:true},function(){errordone(value, currVal, false,currError);}); } }); } @@ -15202,7 +15586,8 @@

    return ""; } var strs = sourceAttribute.split('_'); - if (strs && _underscore2.default.size(strs) >= 4) { + //only 3 if is is from remove:repeating_section, 4 otherwise + if (strs && _underscore2.default.size(strs) >= 3) { return strs[2]; } return ""; @@ -15289,6 +15674,30 @@

    ret = trimBoth(ret); return ret; } +function deleteRepeating(callback, section) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + if (!section) { + done(); + return; + } + _exportsLoaderTASTheAaronSheet2.default.debug("SWUtils.deleteFeatures", section); + getSectionIDs(section, function (ids) { + var prefix = "repeating_" + section + "_"; + if (ids && _underscore2.default.size(ids)) { + ids.forEach(function (id) { + _exportsLoaderTASTheAaronSheet2.default.debug("deleting " + prefix + id); + removeRepeatingRow(prefix + id); + }); + done(); + } else { + done(); + } + }); +} _PFLog.PFConsole.log(' SWUtils module loaded '); _PFLog.PFLog.modulecount++; @@ -15314,14 +15723,17 @@

    exports.getAvgHP = getAvgHP; exports.getAutoHPPercentMultiplier = getAutoHPPercentMultiplier; exports.parseSpellRangeText = parseSpellRangeText; +exports.replaceMissingNegatives_BadDice = replaceMissingNegatives_BadDice; +exports.replaceMissingNegatives_CritRange = replaceMissingNegatives_CritRange; +exports.convertDashToMinus = convertDashToMinus; exports.getCostInGP = getCostInGP; exports.getIntFromString = getIntFromString; exports.getCritFromString = getCritFromString; exports.getDiceDieFromString = getDiceDieFromString; -exports.getSpecialAbilityTypeFromString = getSpecialAbilityTypeFromString; -exports.removeUptoFirstComma = removeUptoFirstComma; exports.replaceDiceDieString = replaceDiceDieString; exports.getDiceDieString = getDiceDieString; +exports.getSpecialAbilityTypeFromString = getSpecialAbilityTypeFromString; +exports.removeUptoFirstComma = removeUptoFirstComma; exports.getDCString = getDCString; exports.replaceDCString = replaceDCString; exports.getNoteAfterNumber = getNoteAfterNumber; @@ -15341,11 +15753,11 @@

    var _SWUtils = __webpack_require__(4); -var _SWUtils2 = _interopRequireDefault(_SWUtils); +var SWUtils = _interopRequireWildcard(_SWUtils); var _PFConst = __webpack_require__(3); -var PFConst = _interopRequireWildcard(_PFConst); +var _PFConst2 = _interopRequireDefault(_PFConst); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } @@ -15453,6 +15865,7 @@

    if (/class.5.level/i.test(stringToSearch)) { return "class-5-level"; } + return ""; } /** calculateSpellRanges - returns {close:x, medium:y , long:z} for casterlevel *@param {int} casterlevel level of caster @@ -15802,6 +16215,17 @@

    "rangetext": newRangeText }; } + +function replaceMissingNegatives_BadDice(str) { + return str.replace(_PFConst2.default.findBadNegDice, '$1d$2-$3'); +} +function replaceMissingNegatives_CritRange(str) { + return str.replace(_PFConst2.default.findBadCritRange, '/$1-20'); +} +function convertDashToMinus(str) { + return str.replace(_PFConst2.default.dashtominusreg, '-'); +} + /** parseCost gets cost in gp * @param {string} str the string containing the cost: 35gp, 20sp, etc * @returns {int} cost in gp. @@ -15828,54 +16252,107 @@

    } return temp; } -function getIntFromString(str) { +function getIntFromString(str, cleanedup, atStart) { var temp = 0, - sign = 1, matches; - matches = PFConst.minusreg.exec(str); - if (matches) { - sign = -1; - str = str.replace(matches[0], ''); + if (!cleanedup) { + str = replaceMissingNegatives_CritRange(str); + str = convertDashToMinus(str); + } + if (!atStart) { + matches = str.match(/[\+\-]{0,1}\d+/); + } else { + matches = str.match(/^[\+\-]{0,1}\d+/); } - matches = str.match(/(\d+)/); if (matches) { - temp = sign * (parseInt(matches[1], 10) || 0); + temp = parseInt(matches[0], 10) || 0; } return temp; } -function getCritFromString(str) { - var ret = { 'crit': 20, 'critmult': 2 }, +/**Returns object of a crit string as mapped ints as: crit:minimum threat range (def 20), critmult: how much by which to multiply dice (def 2) + * spaces: number of spaces string took + * @param {string} str the string that should have /19-20x2 or x2 in it. + * @param {boolean} cleanedup if replaceMissingNegatives_CritRange already called on string + * @param {boolean} atStart if true only look for dice at start of str + * @returns {{'crit':number,'critmult':number,'spaces':number}} + */ +function getCritFromString(str, cleanedup, atStart) { + var ret = { 'crit': 20, 'critmult': 2, 'spaces': 0 }, matches; - matches = PFConst.critreg.exec(str); - //TAS.debug("at getCritFromString:"+str+", matches:",matches); - if (matches) { - ret.crit = matches[1]; - ret.critmult = matches[2]; + if (!cleanedup) { + str = replaceMissingNegatives_CritRange(str); + str = convertDashToMinus(str); + } + if ((matches = _PFConst2.default.critreg.exec(str)) !== null) { + ret.crit = parseInt(matches[1], 10); + if (matches[2]) { + ret.critmult = parseInt(matches[2], 10); + } + ret.spaces = matches.length; + } else if ((matches = _PFConst2.default.critmultreg.exec(str)) !== null) { + ret.critmult = parseInt(matches[2], 10); + ret.spaces = matches.length; } return ret; } -function getDiceDieFromString(str) { +/**Returns object of a dice string as mapped ints: dice:# of dice, die:# of sides, plus: plus or minus to roll, spaces:length of string found + * @param {string} str the string that should have xdy+z in it. + * @param {boolean} cleanedup if replaceMissingNegatives_BadDice already called on string + * @param {boolean} atStart if true only look for dice at start of str + * @returns {{'dice':number,'die':number,'plus':number,'spaces':number}} + */ +function getDiceDieFromString(str, cleanedup, atStart) { var matches, - ret = { 'dice': 0, 'die': 0, 'plus': 0 }, + ret = { 'dice': 0, 'die': 0, 'plus': 0, 'spaces': 0 }, sign = 1; - matches = PFConst.diceDiereg.exec(str); + if (!str) { + return ret; + } + if (!cleanedup) { + str = replaceMissingNegatives_BadDice(str); + str = convertDashToMinus(str); + } + matches = _PFConst2.default.diceDiereg.exec(str); if (matches) { - ret.dice = parseInt(matches[1], 10) || 0; - ret.die = parseInt(matches[2], 10) || 0; - try { - if (matches[3] && PFConst.minusreg.test(matches[3])) { + if (!atStart || matches.index === 0) { + ret.spaces = matches.length; + ret.dice = parseInt(matches[1], 10) || 0; + ret.die = parseInt(matches[2], 10) || 0; + if (matches[3] === '-') { sign = -1; } if (matches[4]) { ret.plus = sign * (parseInt(matches[4], 10) || 0); } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("getDiceDieFromString error finding plus ", err); } } //TAS.debug("at getDiceDieFromString parsing "+str,matches); return ret; } +/**replaceDiceDieString puts inline roll brackets [[ ]] around 'xdy +z' dice strings (z exists or not) + *@param {string} str a string which includes a diceroll substring xdy or xdy +/-z + *@returns {string} same string with brackets around dice roll + */ +function replaceDiceDieString(str) { + var tempstr = "", + tempstrs; + str = replaceMissingNegatives_BadDice(str); + return str.replace(_PFConst2.default.diceDieregOneGroup, '[[ $1 ]]'); +} +/* like replaceDiceDieString but instead of replacing returns the first dice match with [[ ]] around it. + *@param {string} str a string which includes a diceroll substring xdy or xdy +/-z + *@returns {string} brackets around dice roll or "" + */ +function getDiceDieString(str) { + var matches; + str = replaceMissingNegatives_BadDice(str); + matches = _PFConst2.default.diceDieregOneGroup.exec(str); + if (matches) { + return "[[ " + matches[0] + " ]]"; + } + return ""; +} + function getSpecialAbilityTypeFromString(str) { var ret = '', matches; @@ -15889,12 +16366,12 @@

    return ''; } /** returns string after first comma ( that is after an opening parenthesis ) -* or after first comma if there is no opening parenthesis -* @param {string} str the string to split -* @param {boolean} putOutside if true then return whateever is before first comma and after opening paren. -* if false, then return everything up to first paren then between 1st and 2nd comma. why? who the hell knows? -* @returns {?} ? -*/ + * or after first comma if there is no opening parenthesis + * @param {string} str the string to split + * @param {boolean} putOutside if true then return whateever is before first comma and after opening paren. + * if false, then return everything up to first paren then between 1st and 2nd comma. why? who the hell knows? + * @returns {?} ? + */ function removeUptoFirstComma(str, putOutside) { var parensplit, commasplit, retstr, i; if (str.indexOf('(') < 0 || str.indexOf(',') < 0) { @@ -15915,40 +16392,15 @@

    } return retstr; } -/**replaceDiceDieString puts inline roll brackets [[ ]] around 'xdy +z' dice strings (z exists or not) -*@param {string} str a string which includes a diceroll substring xdy or xdy +/-z -*@returns {string} same string with brackets around dice roll -*/ -function replaceDiceDieString(str) { - var tempstr = "", - tempstrs = str.split(/(\d+d\d+\s*[+\-]??\d*)/i); - tempstr = _underscore2.default.reduce(tempstrs, function (memo, splitted) { - //TAS.debug('at ' + splitted); - if (/(\d+d\d+\s*[+\-]??\d*)/i.test(splitted)) { - return memo + "(" + splitted + "): [[" + splitted + "]] "; - } - return memo + splitted; - }, ""); - return tempstr; -} -function getDiceDieString(str) { - var reg = /(\d+d\d+\s*[+\-]??\d*)/i, - matches; - matches = reg.exec(str); - if (matches) { - return "[[" + matches[0] + "]]"; - } - return ""; -} /**getDCString - gets macro formula for special ability calculating DC using ability score, what the level attribute is, and -* whether to divide that level by 2 or not. -* @param {string} ability the ability score string the DC is based on. Usually CON for special abilities. -* @param {string} levelAttr optional the level attribute , either "level" or "class-0-level" or "npc-hd-num" etc -* @param {boolean} isUndead flag if undead, if true, then if ability is 'CON' change to 'CHA' -* @param {int} miscBonus a flat number to add in -* @param {boolean} doNotDivideByTwo if true then do not divide level attr value by 2 -* @returns {string} default is: "DC [[ 10 + @{" + ability + "-mod} + floor(@{"+levelAttr+"}/2) ]]"; -*/ + * whether to divide that level by 2 or not. + * @param {string} ability the ability score string the DC is based on. Usually CON for special abilities. + * @param {string} levelAttr optional the level attribute , either "level" or "class-0-level" or "npc-hd-num" etc + * @param {boolean} isUndead flag if undead, if true, then if ability is 'CON' change to 'CHA' + * @param {int} miscBonus a flat number to add in + * @param {boolean} doNotDivideByTwo if true then do not divide level attr value by 2 + * @returns {string} default is: "DC [[ 10 + @{" + ability + "-mod} + floor(@{"+levelAttr+"}/2) ]]"; + */ function getDCString(ability, levelAttr, isUndead, miscBonus, doNotDivideByTwo) { var tempstr = '', pre = 'floor(', @@ -15976,14 +16428,14 @@

    return tempstr; } /**replaceDCString looks for DC n, and replaces "n" with the [[ calculated DC ]] by calling getDCString -* @param {string} str the string to search and replace -* @param {string} ability the ability score string the DC is based on. Usually CON for special abilities. -* @param {string} levelAttr optional the level attribute , either "level" or "class-0-level" or "npc-hd" etc -* @param {boolean} isUndead flag if undead, if true, then if ability is 'CON' change to 'CHA' -* @param {int} levelFlatNum optional the level, if levelAttr is blank, this must be filled in, or vice versa -* @param {boolean} doNotDivideByTwo if true then do not divide level by 2 to calculate DC -* @returns {string} default is: "DC [[ 10 + @{" + ability + "-mod} + floor(@{"+levelAttr+"}/2) ]]" -*/ + * @param {string} str the string to search and replace + * @param {string} ability the ability score string the DC is based on. Usually CON for special abilities. + * @param {string} levelAttr optional the level attribute , either "level" or "class-0-level" or "npc-hd" etc + * @param {boolean} isUndead flag if undead, if true, then if ability is 'CON' change to 'CHA' + * @param {int} levelFlatNum optional the level, if levelAttr is blank, this must be filled in, or vice versa + * @param {boolean} doNotDivideByTwo if true then do not divide level by 2 to calculate DC + * @returns {string} default is: "DC [[ 10 + @{" + ability + "-mod} + floor(@{"+levelAttr+"}/2) ]]" + */ function replaceDCString(str, ability, levelAttr, isUndead, levelFlatNum, doNotDivideByTwo) { var tempstr = '', matches, @@ -16008,20 +16460,27 @@

    } } /** returns rest of string after number -*@param {string} str the string -*@returns {string} rest of string after finding a number. -*/ + *@param {string} str the string + *@returns {string} rest of string after finding a number. + */ function getNoteAfterNumber(str) { - str = str.slice(str.indexOf(/\d+/)); + var match; + if (str) { + match = str.match(/\d+/); + if (match) { + str = SWUtils.trimBoth(str.slice(match.index + match.length)); + } + } return str; } -/**gets value 'field_compendium' from v,passes it to synchronous methodToCall mapping function, then sets in 'field' -*@param {string} prefix the repeating_section_id_ string -*@param {string} field the name of compendium field , must have _compendium at end. Without '_compendium' this is the write field -*@param {function} methodToCall synchronous function that maps value of field_compendium to another val to set -*@param {jsmap} v the values returned from getAttrs -*@param {jsmap} setter to pass to setAttrs -*@param {string} setField optional if the attr to write to is not 'field' it will be prefix+setField +/**gets value of '_compendium' from v,passes it to synchronous methodToCall mapping function, then adds 'field' to setter with val: + * setter[(|)] = methodToCall(v[_compendium]) + *@param {string} prefix the repeating_section_id_ string + *@param {string} field the name of compendium field , must have _compendium at end. Without '_compendium' this is the write field + *@param {function} methodToCall synchronous function that maps value of field_compendium to another val to set + *@param {Map} v the values returned from getAttrs + *@param {Map} setter to pass to setAttrs + *@param {string} setField optional if the attr to write to is not 'field' it will be prefix+setField */ function getCompendiumFunctionSet(prefix, field, methodToCall, v, setter, setField) { var temp = 0, @@ -16030,18 +16489,19 @@

    temp = methodToCall(attr); if (temp) { setField = setField || field; - setter[prefix + field] = temp; + setter[prefix + setField] = temp; } } return setter; } -/**gets int value 'field_compendium' from v, then sets in 'field' -*@param {string} prefix the repeating_section_id_ string -*@param {string} field the name of compendium field , must have _compendium at end. Without '_compendium' this is the write field -*@param {jsmap} v the values returned from getAttrs -*@param {jsmap} setter to pass to setAttrs -*@param {string} setField optional if the attr to write to is not 'field' it will be prefix+setField -*/ +/**gets int value 'field_compendium' from v, then sets in 'field': + * setter[(|)] = getIntFromString(v[_compendium]) + *@param {string} prefix the repeating_section_id_ string + *@param {string} field the name of compendium field , must have _compendium at end. Without '_compendium' this is the write field + *@param {Map} v the values returned from getAttrs + *@param {Map} setter to pass to setAttrs + *@param {string} setField optional if the attr to write to is not 'field' it will be prefix+setField + */ function getCompendiumIntSet(prefix, field, v, setter, setField) { var tempInt = 0, attr; @@ -16070,7 +16530,7 @@

    //use hisper since some have capital W others not matches = macrostr.match(/whisper\}/i); if (matches) { - return _SWUtils2.default.trimBoth(macrostr.slice(matches.index + matches[0].length)); + return SWUtils.trimBoth(macrostr.slice(matches.index + matches[0].length)); } return macrostr; } @@ -16101,7 +16561,6 @@

    exports.migrateAltAttackGridrowFlags = migrateAltAttackGridrowFlags; exports.migrateExperience = migrateExperience; exports.migrateUsesSpellFlag = migrateUsesSpellFlag; -exports.migrateSize = migrateSize; exports.migrateRepeatingItemAttributes = migrateRepeatingItemAttributes; exports.migrateAbilityListFlags = migrateAbilityListFlags; exports.migrateSpellPointFlag = migrateSpellPointFlag; @@ -17215,14 +17674,7 @@

    } }); } -function migrateSize(callback) { - getAttrs(['size', 'old_size', 'default_char_size'], function (v) { - var size = parseInt(v.size, 10) || 0; - if (v.old_size === 'x') { - setAttrs({ 'old_size': size, 'default_char_size': size }); - } - }); -} + /** migrates repeating_item name, short-description, type, and weight to have item- prefix to avoid duplicate attributes * @param {function} callback call after finishing */ function migrateRepeatingItemAttributes(callback) { @@ -17409,7 +17861,6 @@

    }); migrateRollTemplateImages(); migrateAltAttackGridrowFlags(); - migrateSize(); migrateUsesSpellFlag(); migrateAbilityListFlags(); migrateExperience(); @@ -17444,6 +17895,7 @@

    v['migrated_attacklist_defaults111'] = 1; v['migrated_itemlist_defaults'] = 1; v['migrated_abilityflags109'] = 1; + v["migrated_buffs_rangeddmg_abiilty"] = 1; return v; } function setAllMigrateFlags(callback) { @@ -17470,11 +17922,11 @@

    value: true }); exports.attackGridFields = undefined; -exports.updateDamage = updateDamage; exports.applyConditions = applyConditions; exports.updateAttack = updateAttack; exports.setTopMacros = setTopMacros; exports.resetCommandMacro = resetCommandMacro; +exports.updateAttackGrid = updateAttackGrid; exports.migrate = migrate; exports.recalculate = recalculate; @@ -17504,7 +17956,7 @@

    var PFMigrate = _interopRequireWildcard(_PFMigrate); -var _PFMenus = __webpack_require__(13); +var _PFMenus = __webpack_require__(14); var PFMenus = _interopRequireWildcard(_PFMenus); @@ -17556,7 +18008,7 @@

    "CMB": { "size": "CMD-size", "atk": "CMB", - "buff": "buff_Melee-total", + "buff": "buff_CMB-total", "abilityMod": "CMB-ability-mod", "misc": "attk-CMB-misc", "crit": "attk_cmb_crit_conf", @@ -17566,7 +18018,7 @@

    "CMB2": { "size": "CMD-size", "atk": "CMB2", - "buff": "buff_Melee-total", + "buff": "buff_CMB-total", "abilityMod": "CMB2-ability-mod", "misc": "attk-CMB2-misc", "crit": "attk_cmb2_crit_conf", @@ -17581,13 +18033,6 @@

    '@{attk-ranged}': 'ranged', '@{attk-ranged2}': 'ranged2', '@{CMB}': 'combat-maneuver-bonus-abbrv', '@{CMB2}': 'combat-maneuver-bonus-abbrv' }; -/** updates DMG-mod - * @param {function} callback optional call when done - * @param {boolean} silently optional if true call setAttrs with PFConst.silentParams - */ -function updateDamage(callback, silently) { - SWUtils.updateRowTotal(["DMG-mod", "buff_DMG-total"], 0, ["condition-Sickened"], false, callback, silently); -} /** updates the attk-penalty for attacks based on conditions including wearing armor you are not proficient in *@param {function} callback optional call when done *@param {boolean} silently optional if true call setAttrs with PFConst.silentParams @@ -17613,9 +18058,14 @@

    if (typeof callback === "function") { callback(); } - }); + }), + fields; if (attackGridFields[attype]) { - SWUtils.updateRowTotal([attackGridFields[attype].atk, "bab", "attk-penalty", attackGridFields[attype].abilityMod, attackGridFields[attype].misc, attackGridFields[attype].size, attackGridFields[attype].buff], 0, [], false, done, silently); + fields = [attackGridFields[attype].atk, "bab", "attk-penalty", attackGridFields[attype].abilityMod, attackGridFields[attype].misc, attackGridFields[attype].size, attackGridFields[attype].buff]; + if (attype === 'CMB') { + fields.push('buff_Melee-total'); + } + SWUtils.updateRowTotal(fields, 0, [], false, done, silently); } else { _exportsLoaderTASTheAaronSheet2.default.error("PFAttackGrid.updateAttack attack grid fields do not exist for: " + attype); done(); @@ -17632,7 +18082,7 @@

    npcranged2BaseAttacks = " [^{ranged2}](~@{character_id}|npc-Ranged2-Attack-Roll)", npccmb2BaseAttacks = " [^{combat-maneuver-bonus-abbrv2}](~@{character_id}|npc-CMB2-Check)"; try { - _exportsLoaderTASTheAaronSheet2.default.debug("at PFAttackGrid.getTopMacros", v); + //TAS.debug("at PFAttackGrid.getTopMacros",v); setter = setter || {}; if (parseInt(v.ranged_2_show, 10)) { extraattacks += ranged2BaseAttacks; @@ -17683,6 +18133,29 @@

    PFMenus.resetOneCommandMacro('attacks', false, done, " @{attacks_header_macro}", groupMapForMenu); PFMenus.resetOneCommandMacro('attacks', true, done, " @{NPC-attacks_header_macro}", groupMapForMenu); } +/** + * + * @param {string} buffType buff column without 'buff_' or '-total' + * @param {*} eventInfo + */ +function updateAttackGrid(buffType, eventInfo) { + switch (buffType.toLowerCase()) { + case 'melee': + updateAttack('melee', eventInfo); + updateAttack('melee2', eventInfo); + updateAttack('CMB', eventInfo); + updateAttack('CMB2', eventInfo); + break; + case 'ranged': + updateAttack('ranged', eventInfo); + updateAttack('ranged2', eventInfo); + break; + case 'cmb': + updateAttack('CMB', eventInfo); + updateAttack('CMB2', eventInfo); + break; + } +} function migrate(callback, oldversion) { var done = function done() { @@ -17706,12 +18179,11 @@

    callback(); } }, - doneAttack = _underscore2.default.after(7, done), + doneAttack = _underscore2.default.after(6, done), callUpdateAttacksAndDamage = _underscore2.default.once(function () { _underscore2.default.each(attackGridFields, function (attrMap, attack) { updateAttack(attack, null, doneAttack, silently); }); - updateDamage(doneAttack, silently); }), callApplyConditions = _underscore2.default.once(function () { applyConditions(callUpdateAttacksAndDamage, silently); @@ -17732,29 +18204,14 @@

    updateAttack(attack); } })); - on("change:attk-penalty change:" + attackFields.abilityMod + " change:" + attackFields.buff, _exportsLoaderTASTheAaronSheet2.default.callback(function eventAttackPenalty(eventInfo) { + on("change:attk-penalty change:" + attackFields.abilityMod, _exportsLoaderTASTheAaronSheet2.default.callback(function eventAttackPenalty(eventInfo) { if (eventInfo.sourceType === "sheetworker") { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); updateAttack(attack); } })); }); - on("change:buff_Melee-total", _exportsLoaderTASTheAaronSheet2.default.callback(function meleebuffEventMelee(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - updateAttack('melee', eventInfo); - updateAttack('melee2', eventInfo); - updateAttack('CMB', eventInfo); - updateAttack('CMB2', eventInfo); - } - })); - on("change:buff_Ranged-total", _exportsLoaderTASTheAaronSheet2.default.callback(function meleebuffEventRanged(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - updateAttack('ranged', eventInfo); - updateAttack('ranged2', eventInfo); - } - })); + on("change:acp-attack-mod", _exportsLoaderTASTheAaronSheet2.default.callback(function PFAttackGrid_applyConditions(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); applyConditions(); @@ -17778,12 +18235,21 @@

    Object.defineProperty(exports, "__esModule", { - value: true + value: true }); -exports.setDropdownValue = setDropdownValue; -exports.setRepeatingDropdownValue = setRepeatingDropdownValue; -exports.setRowIds = setRowIds; -exports.registerEventHandlers = registerEventHandlers; +exports.recalculate = exports.linkedAttackType = exports.updateCharAttrs = exports.sizeFieldsLU = exports.sizeFields = exports.updateRowAttrsLU = exports.updateRowAttrs = exports.damageRowAttrsLU = exports.damageRowAttrs = undefined; +exports.updateRepeatingWeaponDamages = updateRepeatingWeaponDamages; +exports.updateAssociatedAttacksFromParents = updateAssociatedAttacksFromParents; +exports.syncAllDefaultDamageDiceAsync = syncAllDefaultDamageDiceAsync; +exports.adjustAllDamageDiceAsync = adjustAllDamageDiceAsync; +exports.recalculateRepeatingWeapons = recalculateRepeatingWeapons; +exports.removeLinkedAttack = removeLinkedAttack; +exports.setDualWieldVals = setDualWieldVals; +exports.createDualWield = createDualWield; +exports.setNewDefaults = setNewDefaults; +exports.migrateRepeatingMacro = migrateRepeatingMacro; +exports.migrateLinkedAttacks = migrateLinkedAttacks; +exports.migrate = migrate; var _underscore = __webpack_require__(2); @@ -17807,1364 +18273,1547 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } - -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } +var _PFUtilsAsync = __webpack_require__(9); -/****************************ASYNCRHOUNOUS UTILITIES *********************************** - ***************************************************************************************/ -/* setDropdownValue - * Looks at a dropdown selected value, finds the matching attribute value, and then - * sets the writeFields with that number. - * - * @readField {string} = the dropdpown field - * @writeFields {string or Array} = One string or an array of strings that are fields to write the value to - * @callback {function} optional = if we need to update the field, call this function - * callback(newvalue,oldvalue,ischanged) - * If writeField is a string not an Array, then set old value as 2nd param (could be NaN) - */ -function setDropdownValue(readField, writeFields, callback, silently) { - SWUtils.setDropdownValue(readField, writeFields, PFUtils.findAbilityInString, callback, silently); -} -/** calls setDropdownValue for a dropdown in a repeating section - *@param {string} section the string between "repeating_" and "_" - *@param {string} id optional- the id of this row, blank if in context of the current row - *@param {string} from the attribute name of the dropdown , string after "repeating_section_id_" - *@param {string} to the attribute to write to, string after "repeating_section_id_" - *@param {function} callback - the function passed to setDropdownValue as its callback, that function calls it - */ -function setRepeatingDropdownValue(section, id, from, to, callback, silently) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_" + section + "_" + idStr; - setDropdownValue(prefix + from, prefix + to, callback, silently); -} -/** setRowIds - * sets the ID fields and new_flag fields for all rows in the section - * @param {string} section = the fieldset name after "section_" - */ -function setRowIds(section) { - getSectionIDs("repeating_" + section, function (ids) { - var setter = {}; - _underscore2.default.each(ids, function (id) { - setter["repeating_" + section + "_" + id + "_row_id"] = id; - }); - setAttrs(setter); - }); -} -function registerEventHandlers() { - //REPEATING SECTIONS set IDs - _underscore2.default.each(_PFConst2.default.repeatingSections, function (section) { - var eventToWatch = "change:repeating_" + section + ":ids-show"; - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventCheckIsNewRow(eventInfo) { - var setter = {}, - id; - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - id = SWUtils.getRowId(eventInfo.sourceAttribute); - setter["repeating_" + section + "_" + id + "_row_id"] = id; - setAttrs(setter, _PFConst2.default.silentParams); - } - })); - }); -} +var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); -registerEventHandlers(); -_PFLog.PFConsole.log(' PFUtilsAsync module loaded '); -_PFLog.PFLog.modulecount++; +var _PFMacros = __webpack_require__(10); -/***/ }), -/* 9 */ -/***/ (function(module, exports, __webpack_require__) { +var PFMacros = _interopRequireWildcard(_PFMacros); -"use strict"; +var _PFMenus = __webpack_require__(14); +var PFMenus = _interopRequireWildcard(_PFMenus); -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.migrateMacro = migrateMacro; -exports.migrateRepeatingMacros = migrateRepeatingMacros; -exports.migrateRepeatingMacrosMult = migrateRepeatingMacrosMult; -exports.migrateStaticMacro = migrateStaticMacro; -exports.migrateStaticMacros = migrateStaticMacros; -exports.migrateStaticMacrosMult = migrateStaticMacrosMult; +var _PFMigrate = __webpack_require__(6); -var _underscore = __webpack_require__(2); +var PFMigrate = _interopRequireWildcard(_PFMigrate); -var _underscore2 = _interopRequireDefault(_underscore); +var _PFAttackOptions = __webpack_require__(12); -var _PFLog = __webpack_require__(0); +var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); +var _PFAttackGrid = __webpack_require__(7); -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); +var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); -var _SWUtils = __webpack_require__(4); +var _PFInventory = __webpack_require__(30); -var SWUtils = _interopRequireWildcard(_SWUtils); +var PFInventory = _interopRequireWildcard(_PFInventory); -var _PFConst = __webpack_require__(3); +var _PFSpells = __webpack_require__(17); -var _PFConst2 = _interopRequireDefault(_PFConst); +var PFSpells = _interopRequireWildcard(_PFSpells); -var _PFUtils = __webpack_require__(5); +var _PFAbility = __webpack_require__(18); -var PFUtils = _interopRequireWildcard(_PFUtils); +var PFAbility = _interopRequireWildcard(_PFAbility); -var _PFUtilsAsync = __webpack_require__(8); +var _PFSize = __webpack_require__(15); -var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); +var PFSize = _interopRequireWildcard(_PFSize); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -/** splitMacro Splits macro into {{x=y}} components - * and @{attr} if at top level (not inside a {{x=@{attr}}}) - * @param {string} macrostr the macro-text from a repeating row - * @returns {Array} of strings comprising macro - */ -function splitMacro(macrostr) { - var splitted, newsplit, lastclosing; - if (!macrostr) { - return ""; - } - splitted = macrostr.split(/(?=\{\{)/); - splitted = SWUtils.trimBoth(splitted); - newsplit = _underscore2.default.reduce(splitted, function (memo, val) { - try { - if (val.slice(0, 2) === '{{') { - if (val.slice(-2) === '}}') { - memo.push(val); - } else { - lastclosing = val.lastIndexOf('}}'); - if (lastclosing < 0) { - _exportsLoaderTASTheAaronSheet2.default.error("error! no closing brackets for ", val); - //just fix it - val += '}}'; - lastclosing = val.lastIndexOf('}}'); - memo.push(val); - } else { - memo.push(SWUtils.trimBoth(val.slice(0, lastclosing + 2))); - memo = memo.concat(SWUtils.trimBoth(SWUtils.trimBoth(val.slice(lastclosing + 2)).replace('&', '&').split(/(?=[\@\&]\{)/))); - } - } - } else { - val = val.replace('&', '&'); - memo = memo.concat(SWUtils.trimBoth(val.split(/(?=[\@\&]\{)/))); - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("splitmacro", err); - } finally { - return memo; - } - }, []); - return newsplit; -} -/** arrayToMap Splits array of {{x=y}} to mapping of '{{x=': 'y}}' - * and splits &{template:templatename} on the : - * unless the item has no equals sign then the value = map. - * e.g. @{option} is returned as @{option}=@{option} - *@param {Array} currArray of strings for rolltemplate {{key=value}} - *@returns {jsobj} of each array entry split in half - */ -function arrayToMap(currArray, removeWhisper) { - return _underscore2.default.reduce(currArray, function (memo, val) { - var spliteq = val.split('='); - if (val) { - if (spliteq.length === 2) { - memo[spliteq[0] + '='] = spliteq[1]; - } else if (spliteq.length > 2) { - memo[spliteq[0] + '='] = _underscore2.default.rest(spliteq, 1).join('='); - } else if (/template:/.test(val)) { - memo['&{template:'] = val.slice(val.indexOf(':') + 1); - } else if (!(removeWhisper && /whisper/i.test(val))) { - memo[val] = val; - } - } - return memo; - }, {}); -} -/**mergeMacroMaps merges currMap into defaultMap - *@param {jsobj} currMap map of the current macro text on a sheet created by arrayToMap: - {rollqueryleft: rollqueryright} - *@param {jsobj} defaultMap {rollqueryleft : { - current:rollqueryright, - old:[ oldrollqueryright1, oldrollqueryright2 ], - replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] - } - } - *@param {Array} sameAsKeys array of strings of keys in defaultMap where value.current is the same string as the key - *@returns {Array} of strings for macro entries. - */ -function mergeMacroMaps(currMap, defaultMap, sameAsKeys) { - var currKeys = [], - newKeys = [], - customKeys = [], - newArray = [], - customizedMap = {}, - userDefinedMap = {}; - try { - currKeys = _underscore2.default.keys(currMap).sort(); - customKeys = _underscore2.default.difference(currKeys, _underscore2.default.keys(defaultMap)).sort(); - if (!sameAsKeys || _underscore2.default.size(sameAsKeys) === 0) { - sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, val, key) { - if (val.current === key) { - memo.push(key); - } - return memo; - }, []).sort(); - } - //TAS.debug("at mergeMacroMaps comparing: ",currMap,defaultMap,sameAsKeys); - customizedMap = _underscore2.default.chain(defaultMap).pick(function (compareobj, defaultKey) { - //intersection - return _underscore2.default.indexOf(currKeys, defaultKey, true) >= 0; - }).omit(function (compareobj, defaultKey) { - //difference - return _underscore2.default.indexOf(sameAsKeys, defaultKey, true) >= 0; - }).omit(function (compareobj, defaultKey) { - //user val = new - return compareobj.current === currMap[defaultKey]; - }).omit(function (compareobj, defaultKey) { - //user val = one of old vals - return !compareobj.old || _underscore2.default.indexOf(compareobj.old, currMap[defaultKey]) >= 0; - }).mapObject(function (compareobj, defaultKey) { - //only customized values left, if any - var newString = ''; - try { - newString = currMap[defaultKey]; - if (newString) { - if (compareobj.replacements) { - newString = _underscore2.default.reduce(compareobj.replacements, function (memo, replacer) { - return memo.replace(replacer.from, replacer.to); - }, newString); - } - newString = defaultKey + newString; - } - } catch (erri) { - _exportsLoaderTASTheAaronSheet2.default.error('mergeMacroMaps erri on ' + defaultKey, erri); - } finally { - return newString; - } - }).value(); +/** module for repeating_weapon section */ +/* **********************************ATTACKS PAGE ********************************** */ +var damageRowAttrs = exports.damageRowAttrs = ["damage-ability-max", "damage-ability-mod", "damage-mod", "damage_ability_mult", "enhance", "total-damage", "isranged"], + damageRowAttrsLU = exports.damageRowAttrsLU = _underscore2.default.map(damageRowAttrs, function (a) { + return '_' + a; +}), + updateRowAttrs = exports.updateRowAttrs = ["attack-mod", "attack-type", "attack-type-mod", "crit_conf_mod", "crit_confirm", "isranged", "masterwork", "proficiency", "total-attack", "attack-type_macro_insert", "damage-type_macro_insert"].concat(damageRowAttrs), + updateRowAttrsLU = exports.updateRowAttrsLU = _underscore2.default.map(updateRowAttrs, function (a) { + return '_' + a; +}), + sizeFields = exports.sizeFields = ['default_damage-dice-num', 'default_damage-die', 'default_size', 'not_default_size', 'damage-dice-num', 'damage-die', 'size_affects'], + sizeFieldsLU = exports.sizeFieldsLU = ['_default_damage-dice-num', '_default_damage-die', '_default_size', '_not_default_size', '_damage-dice-num', '_damage-die', '_size_affects'], + updateCharAttrs = exports.updateCharAttrs = ["attk_ranged_crit_conf", "attk_ranged2_crit_conf", "attk_melee_crit_conf", "attk_melee2_crit_conf", "attk_cmb_crit_conf", "attk_cmb2_crit_conf", "condition-Sickened", "buff_DMG-total", "buff_DMG_Ranged-total", "size", "default_char_size", "modify_dmg_by_size"], + linkedAttackType = exports.linkedAttackType = { 'equipment': 1, 'spell': 2, 'ability': 3, 'weapon': 4 }; - //extra stuff from user. - userDefinedMap = _underscore2.default.reduce(customKeys, function (memo, currKey) { - if (currKey !== currMap[currKey]) { - memo[currKey] = currKey + currMap[currKey]; - } else { - memo[currKey] = currKey; - } - return memo; - }, {}); +var defaultRepeatingMacro = '&{template:pf_attack} @{toggle_attack_accessible} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{name}}} {{attack=[[ 1d20cs>[[ @{crit-target} ]] + @{attack_macro} ]]}} {{damage=[[@{damage-dice-num}d@{damage-die} + @{damage_macro}]]}} {{crit_confirm=[[ 1d20 + @{attack_macro} + [[ @{crit_conf_mod} ]] ]]}} {{crit_damage=[[ [[ @{damage-dice-num} * (@{crit-multiplier} - 1) ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}} {{type=@{type}}} {{weapon_notes=@{notes}}} @{iterative_attacks} @{macro_options} {{vs=@{vs}}} {{vs@{vs}=@{vs}}} {{precision_dmg1=@{precision_dmg_macro}}} {{precision_dmg1_type=@{precision_dmg_type}}} {{precision_dmg2=@{global_precision_dmg_macro}}} {{precision_dmg2_type=@{global_precision_dmg_type}}} {{critical_dmg1=@{critical_dmg_macro}}} {{critical_dmg1_type=@{critical_dmg_type}}} {{critical_dmg2=@{global_critical_dmg_macro}}} {{critical_dmg2_type=@{global_critical_dmg_type}}} {{attack1name=@{iterative_attack1_name}}}', + defaultRepeatingMacroMap = { + '&{template:': { 'current': 'pf_attack}', old: ['pf_generic}', 'pf_block}'] }, + '@{toggle_attack_accessible}': { 'current': '@{toggle_attack_accessible}' }, + '@{toggle_rounded_flag}': { 'current': '@{toggle_rounded_flag}' }, + '{{color=': { 'current': '@{rolltemplate_color}}}' }, + '{{character_name=': { 'current': '@{character_name}}}' }, + '{{character_id=': { 'current': '@{character_id}}}' }, + '{{subtitle}}': { 'current': '{{subtitle}}' }, + '{{name=': { 'current': '@{name}}}' }, + '{{attack=': { 'current': '[[ 1d20cs>[[ @{crit-target} ]] + @{attack_macro} ]]}}', 'old': ['{{attack=[[ 1d20cs>[[ @{crit-target} ]] + [[ @{total-attack} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} ]]', 'to': '@{attack_macro}' }, { 'from': '@{total-attack}', 'to': '@{attack_macro}' }] }, + '{{damage=': { 'current': '[[@{damage-dice-num}d@{damage-die} + @{damage_macro}]]}}', 'old': ['[[ @{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-damage} ]]', 'to': '@{damage_macro}' }, { 'from': '@{total-damage}', 'to': '@{damage_macro}' }] }, + '{{crit_confirm=': { 'current': '[[ 1d20 + @{attack_macro} + [[ @{crit_conf_mod} ]] ]]}}', 'old': ['[[ 1d20 + [[ @{total-attack} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} ]]', 'to': '@{attack_macro} + [[ @{crit_conf_mod} ]]' }, { 'from': '@{total-attack}', 'to': '@{attack_macro} + [[ @{crit_conf_mod} ]]' }] }, + '{{crit_damage=': { 'current': '[[ [[ @{damage-dice-num} * (@{crit-multiplier} - 1) ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}}', 'old': ['[[ [[ (@{damage-dice-num} * (@{crit-multiplier} - 1)) ]]d@{damage-die} + [[ (@{total-damage} * (@{crit-multiplier} - 1)) ]] ]]}}'], 'replacements': [{ 'from': '@{total-damage}', 'to': '(@{damage_macro})' }] }, + '{{type=': { 'current': '@{type}}}' }, + '{{weapon_notes=': { 'current': '@{notes}}}' }, + '@{iterative_attacks}': { 'current': '@{iterative_attacks}' }, + '@{macro_options}': { 'current': '@{macro_options}' }, + '{{vs=': { 'current': '@{vs}}}' }, + '{{vs@{vs}=': { 'current': '@{vs}}}' }, + '{{precision_dmg1=': { 'current': '@{precision_dmg_macro}}}' }, + '{{precision_dmg1_type=': { 'current': '@{precision_dmg_type}}}' }, + '{{precision_dmg2=': { 'current': '@{global_precision_dmg_macro}}}' }, + '{{precision_dmg2_type=': { 'current': '@{global_precision_dmg_type}}}' }, + '{{critical_dmg1=': { 'current': '@{critical_dmg_macro}}}' }, + '{{critical_dmg1_type=': { 'current': '@{critical_dmg_type}}}' }, + '{{critical_dmg2=': { 'current': '@{global_critical_dmg_macro}}}' }, + '{{critical_dmg2_type=': { 'current': '@{global_critical_dmg_type}}}' }, + '{{attack1name=': { 'current': '@{iterative_attack1_name}}}' } +}, + defaultDeletedMacroAttrs = ['{{description=@{notes}}}', '@{toggle_accessible_flag}'], + defaultIterativeRepeatingMacro = '{{attackREPLACE=[[ 1d20cs>[[ @{crit-target} ]] + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] ]]}} {{damageREPLACE=[[ @{damage-dice-num}d@{damage-die} + @{damage_macro} ]]}} {{crit_confirmREPLACE=[[ 1d20 + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] + [[ @{crit_conf_mod} ]] ]]}} {{crit_damageREPLACE=[[ [[ @{damage-dice-num} * [[ @{crit-multiplier} - 1 ]] ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}} {{precision_dmgREPLACE1=@{precision_dmg_macro}}} {{precision_dmgREPLACE2=@{global_precision_dmg_macro}}} {{critical_dmgREPLACE1=@{critical_dmg_macro}}} {{critical_dmgREPLACE2=@{global_critical_dmg_macro}}} {{attackREPLACEname=@{iterative_attackREPLACE_name}}}', + defaultIterativeRepeatingMacroMap = { + '{{attackREPLACE=': { 'current': '[[ 1d20cs>[[ @{crit-target} ]] + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] ]]}}', 'old': ['[[ 1d20cs>[[ @{crit-target} ]] + [[ @{total-attack} + @{iterative_attackREPLACE_value} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} ]]', 'to': '@{attack_macro}' }, { 'from': '@{total-attack}', 'to': '@{attack_macro}' }] }, + '{{damageREPLACE=': { 'current': '[[ @{damage-dice-num}d@{damage-die} + @{damage_macro} ]]}}', 'old': ['[[ @{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-damage} ]]', 'to': '@{damage_macro}' }, { 'from': '@{total-damage}', 'to': '@{damage_macro}' }] }, + '{{crit_confirmREPLACE=': { 'current': '[[ 1d20 + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] + [[ @{crit_conf_mod} ]] ]]}}', 'old': ['[[ 1d20 + [[ @{total-attack} + @{iterative_attackREPLACE_value} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} + @{iterative_attackREPLACE_value} ]]', 'to': '[[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] + [[ @{crit_conf_mod} ]]' }, { 'from': '@{total-attack} + @{iterative_attackREPLACE_value}', 'to': '@{attack_macro} + @{iterative_attackREPLACE_value} + @{crit_conf_mod}' }] }, + '{{crit_damageREPLACE=': { 'current': '[[ [[ @{damage-dice-num} * [[ @{crit-multiplier} - 1 ]] ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}}', 'old': ['[[ [[ (@{damage-dice-num} * (@{crit-multiplier} - 1)) ]]d@{damage-die} + [[ (@{total-damage} * (@{crit-multiplier} - 1)) ]] ]]}}'], 'replacements': [{ 'from': '@{total-damage}', 'to': '(@{damage_macro})' }] }, + '{{precision_dmgREPLACE1=': { 'current': '@{precision_dmg_macro}}}' }, + '{{precision_dmgREPLACE2=': { 'current': '@{global_precision_dmg_macro}}}' }, + '{{critical_dmgREPLACE1=': { 'current': '@{critical_dmg_macro}}}' }, + '{{critical_dmgREPLACE2=': { 'current': '@{global_critical_dmg_macro}}}' }, + '{{attackREPLACEname=': { 'current': '@{iterative_attackREPLACE_name}}}' } +}, + defaultIterativeDeletedMacroAttrs = null, + defaultIterativeAttrName = 'var_iterative_attackREPLACE_macro', + defaultIterativeReplaceArray = ['2', '3', '4', '5', '6', '7', '8']; - //TAS.info("joining ",defaultMap,customizedMap,userDefinedMap); - //array in order of defaultMap, add in custom values, then turn to array - newArray = _underscore2.default.chain(defaultMap).mapObject(function (compareobj, defaultKey) { - if (_underscore2.default.indexOf(sameAsKeys, defaultKey) >= 0) { +function getRepeatingAddInMacroPortion(macro, toggle, portion) { + if (!(macro === "" || macro === "0" || macro === undefined || macro === null || toggle === "" || toggle === "0" || toggle === undefined || toggle === null)) { + return " " + portion; + } + return ""; +} - return defaultKey; - } - return defaultKey + compareobj.current; - }).extend(customizedMap).extend(userDefinedMap).values().value(); - } catch (err3) { - _exportsLoaderTASTheAaronSheet2.default.error("getNewArray outer error", err3); - } finally { - return newArray; - } +function updateRepeatingAddInMacro(id, eventInfo) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_weapon_" + idStr, + attackType = prefix + "attack-type", + tattackPlusNm = prefix + "toggle_attack_macro_insert", + tdamagePlusNm = prefix + "toggle_damage_macro_insert", + attackPlusNm = prefix + "attack_macro_insert", + damagePlusNm = prefix + "damage_macro_insert", + tattackGlobalNm = "toggle_global_attack_macro_insert", + tdamageGlobalNm = "toggle_global_damage_macro_insert", + attackGlobalNm = "global_attack_macro_insert", + damageGlobalNm = "global_damage_macro_insert", + attackMacroNm = prefix + "attack_macro", + damageMacroNm = prefix + "damage_macro", + fields = ["adv_macro_show", attackType, attackGlobalNm, damageGlobalNm, attackPlusNm, damagePlusNm, attackMacroNm, damageMacroNm]; + getAttrs(fields, function (v) { + var showMacros = parseInt(v.adv_macro_show, 10) || 0, + newAtkMacro = "[[ @{total-attack} ]]", + newDmgMacro = "[[ @{total-damage} ]]", + setter = {}; + if (showMacros) { + newAtkMacro += getRepeatingAddInMacroPortion(v[attackPlusNm], v[tattackPlusNm], "@{toggle_attack_macro_insert}"); + newAtkMacro += " @{attack-type_macro_insert}"; + newAtkMacro += getRepeatingAddInMacroPortion(v[attackGlobalNm], v[tattackGlobalNm], "@{toggle_global_attack_macro_insert}"); + newDmgMacro += " @{damage-type_macro_insert}"; + newDmgMacro += getRepeatingAddInMacroPortion(v[damagePlusNm], v[tdamagePlusNm], "@{toggle_damage_macro_insert}"); + newDmgMacro += getRepeatingAddInMacroPortion(v[damageGlobalNm], v[tdamageGlobalNm], "@{toggle_global_damage_macro_insert}"); + } + if (newAtkMacro !== v[attackMacroNm]) { + setter[attackMacroNm] = newAtkMacro; + } + if (newDmgMacro !== v[damageMacroNm]) { + setter[damageMacroNm] = newDmgMacro; + } + if (_underscore2.default.size(setter)) { + setAttrs(setter); + } + }); } -/**migrateMacro makes sure one macro is up to date, synchronous. - *@param {string} currMacro current macro from sheet - *@param {string} defaultMacro default / new correct macro string - *@param {{string : {current:string, old:[ string ], replacements:[ { from: string, to:string}] } - }} defaultMap {rollqueryleft : { - current:rollqueryright, - old:[ oldrollqueryright1, oldrollqueryright2 ], - replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] - } - } - *@param {[string]} deleteArray array of strings to just delete from the currMacro. - *@param {[string]} sameAsKeys array of strings of keys in defaultMap where value.current is the same string as the key - *@returns {string} one of 3 values: - null if caller should NOT update macro, - "BLANK" if caller should update macro attribute with "" to reset it. - any other string: the new macro (if the user customized it, then this is the new one with updates) - */ -function migrateMacro(currMacro, defaultMacro, defaultMap, deleteArray, sameAsKeys) { - var currMacroArray, - currMacroMap, - newMacroArray, - newMacroString = null; - try { - if (currMacro !== defaultMacro) { - if (deleteArray && Array.isArray(deleteArray)) { - _underscore2.default.each(deleteArray, function (strToDelete) { - currMacro = currMacro.replace(strToDelete, ''); - }); - } - if (currMacro === defaultMacro) { - newMacroString = null; - } else { - currMacroArray = splitMacro(currMacro); - currMacroArray = _underscore2.default.reject(currMacroArray, function (val) { - return !val || val === "0" || val === "1" || val.indexOf("undefined") >= 0; - }); - currMacroMap = arrayToMap(currMacroArray, true); - //TAS.info("migrateMacro calling map with ",currMacroMap,defaultMap,sameAsKeys); - newMacroArray = mergeMacroMaps(currMacroMap, defaultMap, sameAsKeys); - //TAS.debug("migrateMacro received back ",newMacroArray); - newMacroArray = _underscore2.default.reject(newMacroArray, function (val) { - return !val || val === "0" || val === "1" || val.indexOf("undefined") >= 0; - }); - newMacroString = newMacroArray.join(' '); - if (newMacroString === defaultMacro) { - newMacroString = 'BLANK'; - } - } - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMacros.migrateMacro error on " + currMacro, err); - } finally { - return newMacroString; - } +function setAdvancedMacroCheckbox() { + getAttrs(["adv_macro_show", "global_melee_macro_insert", "global_ranged_macro_insert", "global_cmb_macro_insert", "global_attack_macro_insert", "global_melee_damage_macro_insert", "global_ranged_damage_macro_insert", "global_cmb_damage_macro_insert", "global_damage_macro_insert"], function (v) { + var showAdv = parseInt(v.adv_macro_show, 10) || 0, + hasAnyMacros = _underscore2.default.reduce(v, function (tot, value, fieldname) { + if (fieldname !== "adv_macro_show" && !(value === "" || value === "0" || value === undefined || value === null)) { + tot += 1; + } + return tot; + }, 0); + //TAS.debug("setAdvancedMacroCheckbox, checked:" + showAdv + " , has macros:" + hasAnyMacros); + if (hasAnyMacros && !showAdv) { + setAttrs({ + adv_macro_show: 1 + }, _PFConst2.default.silentParams); + } + }); } -/** migrateRepeatingMacros updates all macros in the section - * @param {function} callback after calling setAttrs with the new macros - * @param {string} section name after "repeating_" - * @param {string} fieldname the attribute name containing the macro after "id_" - * @param {string} defaultMacro the current Macro in the page - * @param {jsobj} defaultMap map of "{{rolltemplatekey=" to right side "var}}" - {rollqueryleft : { - current:rollqueryright, - old:[ oldrollqueryright1, oldrollqueryright2 ], - replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] - } - } - * @param {Array} deleteArray array of strings of old rolltemplate entries that are not used (entire entry not just left side ) - */ -function migrateRepeatingMacros(callback, section, fieldname, defaultMacro, defaultMap, deleteArray, whisper) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacros for " + section + ", " + fieldname); - if (typeof callback === "function") { - callback(); - } - }); - whisper = whisper || ''; - if (whisper) { - whisper += ' '; - } - getSectionIDs('repeating_' + section, function (ids) { - var fields = [], - prefix = 'repeating_' + section + '_'; - if (!ids || _underscore2.default.size(ids) === 0) { - done(); - return; - } - _underscore2.default.each(ids, function (id) { - fields.push(prefix + id + '_' + fieldname); - }); - getAttrs(fields, function (v) { - var setter = {}, - sameAsKeys = []; - sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, val, key) { - if (val.current === key) { - memo.push(key); - } - return memo; - }, []).sort(); - setter = _underscore2.default.reduce(v, function (memo, currMacro, key) { - var newMacro = ""; - try { - if (!currMacro) { - //setting to blank does not seem to work, it keeps coming back as undefined, so set to default. - memo[key] = whisper + defaultMacro; - } else { - currMacro = PFUtils.removeWhisperFromMacro(currMacro); - newMacro = migrateMacro(currMacro, defaultMacro, defaultMap, deleteArray, sameAsKeys); - if (newMacro === "BLANK") { - memo[key] = ""; - } else if (newMacro) { - memo[key] = whisper + newMacro; - } - } - } catch (innererr) { - _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacros error migrating " + key, innererr); - } finally { - return memo; - } - }, {}); - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, {}, done); - } else { - done(); - } - }); - }); + +/********* REPEATING WEAPON FIELDSET *********/ +function setRepeatingWeaponInsertMacro(id, eventInfo) { + var done = function done() {}, + //updateRepeatingAddInMacro(id,eventInfo);}, + idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_weapon_" + idStr, + attkTypeField = prefix + "attack-type"; + getAttrs([attkTypeField], function (v) { + var attkType = PFUtils.findAbilityInString(v[attkTypeField]), + setter = {}; + if (attkType) { + attkType = attkType.replace('attk-', ''); + setter[prefix + "attack-type_macro_insert"] = PFAttackGrid.attackGridFields[attkType].attackmacro; + setter[prefix + "damage-type_macro_insert"] = PFAttackGrid.attackGridFields[attkType].damagemacro; + } else { + setter[prefix + "attack-type_macro_insert"] = "0"; + } + //TAS.debug("setRepeatingWeaponInsertMacro",setter); + setAttrs(setter, _PFConst2.default.silentParams, done); + }); } -/**Calls migrateRepeatingMacros once for each version of the parameters in replaceArray - * each parameter below potentially has the word 'REPLACE' in it, for each element in replaceArray, - * replace the word REPLACE with that element. - * This is not the most efficient, but it was alot easier than rewriting migrateRepeatingMacros - *@param {function} callback after calling setAttrs with the new macros - *@param {string} section name after "repeating_" - *@param {string} fieldname the attribute name containing the macro after "id_" - *@param {string} defaultMacro the current Macro in the page - *@param {jsobj} defaultMap map of "{{rolltemplatekey=" to right side "var}}" - {rollqueryleft : { - current:rollqueryright, - old:[ oldrollqueryright1, oldrollqueryright2 ], - replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] - } - } - *@param {Array} deleteArray array of strings of old rolltemplate entries that are not used (entire entry not just left side ) - *@param {Array} replaceArray array of strings to replace the word 'REPLACE' with that are found in the other params. +/** updateRepeatingWeaponAttack - calculates total-attack + * also updates attk-effect-total-copy + * @param {string} id optional = id of row, if blank we are within the context of the row + * @param {string} overrideAttr optional = if we are passing in a value this is the fieldname after "repeating_weapon_" + * @param {number} overrideValue optional = if overrideAttr then this should be a number usually int but it won't check */ -function migrateRepeatingMacrosMult(callback, section, fieldname, defaultMacro, defaultMap, deleteArray, replaceArray, whisper) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacrosMult for " + section + "_" + fieldname); - if (typeof callback === "function") { - callback(); - } - }), - fieldnames = {}, - defaultMacros = {}, - defaultMaps = {}, - deleteArrays = {}, - numTimes, - doneOnce; - try { - if (!(replaceArray && Array.isArray(replaceArray) && _underscore2.default.size(replaceArray) > 0)) { - _exportsLoaderTASTheAaronSheet2.default.warn("migrateRepeatingMacrosMult no replace array for " + section + ", " + fieldname); - done(); - return; - } - numTimes = _underscore2.default.size(replaceArray); - doneOnce = _underscore2.default.after(numTimes, done); - //create new mappings of fieldname, defaultMacro, defaultMap, deleteArray - //one new version of each per element in replaceArray. - fieldnames = _underscore2.default.reduce(replaceArray, function (m, val) { - m[val] = fieldname.replace(/REPLACE/g, val); - return m; - }, {}); - defaultMacros = _underscore2.default.reduce(replaceArray, function (m, val) { - m[val] = defaultMacro.replace(/REPLACE/g, val); - return m; - }, {}); - defaultMaps = _underscore2.default.reduce(replaceArray, function (replaceMemo, val) { - var newMap = {}; - try { - newMap = _underscore2.default.reduce(defaultMap, function (m, currobj, key) { - var newkey, - newobj = {}; - try { - newkey = key.replace(/REPLACE/g, val); - newobj.current = currobj.current.replace(/REPLACE/g, val); - if (currobj.old) { - newobj.old = _underscore2.default.map(currobj.old, function (oldmacro) { - return oldmacro.replace(/REPLACE/g, val); - }); - } - if (currobj.replacements) { - newobj.replacements = _underscore2.default.map(currobj.replacements, function (replacementobj) { - var newreplacement = {}; - newreplacement.from = replacementobj.from.replace(/REPLACE/g, val); - newreplacement.to = replacementobj.to.replace(/REPLACE/g, val); - return newreplacement; - }); - } - m[newkey] = newobj; - } catch (innererr) { - _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacrosMult, error creating defaultMaps: replaceval" + val + ", key=" + key + ", matching obj:", currobj); - } finally { - return m; - } - }, {}); - replaceMemo[val] = newMap; - } catch (errineer2) { - _exportsLoaderTASTheAaronSheet2.default.error("error building map of defaultMap : replaceval:" + val); - } finally { - return replaceMemo; - } - }, {}); - if (deleteArray) { - deleteArrays = _underscore2.default.reduce(replaceArray, function (m, val) { - m[val] = _underscore2.default.map(deleteArray, function (delstr) { - return delstr.replace(/REPLACE/g, val); - }); - return m; - }, {}); - } - _underscore2.default.each(replaceArray, function (val) { - var delArray; - try { - if (fieldnames[val] && defaultMacros[val] && defaultMaps[val]) { - delArray = deleteArrays[val] || null; - migrateRepeatingMacros(doneOnce, section, fieldnames[val], defaultMacros[val], defaultMaps[val], delArray, whisper); - } else { - doneOnce(); - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacrosMult error calling migrateRepeatingMacros for " + val, err); - doneOnce(); - } - }); - } catch (outererr) { - _exportsLoaderTASTheAaronSheet2.default.ERROR("migrateRepeatingMacrosMult error in outermost section SHOULD NOT HAPPEN ", outererr); - done(); - } +function updateRepeatingWeaponAttack(id, eventInfo) { + //is it faster to not do the idstr each time? try it with ?: + var resetOptionsWhenDone = function resetOptionsWhenDone() { + PFAttackOptions.resetOption(id, eventInfo); + }, + idStr = SWUtils.getRepeatingIDStr(id), + enhanceField = "repeating_weapon_" + idStr + "enhance", + mwkField = "repeating_weapon_" + idStr + "masterwork", + attkTypeModField = "repeating_weapon_" + idStr + "attack-type-mod", + profField = "repeating_weapon_" + idStr + "proficiency", + attkMacroModField = "repeating_weapon_" + idStr + "attack-mod", + totalAttackField = "repeating_weapon_" + idStr + "total-attack"; + getAttrs([enhanceField, mwkField, attkTypeModField, profField, attkMacroModField, totalAttackField], function (v) { + var enhance = parseInt(v[enhanceField], 10) || 0, + masterwork = parseInt(v[mwkField], 10) || 0, + attkTypeMod = parseInt(v[attkTypeModField], 10) || 0, + prof = parseInt(v[profField], 10) || 0, + attkMacroMod = parseInt(v[attkMacroModField], 10) || 0, + currTotalAttack = parseInt(v[totalAttackField], 10) || 0, + newTotalAttack = 0, + setter = {}; + newTotalAttack = Math.max(enhance, masterwork) + attkTypeMod + prof + attkMacroMod; + if (newTotalAttack !== currTotalAttack || isNaN(currTotalAttack)) { + setter[totalAttackField] = newTotalAttack; + setAttrs(setter, _PFConst2.default.silentParams, resetOptionsWhenDone); + } + }); } -/** - * - * - * @export - * @param {any} callback - * @param {any} fieldname - * @param {any} defaultMacro - * @param {any} defaultMap - * @param {any} deleteArray - * @param {any} sameAsKeys - * @param {any} whisper - */ -function migrateStaticMacro(callback, fieldname, defaultMacro, defaultMap, deleteArray, sameAsKeys, whisper) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacros for " + fieldname); - if (typeof callback === "function") { - callback(); - } - }); - whisper = whisper || ''; - if (whisper) { - whisper += ' '; - } - //TAS.debug("at PFMacros.migrateStaticMacro for repeating_"+ fieldname); - getAttrs([fieldname], function (v) { - var setter = {}, - newMacro = '', - currMacro = ''; - try { - if (!sameAsKeys) { - sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, val, key) { - if (val.current === key) { - memo.push(key); - } - return memo; - }, []).sort(); - } - currMacro = v[fieldname]; - if (!currMacro) { - setter[fieldname] = whisper + defaultMacro; - } else { - currMacro = PFUtils.removeWhisperFromMacro(currMacro); - newMacro = migrateMacro(currMacro, defaultMacro, defaultMap, deleteArray, sameAsKeys); - if (newMacro) { - if (newMacro === 'BLANK') { - setter[fieldname] = ""; - } else { - setter[fieldname] = whisper + newMacro; - } - } - } - } catch (innererr) { - _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacros error migrating " + fieldname + ", " + currMacro, innererr); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, {}, done); - } else { - done(); - } - } - }); +/* updateRepeatingWeaponDamage - updates total-damage*/ +function updateRepeatingWeaponDamage(id, eventInfo) { + var resetOptionsWhenDone = function resetOptionsWhenDone() { + PFAttackOptions.resetOption(id, eventInfo); + }, + rangedUpdate = false, + idStr = SWUtils.getRepeatingIDStr(id), + maxname = "repeating_weapon_" + idStr + "damage-ability-max", + modname = "repeating_weapon_" + idStr + "damage-ability-mod", + totalDamageField = "repeating_weapon_" + idStr + "total-damage", + enhanceField = "repeating_weapon_" + idStr + "enhance", + miscDmgField = "repeating_weapon_" + idStr + "damage-mod", + abilityMultField = "repeating_weapon_" + idStr + "damage_ability_mult", + rangedField = "repeating_weapon_" + idStr + "isranged"; + //TAS.debug("at PFAttacks.updateRepeatingWeaponDamage evnetinfo: ",eventInfo); + if (eventInfo && eventInfo.sourceAttribute.toLowerCase() === 'buff_dmg_ranged-total') { + rangedUpdate = true; + } + getAttrs([maxname, modname, "buff_DMG-total", "buff_DMG_Ranged-total", "condition-Sickened", rangedField, totalDamageField, enhanceField, miscDmgField, abilityMultField], function (v) { + var maxA, + ability, + abilityMult, + abilityTot, + damageBuffs, + currTotalDmg, + dmgConditions, + miscDmg, + enhance, + totalDamage, + rangedAttack, + setter = {}; + rangedAttack = parseInt(v[rangedField], 10) || 0; + if (!rangedUpdate || rangedAttack) { + ability = parseInt(v[modname], 10) || 0; + abilityMult = 1; + dmgConditions = parseInt(v["condition-Sickened"], 10) || 0; + currTotalDmg = parseInt(v[totalDamageField], 10); + miscDmg = parseInt(v[miscDmgField], 10) || 0; + enhance = parseInt(v[enhanceField], 10) || 0; + _exportsLoaderTASTheAaronSheet2.default.debug('PFAttacks update damage values are :', v); + if (rangedAttack) { + damageBuffs = parseInt(v["buff_DMG_Ranged-total"], 10) || 0; + } else { + damageBuffs = parseInt(v["buff_DMG-total"], 10) || 0; + } + + if (v[abilityMultField]) { + abilityMult = Number(v[abilityMultField].replace(',', '.')); + if (!abilityMult) { + abilityMult = 1; + } + } + + damageBuffs -= dmgConditions; + maxA = parseInt(v[maxname], 10); + if (!rangedAttack || isNaN(maxA)) { + maxA = 990; + } + abilityTot = Math.floor(Math.min(abilityMult * ability, maxA)); + totalDamage = abilityTot + damageBuffs + miscDmg + enhance; + if (totalDamage !== currTotalDmg || isNaN(currTotalDmg)) { + //TAS.debug("setting damage to "+totalDamage); + setter[totalDamageField] = totalDamage; + } + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, resetOptionsWhenDone); + } + } + }); } -/** - * - * @param {any} callback - * @param {any} fieldnames - * @param {any} defaultMacros - * @param {any} defaultMaps - * @param {any} deleteArrays - * @param {any} sameAsKeys - * @param {any} whisper - */ -function migrateStaticMacros(callback, fieldnames, defaultMacros, defaultMaps, deleteArrays, sameAsKeys, whisper) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateStaticMacros "); - if (typeof callback === "function") { - callback(); - } - }), - fields = [], - keys = []; - whisper = whisper || ''; - if (whisper) { - whisper += ' '; - } - fields = _underscore2.default.values(fieldnames); - keys = _underscore2.default.keys(fieldnames); - getAttrs(fields, function (v) { - var setter = {}; - if (!sameAsKeys || !Array.isArray(sameAsKeys) || _underscore2.default.size(sameAsKeys) === 0) { - sameAsKeys = _underscore2.default.reduce(defaultMaps[0], function (memo, val, key) { - if (val.current === key) { - memo.push(key); - } - return memo; - }, []).sort(); - } - setter = _underscore2.default.reduce(keys, function (memo, key) { - var newMacro = "", - currMacro = "", - delArray = null, - field = ''; - try { - field = fieldnames[key]; - currMacro = v[field]; - if (!currMacro) { - memo[field] = defaultMacros[key]; - } else { - if (deleteArrays && deleteArrays[key]) { - delArray = deleteArrays[key]; - } - if (currMacro) { - newMacro = migrateMacro(currMacro, defaultMacros[key], defaultMaps[key], delArray, sameAsKeys); - if (newMacro === "BLANK") { - memo[field] = ""; - } else if (newMacro) { - memo[field] = newMacro; - } - } - } - } catch (innererr) { - _exportsLoaderTASTheAaronSheet2.default.error("migrateStaticMacros error migrating " + key, innererr); - } finally { - return memo; - } - }, {}); - //TAS.debug("migrateStaticMacros setting ", setter); - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, {}, done); - } else { - done(); - } - }); +function updateRepeatingWeaponCrit(id, eventInfo) { + var idStr = SWUtils.getRepeatingIDStr(id), + critConfirmTotalField = "repeating_weapon_" + idStr + "crit_conf_mod", + critConfirmField = "repeating_weapon_" + idStr + "crit_confirm", + attkTypeField = "repeating_weapon_" + idStr + "attack-type", + attrs = ["attk_ranged_crit_conf", "attk_ranged2_crit_conf", "attk_melee_crit_conf", "attk_melee2_crit_conf", "attk_cmb_crit_conf", "attk_cmb2_crit_conf", critConfirmTotalField, critConfirmField, attkTypeField]; + getAttrs(attrs, function (v) { + try { + var currCritBonus = parseInt(v[critConfirmTotalField], 10) || 0, + critConfirmBonus = parseInt(v[critConfirmField], 10) || 0, + attkType = PFUtils.findAbilityInString(v[attkTypeField]), + attkTypeForGrid = !attkType ? "" : attkType.replace('attk-', ''), + attackTypeBonusField = !attkTypeForGrid ? "" : PFAttackGrid.attackGridFields[attkTypeForGrid].crit, + attackTypeBonus = !attackTypeBonusField ? 0 : parseInt(v[attackTypeBonusField], 10) || 0, + newBonus = critConfirmBonus + attackTypeBonus, + setter = {}; + if (newBonus !== currCritBonus) { + setter[critConfirmTotalField] = newBonus; + setAttrs(setter, { + silent: true + }); + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("updateRepeatingWeaponCrit:cannot find " + v[attkTypeField] + " in grid"); + } + }); } -/** migrateStaticMacrosMult migrate many static macros with names following a pattern (skills) - * fieldname can have the following keys in it: - * REPLACE - replace this with string from replaceArray - * REPLACELOWER - replace this with lowercase of string from replaceArray - * REPLACEREMOVENUMBER - replace this with: strip out digit chars from string from replaceArray - * REPLACELOWERREMOVENUMBER - replace this with: strip out digit chars from lowercase string from replaceArray - * - * if any of the "REMOVENUMBER" values are used, then caller should set useNoNumber to true - * - * @param {function} callback after calling setAttrs with the new macros - * @param {string} fieldname string pattern of attr we are saving to. Should have one of 'REPLACE','REPLACELOWER','REPLACEREMOVENUMBER','REPLACELOWERREMOVENUMBER' in it, which will be replaced by values in replaceArray - * @param {string} defaultMacro default macro with REPLACE strings - * @param {{string : {current:string, old:[ string ], replacements:[ { from: string, to:string}] } - }} defaultMap a map of key and values for the rolltemplate. - {rollqueryleft : {current:rollqueryright, old:[ oldrollqueryright1, oldrollqueryright2 ], - replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] } } - * @param {[string]} deleteArray Strings to delete from the macro (such as @{PC-Whisper} or other @{attrname}) that do not correspond to key-value pair in defaultMacro - * @param {[string]} replaceArray values to insert in place of "REPLACEx" strings found in fieldname - * @param {[string]} keysToReplaceShortcut array of keys from defaultMacro, if not supplied will be built - * @param {[string]} valsToReplaceShortcut - * @param {boolean} useNoNumber When matching replaceArray, whether to try to strip numbers from replace strings as well as use the whole string - * @param {string} whisper Either @{PC-Whisper} or @{NPC-Whisper} +function updateRepeatingWeaponsFromCrit(attacktype, eventInfo) { + var globalCritBonusField = PFAttackGrid.attackGridFields[attacktype].crit; + getSectionIDs("repeating_weapon", function (ids) { + var attrs = [globalCritBonusField]; + _underscore2.default.each(ids, function (id) { + var idStr = SWUtils.getRepeatingIDStr(id); + attrs.push("repeating_weapon_" + idStr + "crit_conf_mod"); + attrs.push("repeating_weapon_" + idStr + "crit_confirm"); + attrs.push("repeating_weapon_" + idStr + "attack-type"); + }); + //TAS.debug("about to get ",attrs); + getAttrs(attrs, function (v) { + var globalCritBonus = parseInt(v[globalCritBonusField], 10) || 0, + setter = {}; + _underscore2.default.each(ids, function (id) { + var idStr = SWUtils.getRepeatingIDStr(id), + attackTypeField = "repeating_weapon_" + idStr + "attack-type", + rowCritTotField = "", + rowCrit = 0, + rowTot = 0, + currRowTot = 0; + //TAS.debug("row:"+id+" attacktypefield:"+v[attackTypeField]+", ability:"+ PFUtils.findAbilityInString(v[attackTypeField]) +", type is:"+attacktype); + if (PFUtils.findAbilityInString(v[attackTypeField]) === "attk-" + attacktype) { + //TAS.debug("this row equal"); + rowCritTotField = "repeating_weapon_" + idStr + "crit_conf_mod"; + currRowTot = parseInt(v[rowCritTotField], 10) || 0; + rowTot = globalCritBonus + (parseInt(v["repeating_weapon_" + idStr + "crit_confirm"], 10) || 0); + //TAS.debug("global:"+globalCritBonus+", this row:"+currRowTot+", plus "+v["repeating_weapon_" + idStr + "crit_confirm"] ); + if (rowTot !== currRowTot) { + setter[rowCritTotField] = rowTot; + } + } + }); + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, { + silent: true + }); + } + }); + }); +} +/** sets 'isranged' checkbox to 1 if attack-type is ranged or ranged2 + * @param {string} id the row id or null for current row */ -function migrateStaticMacrosMult(callback, fieldname, defaultMacro, defaultMap, deleteArray, replaceArray, keysToReplaceShortcut, valsToReplaceShortcut, useNoNumber, whisper) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacrosMult for " + fieldname); - if (typeof callback === "function") { - callback(); - } - }), - fieldnames = {}, - replacers = {}, - defaultMacros = {}, - defaultMaps = {}, - deleteArrays = {}, - numTimes, - doneOnce, - sameAsKeys, - replaceStrings = function replaceStrings(str, val) { - var fromAndTos = []; - try { - fromAndTos = replacers[val]; - //TAS.debug("now using replacer to replace :"+val+" in "+str,fromAndTos); - if (fromAndTos) { - _underscore2.default.each(fromAndTos, function (replacer) { - str = str.replace(replacer.from, replacer.to); - }); - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMacros migrateStaticMacrosMult replaceStrings error replacing " + val + " in " + str, replacers[val], err); - } finally { - return str; - } - }; - try { - whisper = whisper || ''; - if (whisper) { - whisper += ' '; - } - if (!(replaceArray && Array.isArray(replaceArray))) { - _exportsLoaderTASTheAaronSheet2.default.warn("migrateStaticMacrosMult no replace array for " + fieldname); - done(); - return; - } - numTimes = _underscore2.default.size(replaceArray); - doneOnce = _underscore2.default.after(numTimes, done); - //create new mappings of fieldname, defaultMacro, defaultMap, deleteArray - //one new version of each per element in replaceArray. - if (useNoNumber) { - replacers = _underscore2.default.reduce(replaceArray, function (m, val) { - var valNoNum = val.replace(/\d+/g, '').replace(/\-+$/, ''); - m[val] = [{ 'from': /REPLACELOWERREMOVENUMBER/g, 'to': valNoNum.toLowerCase() }, { 'from': /REPLACELOWER/g, 'to': val.toLowerCase() }, { 'from': /REPLACEREMOVENUMBER/g, 'to': valNoNum }, { 'from': /REPLACE/g, 'to': val }]; - return m; - }, {}); - } else { - replacers = _underscore2.default.reduce(replaceArray, function (m, val) { - m[val] = [{ 'from': /REPLACELOWER/g, 'to': val.toLowerCase() }, { 'from': /REPLACE/g, 'to': val }]; - return m; - }, {}); - } - fieldnames = _underscore2.default.reduce(replaceArray, function (m, val) { - m[val] = fieldname.replace(/REPLACE/g, val); - return m; - }, {}); - sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, compObj, key) { - var replacedKeys = []; - if (compObj.current === key) { - //see if this needs replacing. - if (_underscore2.default.indexOf(keysToReplaceShortcut, key, true) >= 0) { - replacedKeys = _underscore2.default.map(replaceArray, function (replaceKey) { - return key.replace(/REPLACE/g, replaceKey); - }); - memo = memo.concat(replacedKeys); - } else { - memo.push(key); - } - } - return memo; - }, []).sort(); - - defaultMacros = _underscore2.default.reduce(replaceArray, function (m, val) { - var newMacro = replaceStrings(defaultMacro, val); - m[val] = newMacro; - return m; - }, {}); - defaultMaps = _underscore2.default.reduce(replaceArray, function (replaceMemo, val) { - var newMap = {}; - try { - newMap = _underscore2.default.reduce(defaultMap, function (memo, currobj, key) { - var newkey, - newobj = {}; - try { - if (_underscore2.default.indexOf(keysToReplaceShortcut, key, true) >= 0) { - newkey = key.replace(/REPLACE/g, val); - } else { - newkey = key; - } - if (_underscore2.default.indexOf(valsToReplaceShortcut, key, true) >= 0) { - newobj.current = replaceStrings(currobj.current, val); - if (currobj.old) { - newobj.old = _underscore2.default.map(currobj.old, function (oldmacro) { - return replaceStrings(oldmacro, val); - }); - } - } else { - newobj.current = currobj.current; - if (currobj.old) { - newobj.old = currobj.old; - } - } - if (currobj.replacements) { - newobj.replacements = currobj.replacements; - } - memo[newkey] = newobj; - } catch (innererr) { - _exportsLoaderTASTheAaronSheet2.default.error("migrateStaticMacrosMult error creating defaultMaps: replaceval" + val + ", key=" + key + ", matching obj:", currobj); - } finally { - return memo; - } - }, {}); - replaceMemo[val] = newMap; - } catch (errineer2) { - _exportsLoaderTASTheAaronSheet2.default.error("migrateStaticMacrosMult error building map of defaultMap : replaceval:" + val); - } finally { - return replaceMemo; - } - }, {}); - - if (deleteArray) { - deleteArrays = _underscore2.default.reduce(replaceArray, function (m, val) { - m[val] = _underscore2.default.map(deleteArray, function (delstr) { - return replaceStrings(delstr, val); - }); - return m; - }, {}); - } - migrateStaticMacros(done, fieldnames, defaultMacros, defaultMaps, deleteArrays, sameAsKeys, whisper); - } catch (outererr) { - _exportsLoaderTASTheAaronSheet2.default.ERROR("migrateStaticMacrosMult error in outermost section SHOULD NOT HAPPEN ", outererr); - done(); - } +function setRepeatingWeaponRangedFlag(id) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_weapon_" + idStr, + attypeAttr = prefix + "attack-type", + isRangedAttr = prefix + "isranged"; + getAttrs([attypeAttr, isRangedAttr], function (v) { + var setter = {}, + newIsRanged = 0, + attackType = ""; + attackType = PFUtils.findAbilityInString(v[attypeAttr]); + if (/ranged/i.test(attackType)) { + newIsRanged = 1; + } + if ((parseInt(v[isRangedAttr], 10) || 0) !== newIsRanged) { + setter[isRangedAttr] = newIsRanged; + setAttrs(setter, _PFConst2.default.silentParams); + } + }); } -_PFLog.PFConsole.log(' PFMacros module loaded '); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 10 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.abilitymods = exports.abilities = undefined; -exports.getAttributes = getAttributes; -exports.getAllAttributes = getAllAttributes; -exports.getAbilityScore = getAbilityScore; -exports.updateAbilityScore = updateAbilityScore; -exports.updateAbilityScores = updateAbilityScores; -exports.applyConditions = applyConditions; -exports.migrate = migrate; -exports.recalculate = recalculate; - -var _underscore = __webpack_require__(2); - -var _underscore2 = _interopRequireDefault(_underscore); - -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); - -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); - -var _PFLog = __webpack_require__(0); - -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - -var _PFConst = __webpack_require__(3); - -var _PFConst2 = _interopRequireDefault(_PFConst); - -var _PFUtils = __webpack_require__(5); - -var PFUtils = _interopRequireWildcard(_PFUtils); - -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } - -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var abilities = exports.abilities = ["STR", "DEX", "CON", "INT", "WIS", "CHA"]; -var abilitymods = exports.abilitymods = ["STR-mod", "DEX-mod", "CON-mod", "INT-mod", "WIS-mod", "CHA-mod"]; -var columnMods = ["-base", "-enhance", "-inherent", "-misc", "-damage", "-penalty", "-drain", "-mod", "-cond", "-modded"], - columnBuffMods = ["-total", "-total_penalty"], - columnModHelpers = ["condition-Helpless"], +function getRecalculatedDamageOnly(id, v) { + var prefix = 'repeating_weapon_' + SWUtils.getRepeatingIDStr(id), + isRanged = parseInt(v[prefix + 'isranged'], 10) || 0, + enhance = parseInt(v[prefix + "enhance"], 10) || 0, + abilitydmg = parseInt(v[prefix + "damage-ability-mod"], 10) || 0, + abilityMult = 1, + currTotalDmg = parseInt(v[prefix + "total-damage"], 10), + dmgMacroMod = parseInt(v[prefix + "damage-mod"], 10) || 0, + maxAbility = parseInt(v[prefix + "damage-ability-max"], 10), + dmgConditions = v["condition-Sickened"], + meleeBuffs = v["buff_DMG-total"], + rangedBuff = v["buff_DMG_Ranged-total"], + damageBuffs = 0, + abilityTotDmg = 0, + newTotalDamage = 0, + localsetter = {}; + try { + if (isRanged) { + damageBuffs = rangedBuff; + } else { + damageBuffs = meleeBuffs; + } + if (!isRanged || isNaN(maxAbility)) { + maxAbility = 999; + } -/** map of event types to event string for 'on' function to look for */ -events = { - abilityEventsAuto: "change:REPLACE-cond", //buffs events handled in PFBuffs - abilityEventsPlayer: "change:REPLACE-base change:REPLACE-enhance change:REPLACE-inherent change:REPLACE-misc change:REPLACE-temp change:REPLACE-damage change:REPLACE-penalty change:REPLACE-drain" -}; + damageBuffs -= dmgConditions; + if (v[prefix + "damage_ability_mult"]) { + abilityMult = Number(v[prefix + "damage_ability_mult"].replace(',', '.')); + if (!abilityMult) { + abilityMult = 1; + } + } -function getAttributes(ability) { - var fields = _underscore2.default.map(columnMods, function (col) { - return ability + col; - }); - fields.push(ability); - fields = fields.concat(_underscore2.default.map(columnBuffMods, function (col) { - return 'buff_' + ability + col; - })); - fields = fields.concat(columnModHelpers); - return fields; + abilityTotDmg = Math.floor(Math.min(abilityMult * abilitydmg, maxAbility)); + newTotalDamage = abilityTotDmg + damageBuffs + dmgMacroMod + enhance; + if (newTotalDamage !== currTotalDmg || isNaN(currTotalDmg)) { + localsetter[prefix + "total-damage"] = newTotalDamage; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.recalculateAttack for id " + id, err); + } finally { + return localsetter; + } } - -function getAllAttributes() { - var fields = SWUtils.cartesianAppend(abilities, columnMods); - fields = fields.concat(abilities); - fields = fields.concat(SWUtils.cartesianAppend(['buff_'], abilities, columnBuffMods)); - fields = fields.concat(columnModHelpers); - return fields; +/* updateRepeatingWeaponDamages - updates all attacks when buff to damage changes */ +function updateRepeatingWeaponDamages(callback, silently, eventInfo) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + getSectionIDs('repeating_weapon', function (ids) { + var fields; + fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, damageRowAttrsLU); + fields.push("buff_DMG-total"); + fields.push("buff_DMG_Ranged-total"); + fields.push("condition-Sickened"); + getAttrs(fields, function (v) { + var setter; + //replace with int versions + v["buff_DMG-total"] = parseInt(v["buff_DMG-total"], 10) || 0; + v["buff_DMG_Ranged-total"] = parseInt(v["buff_DMG_Ranged-total"], 10) || 0; + v["condition-Sickened"] = parseInt(v["condition-Sickened"], 10) || 0; + setter = _underscore2.default.reduce(ids, function (m, id) { + var xtra = getRecalculatedDamageOnly(id, v); + _underscore2.default.extend(m, xtra); + return m; + }, {}); + if (_underscore2.default.size(setter)) { + setAttrs(setter, {}, done); + } else { + done(); + } + }); + }); } -/** Looks at current values and calculates new ability , ability-mod and ability-modded values - * @param {string} ability string matching a value in abilities - * @param {Map} values map of return values from getAttrs - * @param {Map} setter map of values to pass to setAttrs. or null - * @returns {Map} same setter passed in, with added values if necessary - */ -function getAbilityScore(ability, values, setter) { - var base = 0, - newVal = 0, - rawDmg = 0, - rawPen = 0, - dmgAndPen = 0, - rawCond = 0, - helpless = 0, - penalized = 0, - rawDmgAndPen = 0, - currAbility = 0, - currMod = 0, - currPenalized = 0, - mod = 0; - try { - setter = setter || {}; - base = parseInt(values[ability + "-base"], 10); - //if NaN, make sure it's either empty or has a minus - if (isNaN(base) && !_PFConst2.default.minusreg.test(values[ability + '-base'])) { - return setter; - } - currMod = parseInt(values[ability + "-mod"], 10); - currPenalized = parseInt(values[ability + "-modded"], 10) || 0; - currAbility = parseInt(values[ability], 10); - if (isNaN(base)) { - newVal = "-"; - mod = 0; - penalized = 0; - } else { - helpless = parseInt(values["condition-Helpless"], 10) || 0; - if (ability === "DEX" && helpless) { - newVal = 0; - mod = -5; - penalized = 1; - } else { - newVal = base + (parseInt(values[ability + "-enhance"], 10) || 0) + (parseInt(values[ability + "-inherent"], 10) || 0) + (parseInt(values[ability + "-misc"], 10) || 0) + (parseInt(values[ability + "-drain"], 10) || 0) + (parseInt(values["buff_" + ability + "-total"], 10) || 0); - rawDmg = Math.abs(parseInt(values[ability + "-damage"], 10) || 0); - if (rawDmg >= newVal || newVal <= 0) { - newVal = 0; - mod = -5; - penalized = 1; - } else { - rawPen = Math.abs(parseInt(values[ability + "-penalty"], 10) || 0) + Math.abs(parseInt(values["buff_" + ability + "-total_penalty"], 10) || 0); - rawCond = Math.abs(parseInt(values[ability + "-cond"], 10) || 0); - rawDmgAndPen = rawDmg + rawPen + rawCond; - if (rawDmgAndPen >= newVal) { - newVal = currAbility; - mod = -5; - penalized = 1; - } else { - //normal - if (rawDmgAndPen !== 0) { - penalized = 1; - } - dmgAndPen = Math.floor(rawDmgAndPen / 2); - mod = Math.max(-5, Math.floor((newVal - 10) / 2) - dmgAndPen); - } - } - } - } - if (currAbility !== newVal) { - setter[ability] = newVal; - } - if (currMod !== mod || isNaN(currMod)) { - setter[ability + "-mod"] = mod; - } - if (penalized !== currPenalized) { - setter[ability + "-modded"] = penalized; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateAbilityScore:" + ability, err); - } finally { - return setter; - } +/* this is faster than looping through the 3 parent lists */ +function updateAssociatedAttacksFromParents(callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + getSectionIDs('repeating_weapon', function (ids) { + var doneOne = _underscore2.default.after(_underscore2.default.size(ids), function () { + done(); + }), + attrs = _underscore2.default.map(ids, function (id) { + return ['repeating_weapon_' + id + '_source-item', 'repeating_weapon_' + id + '_source-spell', 'repeating_weapon_' + id + '_source-ability']; + }); + attrs = _underscore2.default.flatten(attrs); + getAttrs(attrs, function (v) { + _underscore2.default.each(ids, function (id) { + doneOne(); + if (v['repeating_weapon_' + id + '_source-spell']) { + PFInventory.createAttackEntryFromRow('repeating_item_' + v['repeating_weapon_' + id + '_source-item'] + '_create-attack-entry', doneOne, true, id); + } else if (v['repeating_weapon_' + id + '_source-item']) { + PFSpells.createAttackEntryFromRow('repeating_spells_' + v['repeating_weapon_' + id + '_source-spell'] + '_create-attack-entry', doneOne, true, id); + } else if (v['repeating_weapon_' + id + '_source-item']) { + PFAbility.createAttackEntryFromRow('repeating_ability_' + v['repeating_weapon_' + id + '_source-ability'] + '_create-attack-entry', doneOne, true, id); + } else { + doneOne(); + } + }); + }); + }); } -/** updateAbilityScore - Updates the final ability score, ability modifier, condition column based on entries in ability grid plus conditions and buffs. - * Note: Ability value is not affected by damage and penalties, instead only modifier is affected. - * @param {string} ability 3 letter abbreviation for one of the 6 ability scores, member of PFAbilityScores.abilities - * @param {eventInfo} eventInfo unused eventinfo from 'on' method - * @param {function} callback when done - * @param {boolean} silently if silent:true or not +function getRecalculatedAttack(id, v, setter) { + var prefix = 'repeating_weapon_' + id + '_', + isRanged = parseInt(v[prefix + "isranged"], 10) || 0, + enhance = parseInt(v[prefix + "enhance"], 10) || 0, + masterwork = parseInt(v[prefix + "masterwork"], 10) || 0, + attkTypeMod = parseInt(v[prefix + "attack-type-mod"], 10) || 0, + prof = parseInt(v[prefix + "proficiency"], 10) || 0, + attkMacroMod = parseInt(v[prefix + "attack-mod"], 10) || 0, + currTotalAttack = parseInt(v[prefix + "total-attack"], 10), + abilitydmg = parseInt(v[prefix + "damage-ability-mod"], 10) || 0, + abilityMult = 1, + currTotalDmg = parseInt(v[prefix + "total-damage"], 10), + dmgMacroMod = parseInt(v[prefix + "damage-mod"], 10) || 0, + maxAbility = parseInt(v[prefix + "damage-ability-max"], 10), + currCritBonus = parseInt(v[prefix + "crit_conf_mod"], 10) || 0, + critConfirmBonus = parseInt(v[prefix + "crit_confirm"], 10) || 0, + attkType = PFUtils.findAbilityInString(v[prefix + "attack-type"]), + damageBuffs = 0, + attkTypeForGrid = '', + attackTypeCritBonusField = '', + attackTypeCritBonus = 0, + newCritBonus = 0, + abilityTotDmg = 0, + newTotalDamage = 0, + newTotalAttack = 0, + localsetter; + try { + if (v[prefix + "damage_ability_mult"]) { + abilityMult = Number(v[prefix + "damage_ability_mult"].replace(',', '.')); + if (!abilityMult) { + abilityMult = 1; + } + } + + if (isRanged) { + damageBuffs = parseInt(v['buff_DMG_ranged-total'], 10) || 0; + } else { + damageBuffs = parseInt(v['buff_DMG-total'], 10) || 0; + } + damageBuffs -= parseInt(v['condition-Sickened'], 10) || 0; + localsetter = setter || {}; + newTotalAttack = Math.max(enhance, masterwork) + attkTypeMod + prof + attkMacroMod; + if (newTotalAttack !== currTotalAttack || isNaN(currTotalAttack)) { + localsetter[prefix + "total-attack"] = newTotalAttack; + } + if (!isRanged || isNaN(maxAbility)) { + maxAbility = 999; + } + abilityTotDmg = Math.floor(Math.min(abilityMult * abilitydmg, maxAbility)); + newTotalDamage = abilityTotDmg + damageBuffs + dmgMacroMod + enhance; + if (newTotalDamage !== currTotalDmg || isNaN(currTotalDmg)) { + localsetter[prefix + "total-damage"] = newTotalDamage; + } + if (attkType) { + if (/range/i.test(attkType)) { + if (!isRanged) { + localsetter[prefix + "isranged"] = 1; + } + } else if (isRanged) { + localsetter[prefix + "isranged"] = 0; + } + attkTypeForGrid = attkType.replace('attk-', ''); + //TAS.debug("at update attack attkTypeForGrid="+attkTypeForGrid+", comparing to:",PFAttackGrid.attackGridFields); + if (attkTypeForGrid) { + attackTypeCritBonusField = PFAttackGrid.attackGridFields[attkTypeForGrid].crit; + attackTypeCritBonus = !attackTypeCritBonusField ? 0 : v[attackTypeCritBonusField]; + if (v[prefix + "attack-type_macro_insert"] !== PFAttackGrid.attackGridFields[attkTypeForGrid].attackmacro) { + localsetter[prefix + "attack-type_macro_insert"] = PFAttackGrid.attackGridFields[attkTypeForGrid].attackmacro; + } + if (v[prefix + "damage-type_macro_insert"] !== PFAttackGrid.attackGridFields[attkTypeForGrid].damagemacro) { + localsetter[prefix + "damage-type_macro_insert"] = PFAttackGrid.attackGridFields[attkTypeForGrid].damagemacro; + } + } + } + newCritBonus = critConfirmBonus + attackTypeCritBonus; + if (newCritBonus !== currCritBonus) { + localsetter[prefix + "crit_conf_mod"] = newCritBonus; + } + if (!attkTypeForGrid) { + if (v[prefix + "attack-type_macro_insert"] !== "0") { + localsetter[prefix + "attack-type_macro_insert"] = "0"; + } + if (v[prefix + "damage-type_macro_insert"] !== "0") { + localsetter[prefix + "damage-type_macro_insert"] = "0"; + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.getRecalculatedAttack for id " + id, err); + } finally { + return localsetter; + } +} +/**ONLY CALL IF modify_dmg_by_size = 0 + * + * @param {*} id + * @param {*} v + * @param {*} setter */ -function updateAbilityScore(ability, eventInfo, callback, silently) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }), - fields = getAttributes(ability); - getAttrs(fields, function (v) { - var params = {}, - setter = {}; - getAbilityScore(ability, v, setter); - if (_underscore2.default.size(setter)) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } - }); +function syncDefaultDamageDice(id, v, setter, useSizeMod, prefix) { + if (!prefix) { + prefix = 'repeating_weapon_' + SWUtils.getRepeatingIDStr(id); + } + if (!useSizeMod || !parseInt(v[prefix + 'size_affects'], 10)) { + setter[prefix + 'default_damage-dice-num'] = v[prefix + 'damage-dice-num']; + setter[prefix + 'default_damage-die'] = v[prefix + 'damage-die']; + } + return setter; } -/** calls getAbilityScore for all abilities - * @param {function} callback when done - * @param {boolean} silently if silent:true or not +/** Called when updating damage dice on a row + * + * @param {string} id */ -function updateAbilityScores(callback, silently) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }), - fields = getAllAttributes(); - getAttrs(fields, function (v) { - var params = {}, - setter = {}; - setter = _underscore2.default.reduce(abilities, function (m, a) { - getAbilityScore(a, v, m); - return m; - }, {}); - if (_underscore2.default.size(setter)) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } - }); +function syncDefaultDamageDiceAsync(id, eventInfo) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = 'repeating_weapon_' + idStr; + getAttrs(['modify_dmg_by_size', prefix + 'size_affects', prefix + 'damage-dice-num', prefix + 'damage-die'], function (v) { + var setter = {}, + useSizeMod = 0; + useSizeMod = parseInt(v.modify_dmg_by_size, 10) || 0; + syncDefaultDamageDice(id, v, setter, useSizeMod, prefix); + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams); + } + }); } - -/** Sets ability penalties, not "ability check" penalties - * Sets DEX-cond and STR-cond for fatigued, entangled, and grappled - *@param {function} callback to call when done. - *@param {boolean} silently if true update with PFConst.silentParams - */ -function applyConditions(callback, silently) { - //TAS.debug("at PFAbilityScores.applyConditions"); - getAttrs(["STR-cond", "DEX-cond", "condition-Fatigued", "condition-Entangled", "condition-Grappled", "condition-Helpless"], function (v) { - var done = function done() { - if (typeof callback === "function") { - callback(); - } - }, - setter = {}, - params = {}, - helpless = parseInt(v["condition-Helpless"], 10) || 0, - strMod = parseInt(v["condition-Fatigued"], 10) || 0, - dexMod = 0, - dexAbMod = 0, - strAbMod = 0; - try { - dexMod = strMod + (parseInt(v["condition-Entangled"], 10) || 0) + (parseInt(v["condition-Grappled"], 10) || 0); - dexAbMod = dexMod * -2; - strAbMod = strMod * -2; - if (!helpless) { - if (dexAbMod !== (parseInt(v["DEX-cond"], 10) || 0)) { - setter["DEX-cond"] = dexAbMod; - } - if (strAbMod !== (parseInt(v["STR-cond"], 10) || 0)) { - setter["STR-cond"] = strAbMod; - } - } else { - setter["DEX"] = 0; - setter["DEX-mod"] = -5; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAbilityScores.applyConditions", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } - } - }); +function syncAllDefaultDamageDiceAsync() { + getAttrs(['modify_dmg_by_size'], function (vout) { + var modifyDMG = parseInt(vout.modify_dmg_by_size, 10) || 0; + getSectionIDs('repeating_weapons', function (ids) { + var setter = {}, + fields; + if (_underscore2.default.size(ids)) { + fields = SWUtils.cartesianAppend(['repeating_weapon_', ids, ['_damage-dice-num', '_damage-die', '_size_affects']]); + getAttrs(fields, function (v) { + _underscore2.default.each(ids, function (id) { + syncDefaultDamageDice(id, v, setter, modifyDMG); + }); + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams); + } + }); + } + }); + }); } -/** migrate (currently empty just calls callback - * @param {function} callback when done - * @param {Number} oldversion +/** ONLY CALL IF modify_dmg_by_size = 1. + * + * @param {string} id + * @param {number} currCharSize + * @param {Map} v + * @param {Map} setter + * @param {object} eventInfo + * @returns {Map} setter */ -function migrate(callback, oldversion) { - if (typeof callback === "function") { - callback(); - } +function adjustDamageDice(id, currCharSize, v, setter, prefix) { + var currDice = 0, + defDice = 0, + weaponSizeDiff = 0, + currDie = 0, + defDie = 0, + defWeaponSize = 0, + currNotDefault = 0, + defSize = 0, + sizeDiff = 0, + newDice = {}; + try { + if (!prefix) { + prefix = 'repeating_weapon_' + SWUtils.getRepeatingIDStr(id); + } + //TAS.debug("#########","PFAttacks.adjustDamageDice for "+prefix,v); + currNotDefault = parseInt(v[prefix + 'not_default_size'], 10) || 0; + if (parseInt(v[prefix + 'size_affects'], 10)) { + currDice = parseInt(v[prefix + 'damage-dice-num'], 10) || 0; + currDie = parseInt(v[prefix + 'damage-die'], 10) || 0; + //TAS.debug("PFAttacks.adjustDamageDice curr size:"+ currCharSize+" and current dmg: "+currDice+"d"+currDie); + if (!(currDice === 0 || currDie === 0)) { + defSize = parseInt(v['default_char_size'], 10); + defWeaponSize = parseInt(v[prefix + 'default_size'], 10); + defDice = parseInt(v[prefix + 'default_damage-dice-num'], 10) || 0; + defDie = parseInt(v[prefix + 'default_damage-die'], 10) || 0; + //TAS.debug("PFAttacks.adjustDamageDice default is:"+defDice+"d"+defDie+", for size:"+defWeaponSize+", "+"def char size:"+defSize+", and curr char size:"+ currCharSize); + + //check for errors + if (isNaN(defWeaponSize)) { + defWeaponSize = defSize; + setter[prefix + 'default_size'] = defWeaponSize; + } + if (isNaN(defSize)) { + defSize = currCharSize; + } + if (defDice === 0 || defDie === 0) { + defDice = currDice; + defDie = currDie; + setter[prefix + 'default_damage-dice-num'] = defDice; + setter[prefix + 'default_damage-die'] = defDie; + } + //check for change + if (currCharSize !== defSize) { + if (!currNotDefault) { + setter[prefix + 'not_default_size'] = 1; + } + sizeDiff = PFSize.getSizeLevelChange(currCharSize, defSize); + //TAS.debug("PFAttacks update dice, char size change is "+sizeDiff); + } + if (defWeaponSize !== defSize) { + if (!currNotDefault) { + setter[prefix + 'not_default_size'] = 1; + } + weaponSizeDiff = PFSize.getSizeLevelChange(defWeaponSize, defSize); + //TAS.debug("PFAttacks update dice, weapon size change is "+weaponSizeDiff); + } + sizeDiff += weaponSizeDiff; + //TAS.debug("PFAttacks update dice, total size change is "+sizeDiff); + if (sizeDiff) { + newDice = PFSize.updateDamageDice(sizeDiff, defSize, defDice, defDie); + //TAS.debug("###########","PFAttacks.adjustDamageDice NEW DAMAGE is:"+newDice.dice+"d"+newDice.die+", for sizeDiff:"+sizeDiff); + if (currDice !== newDice.dice || currDie !== newDice.die) { + setter[prefix + 'damage-dice-num'] = newDice.dice; + setter[prefix + 'damage-die'] = newDice.die; + } + } else { + if (currNotDefault) { + setter[prefix + 'not_default_size'] = 0; + } + if (currDice !== defDice || currDie !== defDie) { + setter[prefix + 'damage-dice-num'] = defDice; + setter[prefix + 'damage-die'] = defDie; + } + } + } else { + //size affects was 1, but no damage dice + setter[prefix + 'size_affects'] = 0; + } + } else { + //TAS.debug("PFAttacks.adjustDamageDice: size_affects is blank so reset regular to default") + if (!(currDice === 0 || currDie === 0)) { + setter[prefix + 'damage-dice-num'] = v[prefix + 'default_damage-dice-num']; + setter[prefix + 'damage-die'] = v[prefix + 'default_damage-die']; + if (currNotDefault) { + setter[prefix + 'not_default_size'] = 0; + } + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.adjustDamageDice", err); + } finally { + return setter; + } } -/** recalculates all attributes written to by this module. - *@param {function()} callback to call when done. - *@param {boolean} silently if true update with PFConst.silentParams - *@param {float} oldversion the current @{PFVersion} in the attributes +/** Only called when updating the size dropdown, default damage dice, or size affects checkbox on a row. + * + * @param {string} id + * @param {function} callback */ -function recalculate(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAbilityScores.recalculate"); - if (typeof callback === "function") { - callback(); - } - }), - updateScoresOnce = _underscore2.default.once(function () { - updateAbilityScores(done, silently); - }); - applyConditions(updateScoresOnce, silently); +function adjustDamageDiceAsync(id, callback) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = 'repeating_weapon_' + idStr; + getAttrs(['modify_dmg_by_size', 'size', 'default_char_size', prefix + 'default_size', prefix + 'size_affects', prefix + 'default_damage-dice-num', prefix + 'default_damage-die', prefix + 'not_default_size', prefix + 'damage-dice-num', prefix + 'damage-die'], function (v) { + var setter = {}, + currCharSize = 0; + try { + //TAS.debug("at PFAttacks.adjustDamageDiceAsync for id "+id+", got ",v); + if (parseInt(v['modify_dmg_by_size'], 10)) { + currCharSize = parseInt(v.size, 10) || 0; + adjustDamageDice(id, currCharSize, v, setter, prefix); + } + } finally { + if (_underscore2.default.size(setter)) { + setAttrs(setter); + } + } + }); } -/** Calls 'on' function for everything related to this module */ -function registerEventHandlers() { - //register event handlers ********************************************** - _underscore2.default.each(abilities, function (ability) { - on(events.abilityEventsAuto.replace(/REPLACE/g, ability), _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAbility(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - updateAbilityScore(ability, eventInfo); - } - })); - on(events.abilityEventsPlayer.replace(/REPLACE/g, ability), _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAbilityPlayerUpdated(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateAbilityScore(ability, eventInfo); - } - })); - }); - on("change:condition-Helpless", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAbilityHelpless(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateAbilityScore("DEX", eventInfo); - } - })); +function adjustAllDamageDiceAsync(callback, eventInfo) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + //TAS.debug("at PFAttacks.adjustAllDamageDiceAsync"); + getAttrs(['modify_dmg_by_size', 'size', 'default_char_size'], function (vout) { + var currCharSize = 0; + if (parseInt(vout['modify_dmg_by_size'], 10)) { + currCharSize = parseInt(vout.size, 10) || 0; + getSectionIDs('repeating_weapon', function (ids) { + var fields; + if (_underscore2.default.size(ids)) { + fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, sizeFieldsLU); + getAttrs(fields, function (v) { + var setter = {}; + v.default_char_size = parseInt(vout.default_char_size, 10) || 0; + _underscore2.default.each(ids, function (id) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = 'repeating_weapon_' + idStr; + adjustDamageDice(id, currCharSize, v, setter); + }); + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } + }); + } + }); + } + }); } -registerEventHandlers(); -_PFLog.PFConsole.log(' PFAbilityScores module loaded '); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 11 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.getOptionText = getOptionText; -exports.resetOption = resetOption; -exports.resetSomeOptions = resetSomeOptions; -exports.resetOptions = resetOptions; -exports.migrate = migrate; -exports.recalculate = recalculate; - -var _underscore = __webpack_require__(2); - -var _underscore2 = _interopRequireDefault(_underscore); - -var _PFLog = __webpack_require__(0); - -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); - -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); - -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - -var _PFConst = __webpack_require__(3); - -var _PFConst2 = _interopRequireDefault(_PFConst); - -var _PFUtils = __webpack_require__(5); - -var PFUtils = _interopRequireWildcard(_PFUtils); - -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } +function resetWeaponSizeAndDamage(id, currCharSize, v, setter, useSizeMod) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = 'repeating_weapon_' + idStr; + if (useSizeMod) { + adjustDamageDice(id, currCharSize, v, setter, prefix); + } else { + syncDefaultDamageDice(id, v, setter, useSizeMod, prefix); + } + return setter; +} +/** + * @param {[string]} ids + * @param {function} callback + */ +function recalcOtherFields(ids, callback) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }, + doneWithAllRows, + fields; + if (!ids || _underscore2.default.size(ids) === 0) { + done(); + return; + } + doneWithAllRows = _underscore2.default.after(_underscore2.default.size(ids), done); + fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, updateRowAttrsLU); + fields = fields.concat(SWUtils.cartesianAppend(['repeating_weapon_'], ids, sizeFieldsLU)); + fields = fields.concat(updateCharAttrs); + getAttrs(fields, function (v) { + var charAttMap = {}, + setter; + //set global values to int so we don't have to do it over and over per row. + charAttMap = _underscore2.default.object(_underscore2.default.map(updateCharAttrs, function (attr) { + return [attr, parseInt(v[attr], 10) || 0]; + })); + _underscore2.default.extend(v, charAttMap); + v["buff_DMG-total"] = parseInt(v["buff_DMG-total"], 10) || 0; + v["buff_DMG_Ranged-total"] = parseInt(v["buff_DMG_Ranged-total"], 10) || 0; + v["condition-Sickened"] = parseInt(v["condition-Sickened"], 10) || 0; + //TAS.debug("PFAttacks.recalcOtherFields has values ",v); + setter = _underscore2.default.reduce(ids, function (m, id) { + var xtra = {}; + try { + if (v['repeating_weapon_' + id + '_attack-type'] !== 'dual') { + xtra = getRecalculatedAttack(id, v); + resetWeaponSizeAndDamage(id, v.size, v, xtra, v.modify_dmg_by_size); + _underscore2.default.extend(m, xtra); + } + } catch (erri) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.recalcOtherFields erri", erri); + } finally { + return m; + } + }, {}); + if (_underscore2.default.size(setter)) { + setAttrs(setter, {}, done); + } else { + done(); + } + }); +} +function recalcEquationFields(ids, callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + doneWithCalculatedFields = _underscore2.default.after(_underscore2.default.size(ids), done), + fields; + fields = _underscore2.default.chain(ids).map(function (id) { + var prefix = "repeating_weapon_" + id + "_"; + return [prefix + "damage", prefix + "attack", prefix + "damage-mod", prefix + "attack-mod"]; + }).flatten().value(); + getAttrs(fields, function (v) { + try { + _underscore2.default.each(ids, function (id) { + var doneWithField = _underscore2.default.after(4, doneWithCalculatedFields), + prefix = "repeating_weapon_" + id + "_"; + if ((!v[prefix + "damage"] || v[prefix + "damage"] === "0" || v[prefix + "damage"] === "+0") && parseInt(v[prefix + "damage-mod"], 10) === 0) { + doneWithField(); + } else { + SWUtils.evaluateAndSetNumber(prefix + "damage", prefix + "damage-mod", 0, doneWithField, true); + } + if ((!v[prefix + "attack"] || v[prefix + "attack"] === "0" || v[prefix + "attack"] === "+0") && parseInt(v[prefix + "attack-mod"], 10) === 0) { + doneWithField(); + } else { + SWUtils.evaluateAndSetNumber(prefix + "attack", prefix + "attack-mod", 0, doneWithField, true); + } + SWUtils.setDropdownValue(prefix + "attack-type", prefix + "attack-type-mod", PFUtils.findAbilityInString, doneWithField, true); + SWUtils.setDropdownValue(prefix + "damage-ability", prefix + "damage-ability-mod", PFUtils.findAbilityInString, doneWithField, true); + }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("recalcEquationFields", err); + done(); + } + }); +} +function recalculateRepeatingWeapons(callback) { + var done = _underscore2.default.once(function () { + //TAS.debug("leaving PFAttacks.recalculateRepeatingWeapons"); + if (typeof callback === "function") { + callback(); + } + }); + getSectionIDs("repeating_weapon", function (ids) { + recalcEquationFields(ids, function () { + recalcOtherFields(ids, done); + }); + }); +} +/** removes the given id link from any attacks. + * @param {function} callback to call when done + * @param {int} linkType value from PFAttacks.linkedAttackType + * @param {string} linkid string of source id attack links to + */ +function removeLinkedAttack(callback, linkType, linkid) { + var done = _underscore2.default.once(function () { + if (typeof callback === 'function') { + callback(); + } + }), + attrprefix = '', + attrprefix2 = ''; + switch (linkType) { + case linkedAttackType.ability: + attrprefix = 'source-ability'; + break; + case linkedAttackType.equipment: + attrprefix = 'source-item'; + break; + case linkedAttackType.spell: + attrprefix = 'source-spell'; + break; + case linkedAttackType.weapon: + attrprefix = 'source-main'; + attrprefix2 = 'source-off'; + break; + default: + done(); + return; + } + getSectionIDs('repeating_weapon', function (ids) { + var fields, attrs; + if (!ids || _underscore2.default.size(ids) === 0) { + done(); + return; + } + attrs = ['_' + attrprefix, '_' + attrprefix + '-name']; + if (attrprefix2) { + attrs.push('_' + attrprefix2); + attrs.push('_' + attrprefix2 + '-name'); + attrs.push('_name'); + } + fields = SWUtils.cartesianAppend(['repeating_weapon'], ids, attrs); + getAttrs(fields, function (v) { + var setter = {}; + ids.forEach(function (id) { + var prefix = 'repeating_weapon_' + id + '_'; + if (v[prefix + attrprefix] === linkid) { + setter[prefix + 'link_type'] = 0; + setter[prefix + attrprefix] = ''; + setter[prefix + attrprefix + '-name'] = ''; + if (attrprefix2) { + setter[prefix + attrprefix2] = ''; + setter[prefix + attrprefix2 + '-name'] = ''; + setter[prefix + 'name'] = 'UNLINKED ' + v[prefix + 'name']; + } + } + }); + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + }); + }); +} +/** call when bab changes, or when name changes but how to know? must keep them in linked fields. + * @param {{'mainhand_name':string,'mainhand_id':string,'mainhand_penalty':int, 'offhand_name':string,'offhand_id':string,'offhand_penalty':int,'offhand_improved':boolean,'bab':int, 'offhand_mult':number } } params + * @param {Map} setter already built setter if applicable. + * @param {String} id the id of the row + * @param {Boolean} updMode if true then do not update names of attacks + * @returns {Map} setter + */ -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } +function setDualWieldVals(params, setter, id, updMode) { + var fields, + numAttacks = 1, + currAttack = 1, + totAttacks = 2, + macroText = '', + macroIter = '{{attackREPLACEITER=[[ 1d20cs>[[ @{repeating_weapon_REPLACEHAND_crit-target} ]] + [[ @{repeating_weapon_REPLACEHAND_attack_macro} ]] + @{iterative_attackREPLACEITER_value} ]]}} {{damageREPLACEITER=[[ @{repeating_weapon_REPLACEHAND_damage-dice-num}d@{repeating_weapon_REPLACEHAND_damage-die} + @{repeating_weapon_REPLACEHAND_damage_macro} ]]}} {{crit_confirmREPLACEITER=[[ 1d20 + [[ @{repeating_weapon_REPLACEHAND_attack_macro} ]] + @{iterative_attackREPLACEITER_value} + @{repeating_weapon_REPLACEHAND_crit_conf_mod} ]]}} {{crit_damageREPLACEITER=[[ [[ @{repeating_weapon_REPLACEHAND_damage-dice-num} * [[ @{repeating_weapon_REPLACEHAND_crit-multiplier} - 1 ]] ]]d@{repeating_weapon_REPLACEHAND_damage-die} + ((@{repeating_weapon_REPLACEHAND_damage_macro}) * [[ @{repeating_weapon_REPLACEHAND_crit-multiplier} - 1 ]]) ]]}} {{precision_dmgREPLACEITER1=@{repeating_weapon_REPLACEHAND_precision_dmg_macro}}} {{critical_dmgREPLACEITER1=@{repeating_weapon_REPLACEHAND_critical_dmg_macro}}} {{precision_dmgREPLACEITER2=@{global_precision_dmg_macro}}} {{critical_dmgREPLACEITER2=@{global_critical_dmg_macro}}} {{attackREPLACEITERname=@{iterative_attackREPLACEITER_name}}} ', + macroIterOffhand = '{{attackREPLACEITER=[[ 1d20cs>[[ @{repeating_weapon_REPLACEHAND_crit-target} ]] + [[ @{repeating_weapon_REPLACEHAND_attack_macro} ]] + @{iterative_attackREPLACEITER_value} ]]}} {{damageREPLACEITER=[[ @{repeating_weapon_REPLACEHAND_damage-dice-num}d@{repeating_weapon_REPLACEHAND_damage-die} + @{repeating_weapon_REPLACEHAND_damage_macro} REPLACEMULT ]]}} {{crit_confirmREPLACEITER=[[ 1d20 + [[ @{repeating_weapon_REPLACEHAND_attack_macro} ]] + @{iterative_attackREPLACEITER_value} + @{repeating_weapon_REPLACEHAND_crit_conf_mod} ]]}} {{crit_damageREPLACEITER=[[ [[ @{repeating_weapon_REPLACEHAND_damage-dice-num} * [[ @{repeating_weapon_REPLACEHAND_crit-multiplier} - 1 ]] ]]d@{repeating_weapon_REPLACEHAND_damage-die} + ((@{repeating_weapon_REPLACEHAND_damage_macro} REPLACEMULT ) * [[ @{repeating_weapon_REPLACEHAND_crit-multiplier} - 1 ]]) ]]}} {{precision_dmgREPLACEITER1=@{repeating_weapon_REPLACEHAND_precision_dmg_macro}}} {{critical_dmgREPLACEITER1=@{repeating_weapon_REPLACEHAND_critical_dmg_macro}}} {{precision_dmgREPLACEITER2=@{global_precision_dmg_macro}}} {{critical_dmgREPLACEITER2=@{global_critical_dmg_macro}}} {{attackREPLACEITERname=@{iterative_attackREPLACEITER_name}}} ', + replaceMultStr = '- [[ ceil(@{repeating_weapon_REPLACEHAND_damage-ability}/2) ]] ', + tempInt = 0, + mainPen = 0, + offhandCountdown = 0, + offPen = 0, + prefix = '', + tempStr = '', + tempStr2 = ''; -var optionTemplates = { - melee_notes: "{{melee_notes=REPLACE}}", - ranged_notes: "{{ranged_notes=REPLACE}}", - CMB_notes: "{{CMB_notes=REPLACE}}", - attack_notes: "{{attack_notes=REPLACE}}", - header_image: "{{header_image=REPLACE}}" -}, - optionDefaults = { - notes: { - melee: "@{melee-attack-notes}", - ranged: "@{ranged-attack-notes}", - CMB: "@{CMB-notes}", - attack: "@{attack-notes}" - }, - image: { - melee: "@{header_image-pf_attack-melee}", - ranged: "@{header_image-pf_attack-ranged}", - CMB: "@{header_image-pf_attack-cmb}" - } -}, + try { + //TAS.debug("PFAttacks.setDualWieldVals",params); + setter = setter || {}; + if (!id) { + id = generateRowID(); + //TAS.debug("the new id is "+id); + } + offhandCountdown = params.offhand_improved; + prefix = 'repeating_weapon_' + id + '_'; + try { + tempStr = getTranslationByKey('dual-wield'); + } catch (er2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.setDualWieldVals er2:", er2); + } + if (!tempStr) { + tempStr = "Dual Wield"; + } + setter[prefix + 'dualwield'] = 1; + setter[prefix + 'source-main'] = params.mainhand_id; + setter[prefix + 'source-off'] = params.offhand_id; + //for update of existing just for this version: + setter[prefix + 'group'] = tempStr; + if (!updMode) { + setter[prefix + 'group'] = tempStr; + setter[prefix + 'source-main-name'] = params.mainhand_name || ''; + setter[prefix + 'source-off-name'] = params.offhand_name || ''; + setter[prefix + 'name'] = tempStr + ' ' + (params.mainhand_name || '') + '/' + (params.offhand_name || ''); + setter[prefix + 'iterative_attack1_name'] = params.mainhand_name + ' [[@{repeating_weapon_' + params.mainhand_id + '_total-attack} + ' + params.mainhand_penalty + ']]'; + } + setter[prefix + 'link_type'] = linkedAttackType.weapon; + setter[prefix + 'size_affects'] = 0; + //by filling it in we make sure template rolls + setter[prefix + 'attack-type'] = "dual"; + setter[prefix + 'attack-type-mod'] = 0; + setter[prefix + 'damage-ability'] = "dual"; + setter[prefix + 'damage-ability-mod'] = 0; + currAttack = 1; + //macroText + //mainhand attack: + macroText = '@{PC-whisper} &{template:pf_attack} @{toggle_attack_accessible} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{name}}} ' + '{{attack=[[ 1d20cs>[[ @{repeating_weapon_' + params.mainhand_id + '_crit-target} ]] + [[@{repeating_weapon_' + params.mainhand_id + '_attack_macro} ]] + @{attack-mod} ]]}} ' + '{{damage=[[@{repeating_weapon_' + params.mainhand_id + '_damage-dice-num}d@{repeating_weapon_' + params.mainhand_id + '_damage-die} + @{repeating_weapon_' + params.mainhand_id + '_damage_macro} ]]}} ' + '{{crit_confirm=[[ 1d20 + [[ @{repeating_weapon_' + params.mainhand_id + '_attack_macro} ]] + @{attack-mod} ]]}} ' + '{{crit_damage=[[ [[ @{repeating_weapon_' + params.mainhand_id + '_damage-dice-num} * (@{repeating_weapon_' + params.mainhand_id + '_crit-multiplier} - 1) ]]d@{repeating_weapon_' + params.mainhand_id + '_damage-die} + ((@{repeating_weapon_' + params.mainhand_id + '_damage_macro} ) * [[ @{repeating_weapon_' + params.mainhand_id + '_crit-multiplier} - 1 ]]) ]]}} ' + '{{precision_dmg1=@{repeating_weapon_' + params.mainhand_id + '_precision_dmg_macro}}} {{precision_dmg1_type=@{repeating_weapon_' + params.mainhand_id + '_precision_dmg_type}}} ' + '{{critical_dmg1=@{repeating_weapon_' + params.mainhand_id + '_critical_dmg_macro}}} {{critical_dmg1_type=@{repeating_weapon_' + params.mainhand_id + '_critical_dmg_type}}} ' + '{{weapon_notes=@{repeating_weapon_' + params.mainhand_id + '_notes}@{repeating_weapon_' + params.offhand_id + '_notes}}} ' + '{{vs=@{repeating_weapon_' + params.mainhand_id + '_vs}}} {{vs@{repeating_weapon_' + params.mainhand_id + '_vs}=@{repeating_weapon_' + params.mainhand_id + '_vs}}} ' + '{{precision_dmg2=@{global_precision_dmg_macro}}} {{precision_dmg2_type=@{global_precision_dmg_type}}} {{critical_dmg2=@{global_critical_dmg_macro}}} {{critical_dmg2_type=@{global_critical_dmg_type}}} ' + '{{dual_precision_dmg=@{precision_dmg_macro}}} {{dual_precision_dmg_type=@{precision_dmg_type}}} ' + '@{iterative_attacks} @{macro_options} {{attack1name=@{iterative_attack1_name}}}'; + setter[prefix + 'macro-text'] = macroText; + setter[prefix + 'NPC-macro-text'] = macroText; + + setter[prefix + 'attack'] = params.mainhand_penalty; + setter[prefix + 'attack-mod'] = params.mainhand_penalty; + setter[prefix + 'total-attack'] = params.mainhand_penalty; + //rest of attacks + numAttacks = Math.floor(params.bab / 5) + 1; + totAttacks = numAttacks + params.offhand_improved; + currAttack = 2; + while (currAttack <= totAttacks) { + tempStr = ''; + //if odd attack or no more offhand then mainhand + if (offhandCountdown === 0 || currAttack % 2 === 1) { + //mainhand + mainPen -= 5; + tempStr = macroIter.replace(/REPLACEHAND/g, params.mainhand_id); + tempInt = mainPen + params.mainhand_penalty; + setter[prefix + 'iterative_attack' + currAttack + '_name'] = params.mainhand_name + ' [[ @{repeating_weapon_' + params.mainhand_id + '_total-attack} - ' + Math.abs(mainPen) + ' - ' + Math.abs(params.mainhand_penalty) + ' ]]'; + } else { + //offhand + tempStr = macroIterOffhand.replace(/REPLACEHAND/g, params.offhand_id); + if (params.offhand_mult === 0.5) { + tempStr2 = replaceMultStr.replace(/REPLACEHAND/g, params.offhand_id); + tempStr = tempStr.replace(/REPLACEMULT/g, tempStr2); + } else { + tempStr = tempStr.replace(/REPLACEMULT/g, ''); + } + tempInt = offPen + params.offhand_penalty; + setter[prefix + 'iterative_attack' + currAttack + '_name'] = params.offhand_name + ' [[@{repeating_weapon_' + params.offhand_id + '_total-attack} - ' + Math.abs(offPen) + ' - ' + Math.abs(params.offhand_penalty) + ']]'; + offPen -= 5; + offhandCountdown--; + } + tempStr = tempStr.replace(/REPLACEITER/g, currAttack); -//not used since melee options field actually look at the text.. -//optionAttrs = ["melee-attack-notes", "ranged-attack-notes", "CMB-notes", "attack-notes", "header_image-pf_attack-melee", "header_image-pf_attack-ranged", "header_image-pf_attack-cmb"], -optionToggles = ["toggle_attack_melee_notes", "toggle_attack_ranged_notes", "toggle_attack_CMB_notes", "toggle_attack_attack_notes", "toggle_attack_header_image"], + setter[prefix + 'iterative_attack' + currAttack + '_value'] = tempInt; + setter[prefix + 'var_iterative_attack' + currAttack + '_macro'] = tempStr; + setter[prefix + 'toggle_iterative_attack' + currAttack] = "@{var_iterative_attack" + currAttack + "_macro}"; + currAttack++; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.setDualWieldVals outererr", err); + } finally { + //TAS.debug("PFAttacks.setDualWieldVals returning:",setter); + return setter; + } +} -//attackOptionRegex = PFUtils.getOptionsCompiledRegexMap(optionTemplates), -repeatingOptionAttrs = ["attack-type", "damage-ability", "damage-dice-num", "damage-die", "damage", "attack"], - repeatingOptionHelperAttrs = [""], - // ["damage-mod", "attack-mod"], -repeatingOptionGetAttrs = repeatingOptionAttrs.concat(repeatingOptionHelperAttrs), - repeatingOptionGetAttrsLU = _underscore2.default.map(repeatingOptionGetAttrs, function (field) { - return '_' + field; -}), - events = { - attackOptionEventsPlayer: repeatingOptionAttrs, - attackOptionEventsAuto: repeatingOptionHelperAttrs -}; +function updateDualWield(callback, eventInfo) { + var done = _underscore2.default.once(function () { + if (typeof callback === 'function') { + callback(); + } + }), + finished = _underscore2.default.once(function () { + setAttrs({ 'update_twoweapon_attack': 0 }, _PFConst2.default.silentParams, done); + }); + getAttrs(['update_twoweapon_attack', 'mainhand_penalty', 'offhand_penalty', 'offhand_improved', 'bab', 'offhand_str_mult'], function (vout) { + if (!parseInt(vout.update_twoweapon_attack, 10)) { + done(); + return; + } + getSectionIDs('repeating_weapon', function (ids) { + var fields, + mhpen = 0, + ohpen = 0, + ohatks = 0, + babt = 0, + mult = 0; + if (!ids || _underscore2.default.size(ids) === 0) { + finished(); + return; + } + mhpen = parseInt(vout.mainhand_penalty, 10) || 0; + ohpen = parseInt(vout.offhand_penalty, 10) || 0; + ohatks = parseInt(vout.offhand_improved, 10) || 0; + babt = parseInt(vout.bab, 10) || 0; + mult = parseFloat(vout.offhand_str_mult) || 0.5; + fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, ['_source-main', '_source-off', '_link_type', '_source-main-name', '_source-off-name']); + //TAS.debug("PFAttacks.migrateLinkedAttacks FIELDS are ",fields); + getAttrs(fields, function (v) { + var setter = {}; + if (ids && _underscore2.default.size(ids)) { + ids.forEach(function (id) { + var prefix = 'repeating_weapon_' + id + '_', + linktype = parseInt(v[prefix + 'link_type'], 10), + params = {}; + if (linktype === linkedAttackType.weapon) { + params.mainhand_id = v[prefix + 'source-main']; + params.offhand_id = v[prefix + 'source-off']; + params.mainhand_penalty = mhpen; + params.offhand_penalty = ohpen; + params.offhand_improved = ohatks; + params.bab = babt; + params.mainhand_name = v[prefix + 'source-main-name']; + params.offhand_name = v[prefix + 'source-off-name']; + params.offhand_mult = mult; + //TAS.debug("PFAttacks.createDualWield calling setDualWieldVals with ",params); + setDualWieldVals(params, setter, id, true); + } + }); + } + if (_underscore2.default.size(setter)) { + setter['update_twoweapon_attack'] = 0; + //TAS.debug("after updating now set with ",setter); + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + finished(); + } + }); + }); + }); +} -/********* REPEATING WEAPON FIELDSET *********/ -/** getOptionText - resets entire macro options text for a repeating_weapon row - *@param {string} prefix repeating_weapon_id_ - *@param {map} toggleValues map of ".showxxxx" where xxxx is what to display, already calculated for us - *@param {map} rowValues output from getAttrs - */ -function getOptionText(prefix, toggleValues, rowValues) { - var attackType = PFUtils.findAbilityInString(rowValues[prefix + "attack-type"]), - damageAbility = PFUtils.findAbilityInString(rowValues[prefix + "damage-ability"]), - optionText = ""; - if (!(attackType || rowValues[prefix + "attack"])) { - optionText += "{{no_attack_roll=1}}"; - } else if (attackType) { - attackType = attackType.replace('attk-', '').replace('2', '') || ""; - if (toggleValues['show' + attackType.toLowerCase()]) { - optionText += optionTemplates[attackType + "_notes"].replace("REPLACE", optionDefaults.notes[attackType]) || ""; - } - } - if (toggleValues.showheader_image) { - optionText += optionTemplates.header_image.replace("REPLACE", optionDefaults.image[attackType || 'melee']) || ""; - } - if (!(damageAbility || rowValues[prefix + "damage"] || parseInt(rowValues[prefix + "damage-dice-num"], 10) && parseInt(rowValues[prefix + "damage-die"], 10))) { - optionText += "{{no_damage=1}}"; - } - if (toggleValues.showattack) { - optionText += optionTemplates.attack_notes.replace("REPLACE", optionDefaults.notes.attack) || ""; - } - return optionText; +function createDualWield(callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(['create_twoweapon_attack', 'mainhand_id', 'mainhand_penalty', 'offhand_id', 'offhand_penalty', 'offhand_improved', 'bab', 'offhand_str_mult'], function (v) { + var params = {}, + id, + setter = {}; + if (parseInt(v.create_twoweapon_attack, 10) === 1) { + getSectionIDs('repeating_weapon', function (ids) { + //TAS.debug("at PFAttacks.createDualWield values are ",v,ids); + if (_underscore2.default.contains(ids, v.mainhand_id) && _underscore2.default.contains(ids, v.offhand_id)) { + //TAS.debug("they are there!"); + getAttrs(['repeating_weapon_' + v.mainhand_id + '_name', 'repeating_weapon_' + v.offhand_id + '_name'], function (w) { + try { + params.mainhand_id = v.mainhand_id; + params.offhand_id = v.offhand_id; + params.mainhand_penalty = parseInt(v.mainhand_penalty, 10) || 0; + params.offhand_penalty = parseInt(v.offhand_penalty, 10) || 0; + params.offhand_improved = parseInt(v.offhand_improved, 10) || 0; + params.bab = parseInt(v.bab, 10) || 0; + params.mainhand_name = w['repeating_weapon_' + v.mainhand_id + '_name']; + params.offhand_name = w['repeating_weapon_' + v.offhand_id + '_name']; + params.offhand_mult = parseFloat(v.offhand_str_mult) || 0.5; + //TAS.debug("PFAttacks.createDualWield calling setDualWieldVals with ",params); + setter = setDualWieldVals(params, setter); + } catch (outererr) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.createDualWield outererr", outererr); + } finally { + if (_underscore2.default.size(setter)) { + setter.create_twoweapon_attack = 0; + setter.mainhand_id = ''; + setter.offhand_id = ''; + setAttrs(setter, _PFConst2.default.silentParams, function () { + PFAttackGrid.resetCommandMacro(); + done(); + }); + } else { + setter.create_twoweapon_attack = 0; + setAttrs(setter, _PFConst2.default.silentParams, done); + } + } + }); + } else { + //TAS.debug("they are not there1"); + setter.create_twoweapon_attack = 0; + setAttrs(setter, _PFConst2.default.silentParams, done); + } + }); + } + }); } -/* resets one row of repeating_weapons - * note this is almost exactly like resetOption suggesting there is a way to refactor these*/ -function resetOption(id, eventInfo, callback) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAttackOptions.resetOption, rowid: " + id); - if (typeof callback === "function") { - callback(); - } - }), - prefix = "repeating_weapon_" + SWUtils.getRepeatingIDStr(id), - rowfields = _underscore2.default.map(repeatingOptionGetAttrs, function (attr) { - return prefix + attr; - }), - allFields = optionToggles; - allFields = allFields.concat(rowfields); - //TAS.log("resetOption, fields to get",allFields); - getAttrs(allFields, function (v) { - var toggleValues = _underscore2.default.reduce(optionToggles, function (memo, attr) { - memo['show' + attr.toLowerCase().slice(14).replace('_notes', '')] = parseInt(v[attr], 10) || 0; - return memo; - }, {}), - optionText = "", - setter = {}; - optionText = getOptionText(prefix, toggleValues, v) || ""; - if (typeof optionText !== "undefined" && optionText !== null) { - setter[prefix + "macro_options"] = optionText; - } - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } else { - done(); - } - }); +function getNewDefaults(ids, v, setter) { + var localsetter, defaultSize; + try { + setter = setter || {}; + defaultSize = parseInt(v['size'], 10) || 0; + localsetter = _underscore2.default.reduce(ids, function (m, id) { + var prefix = 'repeating_weapon_' + id + '_'; + try { + m[prefix + 'default_size'] = defaultSize; + if (v[prefix + 'damage-dice-num']) { + m[prefix + 'default_damage-dice-num'] = v[prefix + 'damage-dice-num']; + } else { + m[prefix + 'default_damage-dice-num'] = 0; + m[prefix + 'damage-dice-num'] = 0; + } + if (v[prefix + 'damage-die']) { + m[prefix + 'default_damage-die'] = v[prefix + 'damage-die']; + } else { + m[prefix + 'default_damage-die'] = 0; + m[prefix + 'damage-die'] = 0; + } + } catch (errin) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.setNewDefaultsSync errin id " + id, errin); + } finally { + return m; + } + }, {}); + _underscore2.default.extend(setter, localsetter); + } catch (errout) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.getNewDefaults errout ", errout); + } finally { + return setter; + } } -function resetSomeOptions(ids, eventInfo, callback) { - var done = _underscore2.default.once(function () { - if (typeof callback === 'function') { - callback(); - } - }); - if (!(ids && _underscore2.default.size(ids))) { - done(); - return; - } - getAttrs(optionToggles, function (vout) { - var fields, - toggleValues = _underscore2.default.reduce(optionToggles, function (memo, attr) { - memo['show' + attr.toLowerCase().slice(14).replace('_notes', '')] = parseInt(vout[attr], 10) || 0; - return memo; - }, {}); - fields = SWUtils.cartesianAppend(["repeating_weapon_"], ids, repeatingOptionGetAttrsLU); - getAttrs(fields, function (v) { - var setter = _underscore2.default.reduce(ids, function (memo, id) { - var prefix = 'repeating_weapon_' + id + '_', - tempstr = ''; - try { - tempstr = getOptionText(prefix, toggleValues, v); - //tempstr= getOptionTextNew(prefix,toggleValues,v)||''; - if (tempstr !== v[prefix + 'macro_options']) { - memo[prefix + 'macro_options'] = tempstr; - } - } finally { - return memo; - } - }, {}); - if (_underscore2.default.size(setter)) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } else { - done(); - } - }); - }); +function setNewDefaults(callback) { + var done = _underscore2.default.once(function () { + //TAS.debug("leaving PFAttacks.setNewDefaults"); + if (typeof callback === "function") { + callback(); + } + }), + finishedMigrating = _underscore2.default.once(function () { + setAttrs({ 'migrated_attacklist_defaults111': 1 }, _PFConst2.default.silentParams, done); + }); + //TAS.debug("At PFAttacks.setNewDefaults"); + getAttrs(['migrated_attacklist_defaults111'], function (vsize) { + if (parseInt(vsize['migrated_attacklist_defaults111'], 10)) { + done(); + return; + } + getSectionIDs('repeating_weapon', function (ids) { + var fields; + if (!(ids || _underscore2.default.size(ids))) { + finishedMigrating(); + return; + } + fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, ['_damage-dice-num', '_damage-die']); + fields.push('size'); + getAttrs(fields, function (v) { + var setter = {}; + try { + setter = getNewDefaults(ids, v, setter); + } catch (errout) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.setNewDefaults errout ", errout); + } finally { + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, finishedMigrating); + } else { + done(); + } + } + }); + }); + }); } -/*resetOptions - updates repeating_weapon_ attack _options for all attacks.*/ -function resetOptions(callback, eventInfo) { - getSectionIDs("repeating_weapon", function (ids) { - resetSomeOptions(ids, eventInfo, callback); - }); +function migrateRepeatingMacro(callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + migratedIteratives = function migratedIteratives() { + setAttrs({ 'migrated_attack_macrosv1': 1 }, _PFConst2.default.silentParams, done); + }, + migrated = _underscore2.default.after(2, function () { + PFMacros.migrateRepeatingMacrosMult(migratedIteratives, 'weapon', defaultIterativeAttrName, defaultIterativeRepeatingMacro, defaultIterativeRepeatingMacroMap, defaultIterativeDeletedMacroAttrs, defaultIterativeReplaceArray); + }); + PFMacros.migrateRepeatingMacros(migrated, 'weapon', 'macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{PC-Whisper}'); + PFMacros.migrateRepeatingMacros(migrated, 'weapon', 'npc-macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{NPC-Whisper}'); } -function migrate(callback) { - if (typeof callback === "function") { - callback(); - } +function migrateLinkedAttacks(callback, oldversion) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + if (oldversion <= 0 && oldversion >= 1.5) { + done(); + return; + } + getSectionIDs('repeating_weapon', function (ids) { + var fields; + if (!ids || _underscore2.default.size(ids) === 0) { + done(); + return; + } + fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, ['_source-item', '_source-spell', '_source-ability', '_source-main', '_source-off', '_source-spell-name', '_source-ability-name']); + fields.push('migrated_linked_attacks'); + getAttrs(fields, function (v) { + var setter = {}; + if (parseInt(v.migrated_linked_attacks, 10)) { + done(); + return; + } + ids.forEach(function (id) { + var toSet = 0; + if (v['repeating_weapon_' + id + '_source-item']) { + toSet = linkedAttackType.equipment; + } else if (v['repeating_weapon_' + id + '_source-spell']) { + toSet = linkedAttackType.spell; + } else if (v['repeating_weapon_' + id + '_source-ability']) { + toSet = linkedAttackType.ability; + if (v['repeating_weapon_' + id + '_source-spell-name'] && !v['repeating_weapon_' + id + '_source-ability-name']) { + setter['repeating_weapon_' + id + '_source-ability-name'] = v['repeating_weapon_' + id + '_source-spell-name']; + setter['repeating_weapon_' + id + '_source-spell-name'] = ''; + } + } else if (v['repeating_weapon_' + id + '_source-main'] || v['repeating_weapon_' + id + '_source-off']) { + toSet = linkedAttackType.weapon; + } + setter['repeating_weapon_' + id + '_link_type'] = toSet; + }); + setter.migrated_linked_attacks = 1; + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + }); + }); } -function recalculate(callback) { - resetOptions(callback); + +function migrate(callback, oldversion) { + var done = _underscore2.default.once(function () { + //TAS.debug("leaving PFAttacks.migrate"); + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(["migrated_damage-multiplier", "migrated_attack_macrosv1"], function (v) { + var migrateDamage = 0, + migrateMacrosv1 = 0, + migrateIteratives = 0; + migrateDamage = parseInt(v["migrated_damage-multiplier"], 10) || 0; + migrateMacrosv1 = parseInt(v["migrated_attack_macrosv1"], 10) || 0; + migrateIteratives = parseInt(v["migrated_attacklist_defaults111"]); + if (migrateDamage && migrateMacrosv1 && migrateIteratives) { + done(); + return; + } + getSectionIDs('repeating_weapon', function (ids) { + var callmigrateMacrostov1, callmigrateMacrostov64, callmigrateRepeatingDamage, callSetDefaults; + try { + if (!ids || _underscore2.default.size(ids) <= 0) { + setAttrs({ "migrated_damage-multiplier": 1, 'migrated_attack_macrosv1': 1, 'migrated_attacklist_defaults111': 1 }, _PFConst2.default.silentParams, done); + return; + } + callSetDefaults = function callSetDefaults() { + setNewDefaults(function () { + migrateLinkedAttacks(done); + }); + }; + callmigrateMacrostov1 = function callmigrateMacrostov1() { + if (!migrateMacrosv1) { + migrateRepeatingMacro(callSetDefaults); + } else { + callSetDefaults(); + } + }; + callmigrateRepeatingDamage = function callmigrateRepeatingDamage() { + if (!migrateDamage) { + PFMigrate.migrateRepeatingDamage(ids, callmigrateMacrostov1); + } else { + callmigrateMacrostov1(); + } + }; + callmigrateRepeatingDamage(); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.migrate", err); + done(); + } finally {} + }); + }); } +var recalculate = exports.recalculate = _exportsLoaderTASTheAaronSheet2.default.callback(function callrecalculate(callback, silently, oldversion) { + var done = function done() { + _exportsLoaderTASTheAaronSheet2.default.info("leaving PFAttacks.recalculate"); + if (typeof callback === "function") { + callback(); + } + }; + //TAS.debug("at PFAttacks.recalculate"); + PFAttackGrid.recalculate(function () { + migrate(function () { + setAdvancedMacroCheckbox(); + recalculateRepeatingWeapons(); + PFAttackGrid.resetCommandMacro(); + PFAttackOptions.recalculate(); + updateAssociatedAttacksFromParents(); + done(); + }, oldversion); + }, silently, oldversion); +}); function registerEventHandlers() { - _underscore2.default.each(optionToggles, function (toggleField) { - on("change:" + toggleField, _exportsLoaderTASTheAaronSheet2.default.callback(function toggleAttackNoteOption(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - resetOptions(null, eventInfo); - } - })); - }); - //attack options for one row - _underscore2.default.each(events.attackOptionEventsAuto, function (fieldToWatch) { - var eventToWatch = "change:repeating_weapon:" + fieldToWatch; - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackTypeOptionSheet(eventInfo) { - if (eventInfo.sourceType === "sheetworker") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - resetOption(null, eventInfo); - } - })); - }); - _underscore2.default.each(events.attackOptionEventsPlayer, function (fieldToWatch) { - var eventToWatch = "change:repeating_weapon:" + fieldToWatch; - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackTypeOptionPlayer(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - resetOption(null, eventInfo); - } - })); - }); + _underscore2.default.each(PFAttackGrid.attackGridFields, function (attackFields, attack) { + on("change:" + attackFields.crit, _exportsLoaderTASTheAaronSheet2.default.callback(function eventAttackCrit(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingWeaponsFromCrit(attack, eventInfo); + } + })); + }); + + on("change:update_twoweapon_attack", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDualWield(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateDualWield(null, eventInfo); + } + })); + + on("remove:repeating_weapon", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponAttackPlayer(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.notice("NEW SECTION"); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + removeLinkedAttack(null, linkedAttackType.weapon, SWUtils.getRowId(eventInfo.sourceAttribute)); + } + })); + + on("change:repeating_weapon:attack-type-mod change:repeating_weapon:attack-mod", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponAttackSheet(eventInfo) { + if (eventInfo.sourceType === "sheetworker" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingWeaponAttack(null, eventInfo); + } + })); + on("change:repeating_weapon:masterwork change:repeating_weapon:proficiency", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponAttackPlayer(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingWeaponAttack(null, eventInfo); + } + })); + on("change:repeating_weapon:damage-ability-mod change:repeating_weapon:damage-mod", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponDamageSheet(eventInfo) { + if (eventInfo.sourceType === "sheetworker" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingWeaponDamage(null, eventInfo); + } + })); + on("change:repeating_weapon:damage_ability_mult change:repeating_weapon:damage-ability-max", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponDamagePlayer(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingWeaponDamage(null, eventInfo); + } + })); + on("change:repeating_weapon:attack-type", _exportsLoaderTASTheAaronSheet2.default.callback(function eventHandleRepeatingAttackDropdown(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + PFUtilsAsync.setRepeatingDropdownValue("weapon", null, "attack-type", "attack-type-mod"); + updateRepeatingWeaponCrit(null, eventInfo); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + setRepeatingWeaponInsertMacro(null, eventInfo); + setRepeatingWeaponRangedFlag(); + } + })); + on("change:repeating_weapon:damage-ability", _exportsLoaderTASTheAaronSheet2.default.callback(function eventHandleRepeatingDamageDropdown(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + PFUtilsAsync.setRepeatingDropdownValue("weapon", null, "damage-ability", "damage-ability-mod"); + })); + on("change:repeating_weapon:damage", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingWeaponDamage(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + SWUtils.evaluateAndSetNumber("repeating_weapon_damage", "repeating_weapon_damage-mod"); + })); + on("change:repeating_weapon:attack", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingWeaponAttack(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + SWUtils.evaluateAndSetNumber("repeating_weapon_attack", "repeating_weapon_attack-mod"); + })); + on("change:repeating_weapon:enhance", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponAttackAndDamage(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + updateRepeatingWeaponAttack(null, eventInfo); + updateRepeatingWeaponDamage(); + } + })); + on("change:repeating_weapon:crit_confirm", _exportsLoaderTASTheAaronSheet2.default.callback(function eventWeaponCritConfirmBonus(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingWeaponCrit(null, eventInfo); + } + })); + + on("change:repeating_weapon:default_damage-dice-num change:repeating_weapon:default_size change:repeating_weapon:default_damage-die change:repeating_weapon:size_affects", _exportsLoaderTASTheAaronSheet2.default.callback(function eventWeaponDice(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + adjustDamageDiceAsync(); + } + })); + on("change:repeating_weapon:damage-dice-num change:repeating_weapon:damage-die", _exportsLoaderTASTheAaronSheet2.default.callback(function eventWeaponDice(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + syncDefaultDamageDiceAsync(); + } + })); + on("remove:repeating_weapon change:repeating_weapon:attack-type change:_reporder_repeating_weapon change:repeating_weapon:group change:repeating_weapon:name change:include_attack_totals", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingWeaponChange(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + PFAttackGrid.resetCommandMacro(); + } + })); + on("change:create_twoweapon_attack", _exportsLoaderTASTheAaronSheet2.default.callback(function eventCreateTwoWeaponAttack(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + createDualWield(); + } + })); } registerEventHandlers(); -_PFLog.PFConsole.log(' PFAttackOptions module loaded '); +_PFLog.PFConsole.log(' PFAttacks module loaded '); _PFLog.PFLog.modulecount++; /***/ }), -/* 12 */ +/* 9 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -19173,693 +19822,840 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.events = exports.defenseArmorFields = exports.defenseFieldTotals = exports.defenseArmorShieldColumns = exports.defenseArmorShieldRows = exports.defenseArmorShieldRowsOld = exports.defenseLowerToMixed = exports.defenseDropdowns = undefined; -exports.updateDefenses = updateDefenses; -exports.setDefenseDropdownMod = setDefenseDropdownMod; -exports.updateArmor = updateArmor; -exports.applyConditions = applyConditions; -exports.migrate = migrate; -exports.recalculate = recalculate; +exports.setDropdownValue = setDropdownValue; +exports.setRepeatingDropdownValue = setRepeatingDropdownValue; +exports.setRowIds = setRowIds; +exports.registerEventHandlers = registerEventHandlers; var _underscore = __webpack_require__(2); var _underscore2 = _interopRequireDefault(_underscore); +var _PFLog = __webpack_require__(0); + var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); -var _PFLog = __webpack_require__(0); +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); var _PFConst = __webpack_require__(3); var _PFConst2 = _interopRequireDefault(_PFConst); -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - var _PFUtils = __webpack_require__(5); var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFUtilsAsync = __webpack_require__(8); - -var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); - -var _PFMigrate = __webpack_require__(6); - -var PFMigrate = _interopRequireWildcard(_PFMigrate); - function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var defenseDropdowns = exports.defenseDropdowns = { - "AC-ability": "AC-ability-mod", - "FF-ability": "FF-DEX", - "CMD-ability1": "CMD-STR", - "CMD-ability2": "CMD-DEX", - "CMD-ability": "FF-CMD-DEX" -}, - defenseLowerToMixed = exports.defenseLowerToMixed = { - "ac-ability": "AC-ability", - "ff-ability": "FF-ability", - "cmd-ability1": "CMD-ability1", - "cmd-ability2": "CMD-ability2", - "cmd-ability": "CMD-ability" -}, - -//reverse order to do worn first: -defenseArmorShieldRowsOld = exports.defenseArmorShieldRowsOld = ["armor3", "armor2", "armor", "shield3", "shield2", "shield"], - defenseArmorShieldRows = exports.defenseArmorShieldRows = ["armor3", "shield3"], - defenseArmorShieldColumns = exports.defenseArmorShieldColumns = ["equipped", "acbonus", "enhance", "max-dex", "acp", "spell-fail", "proficiency", "type"], - defenseFieldTotals = exports.defenseFieldTotals = ["acp", "max-dex", "AC-armor", "AC-shield", "spell-fail", "acp-attack-mod", "max-dex-source", "current-load"], - defenseArmorFields = exports.defenseArmorFields = SWUtils.cartesianAppend(defenseArmorShieldRows, ['-'], defenseArmorShieldColumns).concat(defenseFieldTotals), - events = exports.events = { - defenseEventsAuto: "change:bab change:ac-penalty change:cmd-penalty change:size change:ac-shield change:ac-armor change:ac-ability-mod change:ff-dex change:cmd-dex change:ff-cmd-dex change:cmd-str change:max-dex", - defenseEventsPlayer: "change:ff-dex change:ac-penalty change:cmd-penalty change:size change:ac-dodge change:ac-natural change:ac-deflect change:ac-misc change:cmd-misc", - defenseEventsEither: "change:size change:AC-ability change:FF-ability change:CMD-ability1 change:CMD-ability2 change:CMD-ability" -}; - -/** updateDefenses updates the top grid of AC, Touch AC, Flat Footed AC, CMD, Flat Footed CMD - * http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#combat-maneuver-defense - * Any penalties to a creature's AC also apply to its CMD - *@param {function} callback optional call when done - *@param {boolean} silently optional if true call setAttrs with PFConst.silentParams - *@param {eventInfo} eventInfo unused eventInfo from on method +/****************************ASYNCRHOUNOUS UTILITIES *********************************** + ***************************************************************************************/ +/* setDropdownValue + * Looks at a dropdown selected value, finds the matching attribute value, and then + * sets the writeFields with that number. + * + * @readField {string} = the dropdpown field + * @writeFields {string or Array} = One string or an array of strings that are fields to write the value to + * @callback {function} optional = if we need to update the field, call this function + * callback(newvalue,oldvalue,ischanged) + * If writeField is a string not an Array, then set old value as 2nd param (could be NaN) */ -function updateDefenses(callback, silently, eventInfo) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.updateDefenses"); - if (typeof callback === "function") { - callback(); - } - }); - getAttrs(["AC-ability-mod", "FF-DEX", "AC-penalty", "CMD-penalty", "size", "max-dex", "AC-dodge", "AC-natural", "AC-deflect", "AC-misc", "buff_AC-total", "buff_Touch-total", "buff_CMD-total", "CMD-DEX", "FF-CMD-DEX", "CMD-STR", "bab", "CMD-misc", "AC", "Touch", "Flat-Footed", "CMD", "FF-CMD", "AC-ability", "FF-ability", "CMD-ability", "CMD-ability1", "CMD-ability2", "AC-armor", "AC-shield", "condition-Blinded", "condition-Pinned", "condition-Stunned", "condition-Cowering", "condition-Drained", "condition-Flat-Footed", "AC-ability-display", "FF-DEX-display", "CMD-DEX-display", "FF-CMD-DEX-display", "maxdex-toggle", "nodex-toggle", "uncanny_dodge", "unlock_def_ability", "hd_not_bab", "level", "current-load", "max-dex-source"], function (v) { - var size = parseInt(v["size"], 10) || 0, - dodge = parseInt(v["AC-dodge"], 10) || 0, - deflect = parseInt(v["AC-deflect"], 10) || 0, - miscAC = parseInt(v["AC-misc"], 10) || 0, - condPenalty = parseInt(v["AC-penalty"], 10) || 0, - buffs = parseInt(v["buff_AC-total"], 10) || 0, - buffsTouch = parseInt(v["buff_Touch-total"], 10) || 0, - buffsCMD = parseInt(v["buff_CMD-total"], 10) || 0, - armor = parseInt(v["AC-armor"], 10) || 0, - shield = parseInt(v["AC-shield"], 10) || 0, - natural = parseInt(v["AC-natural"], 10) || 0, - bab = parseInt(v["bab"], 10) || 0, - miscCMD = parseInt(v["CMD-misc"], 10) || 0, - maxDex = parseInt(v["max-dex"], 10), - cmdPenalty = parseInt(v["CMD-penalty"], 10) || 0, - blinded = parseInt(v["condition-Blinded"], 10) || 0 ? 1 : 0, - pinned = parseInt(v["condition-Pinned"], 10) || 0 ? 1 : 0, - stunned = parseInt(v["condition-Stunned"], 10) || 0 ? 1 : 0, - ffed = parseInt(v["condition-Flat-Footed"], 10) || 0 ? 1 : 0, - cowering = parseInt(v["condition-Cowering"], 10) || 0 ? 1 : 0, - maxDexSource = parseInt(v["max-dex-source"], 10) || 0, - currload = parseInt(v["current-load"], 10) || 0, - dexModShowLimit = 0, - currDexModLimit = parseInt(v["maxdex-toggle"], 10) || 0, - noDexShowLimit = 0, - currNoDexLimit = parseInt(v["nodex-toggle"], 10) || 0, - unlockDefAbility = parseInt(v.unlock_def_ability, 10) || 0, - lockDefAbility = unlockDefAbility ? 0 : 1, - ac = 10, - touch = 10, - ff = 10, - cmd = 10, - cmdFF = 10, - currAC = parseInt(v["AC"], 10), - currTouch = parseInt(v["Touch"], 10), - currFF = parseInt(v["Flat-Footed"], 10), - currCMD = parseInt(v["CMD"], 10), - currCMDFF = parseInt(v["FF-CMD"], 10), - currUncanny = parseInt(v["uncanny_dodge"], 10) || 0, - currCMDUncanny = lockDefAbility ? currUncanny : parseInt(v["uncanny_cmd_dodge"], 10) || 0, - acAbilityName = PFUtils.findAbilityInString(v["AC-ability"]), - uncannyAbilityName = currUncanny ? acAbilityName : PFUtils.findAbilityInString(v["FF-ability"]), - uncannyCMDabilityName = lockDefAbility ? uncannyAbilityName : PFUtils.findAbilityInString(v["CMD-ability"]), - cmdAbilityDDvalName = lockDefAbility ? acAbilityName : PFUtils.findAbilityInString(v["CMD-ability2"]), - ability = parseInt(v["AC-ability-mod"], 10) || 0, - ffAbility = currUncanny && lockDefAbility ? ability : parseInt(v["FF-DEX"], 10) || 0, - cmdAbility1 = parseInt(v["CMD-STR"], 10) || 0, - cmdAbility2 = lockDefAbility ? ability : parseInt(v["CMD-DEX"], 10) || 0, - cmdFFAbility2 = lockDefAbility ? ffAbility : parseInt(v["FF-CMD-DEX"], 10) || 0, - setter = {}, - params = {}, - loseDex = 0, - immobilized = 0, - setAny = 0; - try { - //TAS.debug(v); - maxDex = isNaN(maxDex) ? 99 : maxDex; //cannot do "||0" since 0 is falsy but a valid number - if (maxDex < ability) { - //assume ability, FF-ability, CMD-ability2 all set the same (or to "none" for ff) - dexModShowLimit = 1; - } - if (acAbilityName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { - ability = Math.min(ability, maxDex); - } - if (uncannyAbilityName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { - ffAbility = Math.min(ffAbility, maxDex); - } - if (cmdAbilityDDvalName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { - cmdAbility2 = Math.min(cmdAbility2, maxDex); - } - if (uncannyCMDabilityName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { - cmdFFAbility2 = Math.min(cmdFFAbility2, maxDex); +function setDropdownValue(readField, writeFields, callback, silently) { + SWUtils.setDropdownValue(readField, writeFields, PFUtils.findAbilityInString, callback, silently); +} +/** calls setDropdownValue for a dropdown in a repeating section + *@param {string} section the string between "repeating_" and "_" + *@param {string} id optional- the id of this row, blank if in context of the current row + *@param {string} from the attribute name of the dropdown , string after "repeating_section_id_" + *@param {string} to the attribute to write to, string after "repeating_section_id_" + *@param {function} callback - the function passed to setDropdownValue as its callback, that function calls it + */ +function setRepeatingDropdownValue(section, id, from, to, callback, silently) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_" + section + "_" + idStr; + setDropdownValue(prefix + from, prefix + to, callback, silently); +} +/** setRowIds + * sets the ID fields and new_flag fields for all rows in the section + * @param {string} section = the fieldset name after "section_" + */ +function setRowIds(section) { + getSectionIDs("repeating_" + section, function (ids) { + var setter = {}; + _underscore2.default.each(ids, function (id) { + setter["repeating_" + section + "_" + id + "_row_id"] = id; + }); + setAttrs(setter); + }); +} +function registerEventHandlers() { + //REPEATING SECTIONS set IDs + _underscore2.default.each(_PFConst2.default.repeatingSections, function (section) { + var eventToWatch = "change:repeating_" + section + ":ids-show"; + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventCheckIsNewRow(eventInfo) { + var setter = {}, + id; + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + id = SWUtils.getRowId(eventInfo.sourceAttribute); + setter["repeating_" + section + "_" + id + "_row_id"] = id; + setAttrs(setter, _PFConst2.default.silentParams); } + })); + }); +} - //if ability is below zero, FF dex adj must be set to negative too - //assume ffability dropdown should be None or the same as dex ability - //because if not then it doesn't make sense - if (ability < 0 && ffAbility > ability) { - ffAbility = ability; - } - if (cmdAbility2 < 0 && cmdFFAbility2 > cmdAbility2) { - cmdFFAbility2 = cmdAbility2; - } - if (unlockDefAbility) { - if (uncannyAbilityName && currUncanny === 0) { - //TAS.debug("switching to uncanny"); - setter["uncanny_dodge"] = "1"; - setAny = 1; - currUncanny = 1; - } else if (!uncannyAbilityName && currUncanny === 1) { - //TAS.debug("switching from uncanny"); - setter["uncanny_dodge"] = "0"; - setAny = 1; - currUncanny = 0; - } - if (uncannyCMDabilityName && currCMDUncanny === 0) { - //TAS.debug("switching to cmd uncanny"); - setter["uncanny_cmd_dodge"] = "1"; - setAny = 1; - currCMDUncanny = 1; - } else if (!uncannyCMDabilityName && currCMDUncanny === 1) { - //TAS.debug("switching from cmd uncanny"); - setter["uncanny_cmd_dodge"] = "0"; - setAny = 1; - currCMDUncanny = 0; +registerEventHandlers(); +_PFLog.PFConsole.log(' PFUtilsAsync module loaded '); +_PFLog.PFLog.modulecount++; + +/***/ }), +/* 10 */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.migrateMacro = migrateMacro; +exports.migrateRepeatingMacros = migrateRepeatingMacros; +exports.migrateRepeatingMacrosMult = migrateRepeatingMacrosMult; +exports.migrateStaticMacro = migrateStaticMacro; +exports.migrateStaticMacros = migrateStaticMacros; +exports.migrateStaticMacrosMult = migrateStaticMacrosMult; + +var _underscore = __webpack_require__(2); + +var _underscore2 = _interopRequireDefault(_underscore); + +var _PFLog = __webpack_require__(0); + +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); + +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + +var _PFUtils = __webpack_require__(5); + +var PFUtils = _interopRequireWildcard(_PFUtils); + +var _PFUtilsAsync = __webpack_require__(9); + +var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** splitMacro Splits macro into {{x=y}} components + * and @{attr} if at top level (not inside a {{x=@{attr}}}) + * @param {string} macrostr the macro-text from a repeating row + * @returns {Array} of strings comprising macro + */ +function splitMacro(macrostr) { + var splitted, newsplit, lastclosing; + if (!macrostr) { + return ""; + } + splitted = macrostr.split(/(?=\{\{)/); + splitted = SWUtils.trimBoth(splitted); + newsplit = _underscore2.default.reduce(splitted, function (memo, val) { + try { + if (val.slice(0, 2) === '{{') { + if (val.slice(-2) === '}}') { + memo.push(val); + } else { + lastclosing = val.lastIndexOf('}}'); + if (lastclosing < 0) { + _exportsLoaderTASTheAaronSheet2.default.error("error! no closing brackets for ", val); + //just fix it + val += '}}'; + lastclosing = val.lastIndexOf('}}'); + memo.push(val); + } else { + memo.push(SWUtils.trimBoth(val.slice(0, lastclosing + 2))); + memo = memo.concat(SWUtils.trimBoth(SWUtils.trimBoth(val.slice(lastclosing + 2)).replace('&', '&').split(/(?=[\@\&]\{)/))); + } } + } else { + val = val.replace('&', '&'); + memo = memo.concat(SWUtils.trimBoth(val.split(/(?=[\@\&]\{)/))); } - //lose Dex: you lose your bonus (and dodge) - not the same as flat footed - //Must be applied even if your bonus is not dex : - //http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qdi - //flat footed : lose dex unless uncanny - //blinded: lose dex unless uncanny - //pinned, cowering, stunned : always lose dex - if (pinned || cowering || stunned || currload === 4 && (maxDexSource === 0 || maxDexSource === 2)) { - immobilized = 1; - } else if (blinded || ffed || currload === 3 && (maxDexSource === 0 || maxDexSource === 2)) { - loseDex = 1; + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("splitmacro", err); + } finally { + return memo; + } + }, []); + return newsplit; +} +/** arrayToMap Splits array of {{x=y}} to mapping of '{{x=': 'y}}' + * and splits &{template:templatename} on the : + * unless the item has no equals sign then the value = map. + * e.g. @{option} is returned as @{option}=@{option} + *@param {Array} currArray of strings for rolltemplate {{key=value}} + *@returns {jsobj} of each array entry split in half + */ +function arrayToMap(currArray, removeWhisper) { + return _underscore2.default.reduce(currArray, function (memo, val) { + var spliteq = val.split('='); + if (val) { + if (spliteq.length === 2) { + memo[spliteq[0] + '='] = spliteq[1]; + } else if (spliteq.length > 2) { + memo[spliteq[0] + '='] = _underscore2.default.rest(spliteq, 1).join('='); + } else if (/template:/.test(val)) { + memo['&{template:'] = val.slice(val.indexOf(':') + 1); + } else if (!(removeWhisper && /whisper/i.test(val))) { + memo[val] = val; } - - if (immobilized) { - if (currUncanny) { - ffAbility = Math.min(0, ffAbility); - } - if (currCMDUncanny) { - cmdFFAbility2 = Math.min(0, cmdFFAbility2); + } + return memo; + }, {}); +} +/**mergeMacroMaps merges currMap into defaultMap + *@param {jsobj} currMap map of the current macro text on a sheet created by arrayToMap: + {rollqueryleft: rollqueryright} + *@param {jsobj} defaultMap {rollqueryleft : { + current:rollqueryright, + old:[ oldrollqueryright1, oldrollqueryright2 ], + replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] + } + } + *@param {Array} sameAsKeys array of strings of keys in defaultMap where value.current is the same string as the key + *@returns {Array} of strings for macro entries. + */ +function mergeMacroMaps(currMap, defaultMap, sameAsKeys) { + var currKeys = [], + newKeys = [], + customKeys = [], + newArray = [], + customizedMap = {}, + userDefinedMap = {}; + try { + currKeys = _underscore2.default.keys(currMap).sort(); + customKeys = _underscore2.default.difference(currKeys, _underscore2.default.keys(defaultMap)).sort(); + if (!sameAsKeys || _underscore2.default.size(sameAsKeys) === 0) { + sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, val, key) { + if (val.current === key) { + memo.push(key); } - //dexModShowLimit=1; - ability = Math.min(0, ability); - cmdAbility2 = Math.min(0, cmdAbility2); - dodge = 0; - noDexShowLimit = 1; - } else if (loseDex) { - //TAS.debug("we are blinded or flat footed uncanny:"+currUncanny+", cmd uncan:"+currCMDUncanny); - if (!currUncanny || !currCMDUncanny) { - //dexModShowLimit=1; - dodge = 0; - noDexShowLimit = 1; + return memo; + }, []).sort(); + } + //TAS.debug("at mergeMacroMaps comparing: ",currMap,defaultMap,sameAsKeys); + customizedMap = _underscore2.default.chain(defaultMap).pick(function (compareobj, defaultKey) { + //intersection + return _underscore2.default.indexOf(currKeys, defaultKey, true) >= 0; + }).omit(function (compareobj, defaultKey) { + //difference + return _underscore2.default.indexOf(sameAsKeys, defaultKey, true) >= 0; + }).omit(function (compareobj, defaultKey) { + //user val = new + return compareobj.current === currMap[defaultKey]; + }).omit(function (compareobj, defaultKey) { + //user val = one of old vals + return !compareobj.old || _underscore2.default.indexOf(compareobj.old, currMap[defaultKey]) >= 0; + }).mapObject(function (compareobj, defaultKey) { + //only customized values left, if any + var newString = ''; + try { + newString = currMap[defaultKey]; + if (newString) { + if (compareobj.replacements) { + newString = _underscore2.default.reduce(compareobj.replacements, function (memo, replacer) { + return memo.replace(replacer.from, replacer.to); + }, newString); + } + newString = defaultKey + newString; } - //set to same as flat footed (probably 0) or less than if ability already under 10. - ability = Math.min(ability, ffAbility); - cmdAbility2 = Math.min(cmdAbility2, cmdFFAbility2); - } - if (parseInt(v.hd_not_bab, 10)) { - bab = parseInt(v.level, 10) || 0; - } - ac = 10 + armor + shield + natural + size + dodge + ability + deflect + miscAC + condPenalty + buffs; - touch = 10 + size + dodge + ability + deflect + miscAC + condPenalty + buffsTouch; - ff = 10 + armor + shield + natural + size + ffAbility + deflect + miscAC + condPenalty + buffs + (currUncanny ? dodge : 0); - cmd = 10 + bab + cmdAbility1 + cmdAbility2 + -1 * size + dodge + deflect + miscCMD + cmdPenalty + buffsCMD; - cmdFF = 10 + bab + cmdAbility1 + cmdFFAbility2 + -1 * size + deflect + miscCMD + cmdPenalty + buffsCMD + (currCMDUncanny ? dodge : 0); - if (ac !== currAC || isNaN(currAC)) { - setter["AC"] = ac; - setAny += 1; - } - if (touch !== currTouch || isNaN(currTouch)) { - setter["Touch"] = touch; - setAny += 1; - } - if (ff !== currFF || isNaN(currFF)) { - setter["Flat-Footed"] = ff; - setAny += 1; - } - //TAS.debug("PFDefense.updateDefenses currcmd is :"+ currCMD +", new cmd is:"+ cmd); - if (cmd !== currCMD || isNaN(currCMD)) { - setter["CMD"] = cmd; - setAny += 1; - } - if (cmdFF !== currCMDFF || isNaN(currCMDFF)) { - setter["FF-CMD"] = cmdFF; - setAny += 1; - } - if (ability !== parseInt(v["AC-ability-display"], 10)) { - setter["AC-ability-display"] = ability; - } - if (ffAbility !== parseInt(v["FF-DEX-display"], 10)) { - setter["FF-DEX-display"] = ffAbility; - } - if (cmdAbility2 !== parseInt(v["CMD-DEX-display"], 10)) { - setter["CMD-DEX-display"] = cmdAbility2; + } catch (erri) { + _exportsLoaderTASTheAaronSheet2.default.error('mergeMacroMaps erri on ' + defaultKey, erri); + } finally { + return newString; } - if (cmdFFAbility2 !== parseInt(v["FF-CMD-DEX-display"], 10)) { - setter["FF-CMD-DEX-display"] = cmdFFAbility2; + }).value(); + + //extra stuff from user. + userDefinedMap = _underscore2.default.reduce(customKeys, function (memo, currKey) { + if (currKey !== currMap[currKey]) { + memo[currKey] = currKey + currMap[currKey]; + } else { + memo[currKey] = currKey; } - if (dexModShowLimit !== currDexModLimit) { - setter["maxdex-toggle"] = dexModShowLimit; + return memo; + }, {}); + + //TAS.info("joining ",defaultMap,customizedMap,userDefinedMap); + //array in order of defaultMap, add in custom values, then turn to array + newArray = _underscore2.default.chain(defaultMap).mapObject(function (compareobj, defaultKey) { + if (_underscore2.default.indexOf(sameAsKeys, defaultKey) >= 0) { + + return defaultKey; } - if (noDexShowLimit !== currNoDexLimit) { - setter["nodex-toggle"] = noDexShowLimit; + return defaultKey + compareobj.current; + }).extend(customizedMap).extend(userDefinedMap).values().value(); + } catch (err3) { + _exportsLoaderTASTheAaronSheet2.default.error("getNewArray outer error", err3); + } finally { + return newArray; + } +} +/**migrateMacro makes sure one macro is up to date, synchronous. + *@param {string} currMacro current macro from sheet + *@param {string} defaultMacro default / new correct macro string + *@param {{string : {current:string, old:[ string ], replacements:[ { from: string, to:string}] } + }} defaultMap {rollqueryleft : { + current:rollqueryright, + old:[ oldrollqueryright1, oldrollqueryright2 ], + replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] + } + } + *@param {[string]} deleteArray array of strings to just delete from the currMacro. + *@param {[string]} sameAsKeys array of strings of keys in defaultMap where value.current is the same string as the key + *@returns {string} one of 3 values: + null if caller should NOT update macro, + "BLANK" if caller should update macro attribute with "" to reset it. + any other string: the new macro (if the user customized it, then this is the new one with updates) + */ +function migrateMacro(currMacro, defaultMacro, defaultMap, deleteArray, sameAsKeys) { + var currMacroArray, + currMacroMap, + newMacroArray, + newMacroString = null; + try { + if (currMacro !== defaultMacro) { + if (deleteArray && Array.isArray(deleteArray)) { + _underscore2.default.each(deleteArray, function (strToDelete) { + currMacro = currMacro.replace(strToDelete, ''); + }); } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.updateDefenses:", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); + if (currMacro === defaultMacro) { + newMacroString = null; } else { - done(); + currMacroArray = splitMacro(currMacro); + currMacroArray = _underscore2.default.reject(currMacroArray, function (val) { + return !val || val === "0" || val === "1" || val.indexOf("undefined") >= 0; + }); + currMacroMap = arrayToMap(currMacroArray, true); + //TAS.info("migrateMacro calling map with ",currMacroMap,defaultMap,sameAsKeys); + newMacroArray = mergeMacroMaps(currMacroMap, defaultMap, sameAsKeys); + //TAS.debug("migrateMacro received back ",newMacroArray); + newMacroArray = _underscore2.default.reject(newMacroArray, function (val) { + return !val || val === "0" || val === "1" || val.indexOf("undefined") >= 0; + }); + newMacroString = newMacroArray.join(' '); + if (newMacroString === defaultMacro) { + newMacroString = 'BLANK'; + } } } - }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMacros.migrateMacro error on " + currMacro, err); + } finally { + return newMacroString; + } } -/** setDefenseDropdownMod - * All dropdowns in the defense grid: AC, flat footed AC, touch, CMD, flat footed CMD. - * calls handledropdown then calls updateDefenses. - * - * NOTE: due to the way eventInfo.sourceAttribute is populated if the change comes from the autocalc code, the value is - * lower case, so you must check either BOTH the regular and all lowercase, or just change it to lower case before comparing to be sure - * - *@param {string} dropdownField fieldname of dropdown to set - *@param {function} callback callback - *@param {boolean} silently if true set silently make sure to call updateDefenses after! - *@param {object} the eventInfo object USED, this is checked for uncanny_dodge flag - *@param {boolean} doNotCallUpdateDefenseAfter if not set call updateDefenses after updating dropdown mod. +/** migrateRepeatingMacros updates all macros in the section + * @param {function} callback after calling setAttrs with the new macros + * @param {string} section name after "repeating_" + * @param {string} fieldname the attribute name containing the macro after "id_" + * @param {string} defaultMacro the current Macro in the page + * @param {jsobj} defaultMap map of "{{rolltemplatekey=" to right side "var}}" + {rollqueryleft : { + current:rollqueryright, + old:[ oldrollqueryright1, oldrollqueryright2 ], + replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] + } + } + * @param {Array} deleteArray array of strings of old rolltemplate entries that are not used (entire entry not just left side ) */ -function setDefenseDropdownMod(dropdownField, callback, silently, eventInfo, doNotCallUpdateDefenseAfter) { +function migrateRepeatingMacros(callback, section, fieldname, defaultMacro, defaultMap, deleteArray, whisper) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.setDefenseDropdownMod"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacros for " + section + ", " + fieldname); if (typeof callback === "function") { callback(); } - }), - updateAndDone = _underscore2.default.once(function () { - if (!doNotCallUpdateDefenseAfter) { - updateDefenses(done, silently); - } else { + }); + whisper = whisper || ''; + if (whisper) { + whisper += ' '; + } + getSectionIDs('repeating_' + section, function (ids) { + var fields = [], + prefix = 'repeating_' + section + '_'; + if (!ids || _underscore2.default.size(ids) === 0) { done(); + return; } - }), - dropdownLower = "", - dropdownMixed = ""; - //TAS.debug"PFDefense.setDefenseDropdownMod called with "+dropdownField +", lower:"+ dropdownLower); - try { - if (dropdownField) { - dropdownLower = dropdownField.toLowerCase(); - dropdownMixed = defenseLowerToMixed[dropdownLower]; - if (dropdownMixed) { - getAttrs(['unlock_def_ability', 'uncanny_dodge'], function (v) { - if (parseInt(v['unlock_def_ability'], 10) || dropdownLower === 'ac-ability' || dropdownLower === 'cmd-ability1') { - PFUtilsAsync.setDropdownValue(dropdownMixed, defenseDropdowns[dropdownMixed], function (newv, oldv) { - if (newv !== oldv || newv < 0 || oldv < 0 || dropdownLower === "ff-ability" || dropdownLower === "cmd-ability") { - updateAndDone(); - } else { - done(); - } - }, silently); + _underscore2.default.each(ids, function (id) { + fields.push(prefix + id + '_' + fieldname); + }); + getAttrs(fields, function (v) { + var setter = {}, + sameAsKeys = []; + sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, val, key) { + if (val.current === key) { + memo.push(key); + } + return memo; + }, []).sort(); + setter = _underscore2.default.reduce(v, function (memo, currMacro, key) { + var newMacro = ""; + try { + if (!currMacro) { + //setting to blank does not seem to work, it keeps coming back as undefined, so set to default. + memo[key] = whisper + defaultMacro; } else { - done(); + currMacro = PFUtils.removeWhisperFromMacro(currMacro); + newMacro = migrateMacro(currMacro, defaultMacro, defaultMap, deleteArray, sameAsKeys); + if (newMacro === "BLANK") { + memo[key] = ""; + } else if (newMacro) { + memo[key] = whisper + newMacro; + } } - }); + } catch (innererr) { + _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacros error migrating " + key, innererr); + } finally { + return memo; + } + }, {}); + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, {}, done); } else { - _exportsLoaderTASTheAaronSheet2.default.warn("PFDefense.updateDefenses, called with invalid dropdown: " + dropdownField); done(); } - } else if (eventInfo && eventInfo.sourceAttribute === 'uncanny_dodge') { - getAttrs(['unlock_def_ability', 'uncanny_dodge', 'AC-ability', defenseDropdowns['AC-ability']], function (v) { - var unlockAbilityDD = 0, - currACmod = 0, - setter = {}; - try { - unlockAbilityDD = parseInt(v.unlock_def_ability, 10) || 0; - if (unlockAbilityDD) { - //TAS.debug("at PFDefense.setDefenseDropdownMod",v); - currACmod = parseInt(v['AC-ability'], 10) || 0; - //we came here because uncanny dodge was checked - if (!parseInt(v.uncanny_dodge, 10)) { - //turn uncanny off - setter["FF-ability"] = "0"; - setter[defenseDropdowns["FF-ability"]] = 0; - setter["CMD-ability"] = "0"; - setter[defenseDropdowns["CMD-ability"]] = 0; - } else { - //turned uncanny on - //TAS.debug("set FF_ability to " +v['AC-ability'] ); - setter["FF-ability"] = v['AC-ability']; - setter[defenseDropdowns["FF-ability"]] = currACmod; - setter["CMD-ability"] = v['AC-ability']; - setter[defenseDropdowns["CMD-ability"]] = currACmod; - } - setAttrs(setter, _PFConst2.default.silentParams, updateAndDone); - } else { - updateAndDone(); - } - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.setDefenseDropdownMod inner error for : " + dropdownField, err2); - done(); - } - }); - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.setDefenseDropdownMod error for: " + dropdownField, err); - done(); - } + }); + }); } -/** updates total AC and penalty and max dex - * if not proficient sets attack penalty - * for backward compatibility, proficiency is string and 0 is proficient, anything else non proficient - *@param {function} callback optional call when done - *@param {boolean} silently optional if true call setAttrs with PFConst.silentParams - *@param {eventInfo} eventInfo unused eventInfo from on method +/**Calls migrateRepeatingMacros once for each version of the parameters in replaceArray + * each parameter below potentially has the word 'REPLACE' in it, for each element in replaceArray, + * replace the word REPLACE with that element. + * This is not the most efficient, but it was alot easier than rewriting migrateRepeatingMacros + *@param {function} callback after calling setAttrs with the new macros + *@param {string} section name after "repeating_" + *@param {string} fieldname the attribute name containing the macro after "id_" + *@param {string} defaultMacro the current Macro in the page + *@param {jsobj} defaultMap map of "{{rolltemplatekey=" to right side "var}}" + {rollqueryleft : { + current:rollqueryright, + old:[ oldrollqueryright1, oldrollqueryright2 ], + replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] + } + } + *@param {Array} deleteArray array of strings of old rolltemplate entries that are not used (entire entry not just left side ) + *@param {Array} replaceArray array of strings to replace the word 'REPLACE' with that are found in the other params. */ -function updateArmor(callback, silently, eventInfo) { - var done = function done() { +function migrateRepeatingMacrosMult(callback, section, fieldname, defaultMacro, defaultMap, deleteArray, replaceArray, whisper) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacrosMult for " + section + "_" + fieldname); if (typeof callback === "function") { callback(); } - }, - params = {}; - getAttrs(defenseArmorFields, function (v) { - var acp = 0, - minAcp = 0, - acA = 0, - acS = 0, - sp = 0, - atk = 0, - subAC = 0, - subD = 0, - subAcp = 0, - nonProf = 0, - subsp = 0, - maxDex = 99, - subE = 0, - currACP = 0, - currMaxDex = 99, - currACArmor = 0, - currACShield = 0, - currSpellFail = 0, - currAtkMod = 0, - encumbranceDD = parseInt(v["max-dex-source"], 10) || 0, - currentLoad = parseInt(v["current-load"], 10) || 0, - setter = {}; - try { - //TAS.debug("at updateArmor ",v); - defenseArmorShieldRows.forEach(function (row) { - if (parseInt(v[row + "-equipped"], 10) === 1) { - subAC = parseInt(v[row + "-acbonus"], 10) || 0; - subE = parseInt(v[row + "-enhance"], 10) || 0; - subsp = parseInt(v[row + "-spell-fail"], 10) || 0; - sp += subsp; - if (row.indexOf("armor") >= 0) { - acA += subAC + subE; - } else { - acS += subAC + subE; - } - subAcp = parseInt(v[row + "-acp"], 10) || 0; - if (encumbranceDD < 2) { - subD = parseInt(v[row + "-max-dex"], 10); - if (v[row + "-max-dex"] === "-" || isNaN(subD)) { - subD = 99; + }), + fieldnames = {}, + defaultMacros = {}, + defaultMaps = {}, + deleteArrays = {}, + numTimes, + doneOnce; + try { + if (!(replaceArray && Array.isArray(replaceArray) && _underscore2.default.size(replaceArray) > 0)) { + _exportsLoaderTASTheAaronSheet2.default.warn("migrateRepeatingMacrosMult no replace array for " + section + ", " + fieldname); + done(); + return; + } + numTimes = _underscore2.default.size(replaceArray); + doneOnce = _underscore2.default.after(numTimes, done); + //create new mappings of fieldname, defaultMacro, defaultMap, deleteArray + //one new version of each per element in replaceArray. + fieldnames = _underscore2.default.reduce(replaceArray, function (m, val) { + m[val] = fieldname.replace(/REPLACE/g, val); + return m; + }, {}); + defaultMacros = _underscore2.default.reduce(replaceArray, function (m, val) { + m[val] = defaultMacro.replace(/REPLACE/g, val); + return m; + }, {}); + defaultMaps = _underscore2.default.reduce(replaceArray, function (replaceMemo, val) { + var newMap = {}; + try { + newMap = _underscore2.default.reduce(defaultMap, function (m, currobj, key) { + var newkey, + newobj = {}; + try { + newkey = key.replace(/REPLACE/g, val); + newobj.current = currobj.current.replace(/REPLACE/g, val); + if (currobj.old) { + newobj.old = _underscore2.default.map(currobj.old, function (oldmacro) { + return oldmacro.replace(/REPLACE/g, val); + }); } - maxDex = Math.min(subD, maxDex); - acp += subAcp; - } - nonProf = parseInt(v[row + "-proficiency"], 10) || 0; - if (nonProf) { - atk += subAcp; - } - if (/tower/i.test(v[row + "-type"])) { - atk -= 2; + if (currobj.replacements) { + newobj.replacements = _underscore2.default.map(currobj.replacements, function (replacementobj) { + var newreplacement = {}; + newreplacement.from = replacementobj.from.replace(/REPLACE/g, val); + newreplacement.to = replacementobj.to.replace(/REPLACE/g, val); + return newreplacement; + }); + } + m[newkey] = newobj; + } catch (innererr) { + _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacrosMult, error creating defaultMaps: replaceval" + val + ", key=" + key + ", matching obj:", currobj); + } finally { + return m; } - //TAS.debug("row=" + row + ", subAC=" + subAC + ", subD=" + subD + ", subAcp=" + subAcp + ", nonProf=" + nonProf + ", subsp=" + subsp + ", acA=" + acA + ", maxDex=" + maxDex + ", acp=" + acp + ", sp=" + sp + ", atk=" + atk); - } - }); - minAcp = acp; - // #0: Armor, Shield & Load - // #1: Armor & Shield only - // #2: Load only - // #3: None - if (encumbranceDD === 0 || encumbranceDD === 2) { - if (currentLoad === 1) { - // under medium encumbrance load - maxDex = Math.min(maxDex, 3); - minAcp = Math.min(minAcp, -3); - } else if (currentLoad === 2) { - // under heavy encumbrance load - maxDex = Math.min(maxDex, 1); - minAcp = Math.min(minAcp, -6); - } else if (currentLoad > 2) { - maxDex = 0; - minAcp = Math.min(minAcp, -6); - } - } - - currACP = parseInt(v.acp, 10) || 0; - currMaxDex = parseInt(v["max-dex"], 10); //cannot do "||0" since 0 is valid but falsy - currMaxDex = isNaN(currMaxDex) ? 99 : currMaxDex; - currACArmor = parseInt(v["AC-armor"], 10) || 0; - currACShield = parseInt(v["AC-shield"], 10) || 0; - currSpellFail = parseInt(v["spell-fail"], 10) || 0; - currAtkMod = parseInt(v["acp-attack-mod"], 10) || 0; - if (currACP !== minAcp) { - setter["acp"] = minAcp; - } - if (currMaxDex !== maxDex) { - setter["max-dex"] = maxDex; - } - if (currACArmor !== acA) { - setter["AC-armor"] = acA; - } - if (currACShield !== acS) { - setter["AC-shield"] = acS; - } - if (currSpellFail !== sp) { - setter["spell-fail"] = sp; - } - if (currAtkMod !== atk) { - setter["acp-attack-mod"] = atk; + }, {}); + replaceMemo[val] = newMap; + } catch (errineer2) { + _exportsLoaderTASTheAaronSheet2.default.error("error building map of defaultMap : replaceval:" + val); + } finally { + return replaceMemo; } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.updateArmor", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; + }, {}); + if (deleteArray) { + deleteArrays = _underscore2.default.reduce(replaceArray, function (m, val) { + m[val] = _underscore2.default.map(deleteArray, function (delstr) { + return delstr.replace(/REPLACE/g, val); + }); + return m; + }, {}); + } + _underscore2.default.each(replaceArray, function (val) { + var delArray; + try { + if (fieldnames[val] && defaultMacros[val] && defaultMaps[val]) { + delArray = deleteArrays[val] || null; + migrateRepeatingMacros(doneOnce, section, fieldnames[val], defaultMacros[val], defaultMaps[val], delArray, whisper); + } else { + doneOnce(); } - setAttrs(setter, params, done); - } else { - done(); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacrosMult error calling migrateRepeatingMacros for " + val, err); + doneOnce(); } - } - }); + }); + } catch (outererr) { + _exportsLoaderTASTheAaronSheet2.default.ERROR("migrateRepeatingMacrosMult error in outermost section SHOULD NOT HAPPEN ", outererr); + done(); + } } -/** applyConditions Updates the AC-penalty and CMD-penalty field based on conditions - *only difference is CMD penalty affected by energy drain for some reason - *@param {function} callback optional call when done - *@param {boolean} silently optional if true call setAttrs with PFConst.silentParams - *@param {eventInfo} eventInfo unused eventInfo from on method +/** + * + * + * @export + * @param {any} callback + * @param {any} fieldname + * @param {any} defaultMacro + * @param {any} defaultMap + * @param {any} deleteArray + * @param {any} sameAsKeys + * @param {any} whisper */ -function applyConditions(callback, silently, eventInfo) { +function migrateStaticMacro(callback, fieldname, defaultMacro, defaultMap, deleteArray, sameAsKeys, whisper) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.applyConditions"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacros for " + fieldname); if (typeof callback === "function") { callback(); } }); - getAttrs(["AC-penalty", "CMD-penalty", "condition-Blinded", "condition-Cowering", "condition-Stunned", "condition-Pinned", "condition-Wounds", "condition-Drained", "has_endurance_feat", "wounds_gritty_mode"], function (v) { - var subTotPenalty = 0, - drained = 0, - woundLevel = 0, - AC = 0, - CMD = 0, - newCMD = 0, - woundPenalty = 0, - hasEndurance = 0, - grittyMode = 0, - setter = {}, - params = {}; + whisper = whisper || ''; + if (whisper) { + whisper += ' '; + } + //TAS.debug("at PFMacros.migrateStaticMacro for repeating_"+ fieldname); + getAttrs([fieldname], function (v) { + var setter = {}, + newMacro = '', + currMacro = ''; try { - drained = parseInt(v["condition-Drained"], 10) || 0; - woundLevel = parseInt(v["condition-Wounds"], 10) || 0; - AC = parseInt(v["AC-penalty"], 10) || 0; - CMD = parseInt(v["CMD-penalty"], 10) || 0; - hasEndurance = parseInt(v.has_endurance_feat, 10) || 0; - grittyMode = parseInt(v.wounds_gritty_mode, 10) || 0; - woundPenalty = PFUtils.getWoundPenalty(woundLevel, hasEndurance, grittyMode); - subTotPenalty = -1 * ((parseInt(v["condition-Blinded"], 10) || 0) + (parseInt(v["condition-Pinned"], 10) || 0) + (parseInt(v["condition-Cowering"], 10) || 0) + (parseInt(v["condition-Stunned"], 10) || 0)); - subTotPenalty += woundPenalty; - newCMD = drained + subTotPenalty; - if (AC !== subTotPenalty) { - setter["AC-penalty"] = subTotPenalty; + if (!sameAsKeys) { + sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, val, key) { + if (val.current === key) { + memo.push(key); + } + return memo; + }, []).sort(); } - if (CMD !== newCMD) { - setter["CMD-penalty"] = newCMD; + currMacro = v[fieldname]; + if (!currMacro) { + setter[fieldname] = whisper + defaultMacro; + } else { + currMacro = PFUtils.removeWhisperFromMacro(currMacro); + newMacro = migrateMacro(currMacro, defaultMacro, defaultMap, deleteArray, sameAsKeys); + if (newMacro) { + if (newMacro === 'BLANK') { + setter[fieldname] = ""; + } else { + setter[fieldname] = whisper + newMacro; + } + } } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.applyConditions:", err); + } catch (innererr) { + _exportsLoaderTASTheAaronSheet2.default.error("migrateRepeatingMacros error migrating " + fieldname + ", " + currMacro, innererr); } finally { if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); + setAttrs(setter, {}, done); } else { done(); } } }); } - -/** migrate from old versions - * @param {function} callback guaranteed call when done - * @param {number} oldversion +/** + * + * @param {any} callback + * @param {any} fieldnames + * @param {any} defaultMacros + * @param {any} defaultMaps + * @param {any} deleteArrays + * @param {any} sameAsKeys + * @param {any} whisper */ -function migrate(callback, oldversion) { +function migrateStaticMacros(callback, fieldnames, defaultMacros, defaultMaps, deleteArrays, sameAsKeys, whisper) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.migrate"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateStaticMacros "); if (typeof callback === "function") { callback(); } - }); - if (oldversion > 0 && oldversion < 0.50) { - PFMigrate.migrateMaxDexAndACP(); + }), + fields = [], + keys = []; + whisper = whisper || ''; + if (whisper) { + whisper += ' '; } - getAttrs(['CMD-ability2', 'unlock_def_ability', 'AC-ability'], function (v) { - var ac = '', - cmd = '', - configflag = 0, - setter = {}; - try { - ac = PFUtils.findAbilityInString(v['AC-ability']); - cmd = PFUtils.findAbilityInString(v['CMD-ability2']); - configflag = parseInt(v.unlock_def_ability, 10) || 0; - if (ac && cmd && ac !== cmd && !configflag) { - setter.unlock_def_ability = 1; - } else if (configflag) { - setter.unlock_def_ability = 0; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.migrate", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } else { - done(); + fields = _underscore2.default.values(fieldnames); + keys = _underscore2.default.keys(fieldnames); + getAttrs(fields, function (v) { + var setter = {}; + if (!sameAsKeys || !Array.isArray(sameAsKeys) || _underscore2.default.size(sameAsKeys) === 0) { + sameAsKeys = _underscore2.default.reduce(defaultMaps[0], function (memo, val, key) { + if (val.current === key) { + memo.push(key); + } + return memo; + }, []).sort(); + } + setter = _underscore2.default.reduce(keys, function (memo, key) { + var newMacro = "", + currMacro = "", + delArray = null, + field = ''; + try { + field = fieldnames[key]; + currMacro = v[field]; + if (!currMacro) { + memo[field] = defaultMacros[key]; + } else { + if (deleteArrays && deleteArrays[key]) { + delArray = deleteArrays[key]; + } + if (currMacro) { + newMacro = migrateMacro(currMacro, defaultMacros[key], defaultMaps[key], delArray, sameAsKeys); + if (newMacro === "BLANK") { + memo[field] = ""; + } else if (newMacro) { + memo[field] = newMacro; + } + } + } + } catch (innererr) { + _exportsLoaderTASTheAaronSheet2.default.error("migrateStaticMacros error migrating " + key, innererr); + } finally { + return memo; } + }, {}); + //TAS.debug("migrateStaticMacros setting ", setter); + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, {}, done); + } else { + done(); } }); } - -/** recalculate defense grid - * @param {function} callback guaranteed call when done - * @param {boolean} silently optional if true call setAttrs with PFConst.silentParams - * @param {number} oldversion +/** migrateStaticMacrosMult migrate many static macros with names following a pattern (skills) + * fieldname can have the following keys in it: + * REPLACE - replace this with string from replaceArray + * REPLACELOWER - replace this with lowercase of string from replaceArray + * REPLACEREMOVENUMBER - replace this with: strip out digit chars from string from replaceArray + * REPLACELOWERREMOVENUMBER - replace this with: strip out digit chars from lowercase string from replaceArray + * + * if any of the "REMOVENUMBER" values are used, then caller should set useNoNumber to true + * + * @param {function} callback after calling setAttrs with the new macros + * @param {string} fieldname string pattern of attr we are saving to. Should have one of 'REPLACE','REPLACELOWER','REPLACEREMOVENUMBER','REPLACELOWERREMOVENUMBER' in it, which will be replaced by values in replaceArray + * @param {string} defaultMacro default macro with REPLACE strings + * @param {{string : {current:string, old:[ string ], replacements:[ { from: string, to:string}] } + }} defaultMap a map of key and values for the rolltemplate. + {rollqueryleft : {current:rollqueryright, old:[ oldrollqueryright1, oldrollqueryright2 ], + replacements:[ { from: fromstring, to:tostring}, {from:fromstring, to:tostring}] } } + * @param {[string]} deleteArray Strings to delete from the macro (such as @{PC-Whisper} or other @{attrname}) that do not correspond to key-value pair in defaultMacro + * @param {[string]} replaceArray values to insert in place of "REPLACEx" strings found in fieldname + * @param {[string]} keysToReplaceShortcut array of keys from defaultMacro, if not supplied will be built + * @param {[string]} valsToReplaceShortcut + * @param {boolean} useNoNumber When matching replaceArray, whether to try to strip numbers from replace strings as well as use the whole string + * @param {string} whisper Either @{PC-Whisper} or @{NPC-Whisper} */ -function recalculate(callback, silently, oldversion) { +function migrateStaticMacrosMult(callback, fieldname, defaultMacro, defaultMap, deleteArray, replaceArray, keysToReplaceShortcut, valsToReplaceShortcut, useNoNumber, whisper) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.recalculate"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving migrateRepeatingMacrosMult for " + fieldname); if (typeof callback === "function") { callback(); } }), - numDropdowns = _underscore2.default.size(defenseDropdowns), - doneOneDefenseDropdown = _underscore2.default.after(numDropdowns, function () { - updateDefenses(done, true); - }); - - migrate(function () { - applyConditions(function () { - updateArmor(function () { - _underscore2.default.each(defenseDropdowns, function (value, key) { - setDefenseDropdownMod(key, doneOneDefenseDropdown, true, null, true); - }); - }, silently); - }, silently); - }, silently); -} - -function registerEventHandlers() { - _underscore2.default.each(defenseDropdowns, function (write, read) { - on("change:" + read, _exportsLoaderTASTheAaronSheet2.default.callback(function eventsetDefenseDropdownMod(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - setDefenseDropdownMod(read, null, null, eventInfo); - })); - }); - on("change:uncanny_dodge", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUncannyDodgeUpdate(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - setDefenseDropdownMod(null, null, null, eventInfo); + fieldnames = {}, + replacers = {}, + defaultMacros = {}, + defaultMaps = {}, + deleteArrays = {}, + numTimes, + doneOnce, + sameAsKeys, + replaceStrings = function replaceStrings(str, val) { + var fromAndTos = []; + try { + fromAndTos = replacers[val]; + //TAS.debug("now using replacer to replace :"+val+" in "+str,fromAndTos); + if (fromAndTos) { + _underscore2.default.each(fromAndTos, function (replacer) { + str = str.replace(replacer.from, replacer.to); + }); + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMacros migrateStaticMacrosMult replaceStrings error replacing " + val + " in " + str, replacers[val], err); + } finally { + return str; } - })); - on("change:hd_not_bab", _exportsLoaderTASTheAaronSheet2.default.callback(function eventCMDSwitchHDandBAB(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateDefenses(null, null, eventInfo); + }; + try { + whisper = whisper || ''; + if (whisper) { + whisper += ' '; } - })); - on(events.defenseEventsAuto, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefensesAuto(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - updateDefenses(null, null, eventInfo); + if (!(replaceArray && Array.isArray(replaceArray))) { + _exportsLoaderTASTheAaronSheet2.default.warn("migrateStaticMacrosMult no replace array for " + fieldname); + done(); + return; } - })); - on(events.defenseEventsPlayer, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefensesPlayer(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateDefenses(null, null, eventInfo); + numTimes = _underscore2.default.size(replaceArray); + doneOnce = _underscore2.default.after(numTimes, done); + //create new mappings of fieldname, defaultMacro, defaultMap, deleteArray + //one new version of each per element in replaceArray. + if (useNoNumber) { + replacers = _underscore2.default.reduce(replaceArray, function (m, val) { + var valNoNum = val.replace(/\d+/g, '').replace(/\-+$/, ''); + m[val] = [{ 'from': /REPLACELOWERREMOVENUMBER/g, 'to': valNoNum.toLowerCase() }, { 'from': /REPLACELOWER/g, 'to': val.toLowerCase() }, { 'from': /REPLACEREMOVENUMBER/g, 'to': valNoNum }, { 'from': /REPLACE/g, 'to': val }]; + return m; + }, {}); + } else { + replacers = _underscore2.default.reduce(replaceArray, function (m, val) { + m[val] = [{ 'from': /REPLACELOWER/g, 'to': val.toLowerCase() }, { 'from': /REPLACE/g, 'to': val }]; + return m; + }, {}); } - })); - on(events.defenseEventsEither, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefensesEither(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateDefenses(null, null, eventInfo); - })); - on("change:max-dex-source change:current-load", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateArmor(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateArmor(null, null, eventInfo); - })); - _underscore2.default.each(defenseArmorShieldRows, function (row) { - _underscore2.default.each(defenseArmorShieldColumns, function (column) { - var eventToWatch = "change:" + row + "-" + column; - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefenseArmorShield(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateArmor(null, null, eventInfo); - })); - }); - }); + fieldnames = _underscore2.default.reduce(replaceArray, function (m, val) { + m[val] = fieldname.replace(/REPLACE/g, val); + return m; + }, {}); + sameAsKeys = _underscore2.default.reduce(defaultMap, function (memo, compObj, key) { + var replacedKeys = []; + if (compObj.current === key) { + //see if this needs replacing. + if (_underscore2.default.indexOf(keysToReplaceShortcut, key, true) >= 0) { + replacedKeys = _underscore2.default.map(replaceArray, function (replaceKey) { + return key.replace(/REPLACE/g, replaceKey); + }); + memo = memo.concat(replacedKeys); + } else { + memo.push(key); + } + } + return memo; + }, []).sort(); + + defaultMacros = _underscore2.default.reduce(replaceArray, function (m, val) { + var newMacro = replaceStrings(defaultMacro, val); + m[val] = newMacro; + return m; + }, {}); + defaultMaps = _underscore2.default.reduce(replaceArray, function (replaceMemo, val) { + var newMap = {}; + try { + newMap = _underscore2.default.reduce(defaultMap, function (memo, currobj, key) { + var newkey, + newobj = {}; + try { + if (_underscore2.default.indexOf(keysToReplaceShortcut, key, true) >= 0) { + newkey = key.replace(/REPLACE/g, val); + } else { + newkey = key; + } + if (_underscore2.default.indexOf(valsToReplaceShortcut, key, true) >= 0) { + newobj.current = replaceStrings(currobj.current, val); + if (currobj.old) { + newobj.old = _underscore2.default.map(currobj.old, function (oldmacro) { + return replaceStrings(oldmacro, val); + }); + } + } else { + newobj.current = currobj.current; + if (currobj.old) { + newobj.old = currobj.old; + } + } + if (currobj.replacements) { + newobj.replacements = currobj.replacements; + } + memo[newkey] = newobj; + } catch (innererr) { + _exportsLoaderTASTheAaronSheet2.default.error("migrateStaticMacrosMult error creating defaultMaps: replaceval" + val + ", key=" + key + ", matching obj:", currobj); + } finally { + return memo; + } + }, {}); + replaceMemo[val] = newMap; + } catch (errineer2) { + _exportsLoaderTASTheAaronSheet2.default.error("migrateStaticMacrosMult error building map of defaultMap : replaceval:" + val); + } finally { + return replaceMemo; + } + }, {}); + + if (deleteArray) { + deleteArrays = _underscore2.default.reduce(replaceArray, function (m, val) { + m[val] = _underscore2.default.map(deleteArray, function (delstr) { + return replaceStrings(delstr, val); + }); + return m; + }, {}); + } + migrateStaticMacros(done, fieldnames, defaultMacros, defaultMaps, deleteArrays, sameAsKeys, whisper); + } catch (outererr) { + _exportsLoaderTASTheAaronSheet2.default.ERROR("migrateStaticMacrosMult error in outermost section SHOULD NOT HAPPEN ", outererr); + done(); + } } -registerEventHandlers(); -_PFLog.PFConsole.log(' PFDefense module loaded '); +_PFLog.PFConsole.log(' PFMacros module loaded '); _PFLog.PFLog.modulecount++; /***/ }), -/* 13 */ +/* 11 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -19868,9 +20664,15 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.getRepeatingCommandMacro = getRepeatingCommandMacro; -exports.resetOneCommandMacro = resetOneCommandMacro; -exports.resetOneCommandMacroNoNPC = resetOneCommandMacroNoNPC; +exports.abilitymods = exports.abilities = undefined; +exports.getAttributes = getAttributes; +exports.getAllAttributes = getAllAttributes; +exports.getAbilityScore = getAbilityScore; +exports.updateAbilityScore = updateAbilityScore; +exports.updateAbilityScores = updateAbilityScores; +exports.applyConditions = applyConditions; +exports.migrate = migrate; +exports.recalculate = recalculate; var _underscore = __webpack_require__(2); @@ -19882,14 +20684,14 @@

    var _PFLog = __webpack_require__(0); -var _PFConst = __webpack_require__(3); - -var _PFConst2 = _interopRequireDefault(_PFConst); - var _SWUtils = __webpack_require__(4); var SWUtils = _interopRequireWildcard(_SWUtils); +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + var _PFUtils = __webpack_require__(5); var PFUtils = _interopRequireWildcard(_PFUtils); @@ -19898,372 +20700,284 @@

    function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var menuMap = { - 'class-ability': { 'name': 'original-class-features-list', 'section': 'class-ability', 'useshowinmenu': 1 }, - 'feat': { 'npcMacroName': 'NPC-feat', 'npcName': ' ^{npc} ', 'name': 'original-feats-list', 'section': 'feat', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, - 'racial-trait': { 'npcMacroName': 'NPC-racial-trait', 'npcName': ' ^{npc} ', 'name': 'original-racial-traits-list', 'section': 'racial-trait', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, - 'trait': { 'name': 'original-traits-list', 'section': 'trait', 'useshowinmenu': 1 }, - 'mythic-ability': { 'name': 'mythic-abilities', 'section': 'mythic-ability', 'useshowinmenu': 1 }, - 'mythic-feat': { 'name': 'mythic-feats', 'section': 'mythic-feat', 'useshowinmenu': 1 }, - 'npc-spell-like-abilities': { 'name': 'original-spell-like-abilities-list', 'section': 'npc-spell-like-abilities', 'useshowinmenu': 1 }, - 'ability': { 'npcMacroName': 'NPC-ability', 'npcName': ' ^{npc} ', 'name': 'abilities', 'section': 'ability', 'groupBy': 'rule_category', 'translateGroup': 1, 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, - 'ex': { 'npcMacroName': 'NPC-ex', 'npcName': ' ^{npc} ', 'name': 'extraordinary-abilities-menu', 'section': 'ability', 'filterField': 'ability_type', 'filterValue': 'Ex', 'groupBy': 'frequency', 'translateGroup': 1, 'altUsesField': 'rounds_between', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, - 'sp': { 'npcMacroName': 'NPC-sp', 'npcName': ' ^{npc} ', 'name': 'spell-like-abilities-menu', 'section': 'ability', 'filterField': 'ability_type', 'filterValue': 'Sp', 'groupBy': 'frequency', 'translateGroup': 1, 'altUsesField': 'rounds_between', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, - 'su': { 'npcMacroName': 'NPC-su', 'npcName': ' ^{npc} ', 'name': 'supernatural-abilities-menu', 'section': 'ability', 'filterField': 'ability_type', 'filterValue': 'Su', 'groupBy': 'frequency', 'translateGroup': 1, 'altUsesField': 'rounds_between', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, - 'item': { 'npcMacroName': 'NPC-item', 'npcName': ' ^{npc} ', 'name': 'items', 'section': 'item', 'usesField': '', 'bonusField': '', 'groupBy': 'equip-type', 'translateGroup': 1, 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, - 'attacks': { 'macroSuffix': '-macro', 'npcMacroSuffix': '-macro-npc', 'npcName': ' ^{npc} ', 'section': 'weapon', 'name': 'attacks', 'usesField': '', 'bonusField': '', 'groupBy': 'attack-type', 'altGroupBy': 'group', 'translateGroup': 1, 'npcLinkField': 'attack-npc-roll', 'linkField': 'attack-roll' } +var abilities = exports.abilities = ["STR", "DEX", "CON", "INT", "WIS", "CHA"]; +var abilitymods = exports.abilitymods = ["STR-mod", "DEX-mod", "CON-mod", "INT-mod", "WIS-mod", "CHA-mod"]; +var columnMods = ["-base", "-enhance", "-inherent", "-misc", "-damage", "-penalty", "-drain", "-mod", "-cond", "-modded"], + columnBuffMods = ["-total", "-total_penalty"], + columnModHelpers = ["condition-Helpless"], + +/** map of event types to event string for 'on' function to look for */ +events = { + abilityEventsAuto: "change:REPLACE-cond", //buffs events handled in PFBuffs + abilityEventsPlayer: "change:REPLACE-base change:REPLACE-enhance change:REPLACE-inherent change:REPLACE-misc change:REPLACE-temp change:REPLACE-damage change:REPLACE-penalty change:REPLACE-drain" }; -/** creates a command macro button for a repeating section - * it also extends to add old lists using "extendbysections" - * @param {jsmap} baseAttribs object of schema: - * name:string ex:'abilities', - * template:string ex:'pf_generic', - * header:string ex:'header_image-pf_generic', - * section:string the name after 'repeating_' e.g. weapon,item, spells, etc - * bonusField:string bonus attr to add at the end of the name attr of each row, put into parenthesis, such as Burning Hands (Sp), - * usesField:string used or attr name with |max if instead to print uses/max, - * nameField:string name of header of menu written to {{#name}} - * linkField:string the attr of the roll button 'roll' - * npclinkField:string if necessary, different link field to use if the char is an NPC - * filterField:string optional attr to pass to _.filter or _.pick , if 1 then display, if 0 then don't , ex:'showinmenu' - * filterValue:string if filter should be custom (not 1/0) then fill in value ex: 'Sp', cannot be '0' (zero) - * groupByField:string optional name of attr to group by - * translateGroup: if ^{} should be placed around groupby field value - * translateBonus: if ^{} should be placed around bonus field value - * groupMap:{key:string,key:string} if instead of grouping by the groupField itself, pass the value to a map and group by the result. - * @param {function(string)} callback Pass string for command macro as first param, or "" +function getAttributes(ability) { + var fields = _underscore2.default.map(columnMods, function (col) { + return ability + col; + }); + fields.push(ability); + fields = fields.concat(_underscore2.default.map(columnBuffMods, function (col) { + return 'buff_' + ability + col; + })); + fields = fields.concat(columnModHelpers); + return fields; +} + +function getAllAttributes() { + var fields = SWUtils.cartesianAppend(abilities, columnMods); + fields = fields.concat(abilities); + fields = fields.concat(SWUtils.cartesianAppend(['buff_'], abilities, columnBuffMods)); + fields = fields.concat(columnModHelpers); + return fields; +} + +/** Looks at current values and calculates new ability , ability-mod and ability-modded values + * @param {string} ability string matching a value in abilities + * @param {Map} values map of return values from getAttrs + * @param {Map} setter map of values to pass to setAttrs. or null + * @returns {Map} same setter passed in, with added values if necessary */ -function getRepeatingCommandMacro(baseAttribs, callback, header) { - var done = function done(macro) { - if (typeof callback === "function") { - callback(macro); - } - }, - defaultTemplate = "pf_block", - defaultHeader = "header_image-pf_block", - defaultName = "ability-menus", - nameField = "name", - bonusField = "", - usesField = "", - altUsesField = "", - groupByField = "", - altGroupByField = "", - linkField = "roll", - filterField = "", - filterValue = "", - baseMacro = "&{template:REPLACETEMPLATE} @{toggle_attack_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{REPLACEHEADER}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle=REPLACESUBTITLE}} {{name=REPLACENPC^{REPLACENAME}}}", - baseCommand = " [ REPLACEBUTTON ](~@{character_id}|REPLACELINK)", - noRows = " {{description=^{none-available} }}"; - if (!baseAttribs || !baseAttribs.section || !baseAttribs.linkField) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro cannot process", baseAttribs); - done(""); - return; - } +function getAbilityScore(ability, values, setter) { + var base = 0, + newVal = 0, + rawDmg = 0, + rawPen = 0, + dmgAndPen = 0, + rawCond = 0, + helpless = 0, + penalized = 0, + rawDmgAndPen = 0, + currAbility = 0, + currMod = 0, + currPenalized = 0, + mod = 0; try { - header = header || ""; - baseMacro = baseMacro.replace('REPLACETEMPLATE', baseAttribs.template || defaultTemplate); - baseMacro = baseMacro.replace('REPLACEHEADER', baseAttribs.header || defaultHeader); - baseMacro = baseMacro.replace('REPLACENAME', baseAttribs.name || defaultName); - baseMacro = baseMacro.replace('REPLACESUBTITLE', ''); - baseMacro = baseMacro.replace(/REPLACENPC/g, baseAttribs.npcName || ''); - baseMacro += header; - nameField = baseAttribs.nameField || nameField; - bonusField = baseAttribs.bonusField || bonusField; - usesField = baseAttribs.usesField || usesField; - linkField = baseAttribs.linkField || linkField; - groupByField = baseAttribs.groupBy || groupByField; - filterField = baseAttribs.filterField || filterField; - altUsesField = baseAttribs.altUsesField || altUsesField; - altGroupByField = baseAttribs.altGroupBy || ''; - // TAS.debug("PFMenus.getRepeatingCommandMacro attribs, menu so far:",baseAttribs,baseMacro); - } catch (outerErr) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro outererror for " + baseAttribs.section, outerErr); - done(""); - return; + setter = setter || {}; + base = parseInt(values[ability + "-base"], 10); + //if NaN, make sure it's either empty or has a minus + if (isNaN(base) && !_PFConst2.default.minusreg.test(values[ability + '-base'])) { + return setter; + } + currMod = parseInt(values[ability + "-mod"], 10); + currPenalized = parseInt(values[ability + "-modded"], 10) || 0; + currAbility = parseInt(values[ability], 10); + if (isNaN(base)) { + newVal = "-"; + mod = 0; + penalized = 0; + } else { + helpless = parseInt(values["condition-Helpless"], 10) || 0; + if (ability === "DEX" && helpless) { + newVal = 0; + mod = -5; + penalized = 1; + } else { + newVal = base + (parseInt(values[ability + "-enhance"], 10) || 0) + (parseInt(values[ability + "-inherent"], 10) || 0) + (parseInt(values[ability + "-misc"], 10) || 0) + (parseInt(values[ability + "-drain"], 10) || 0) + (parseInt(values["buff_" + ability + "-total"], 10) || 0); + rawDmg = Math.abs(parseInt(values[ability + "-damage"], 10) || 0); + if (rawDmg >= newVal || newVal <= 0) { + newVal = 0; + mod = -5; + penalized = 1; + } else { + rawPen = Math.abs(parseInt(values[ability + "-penalty"], 10) || 0) + Math.abs(parseInt(values["buff_" + ability + "-total_penalty"], 10) || 0); + rawCond = Math.abs(parseInt(values[ability + "-cond"], 10) || 0); + rawDmgAndPen = rawDmg + rawPen + rawCond; + if (rawDmgAndPen >= newVal) { + newVal = currAbility; + mod = -5; + penalized = 1; + } else { + //normal + if (rawDmgAndPen !== 0) { + penalized = 1; + } + dmgAndPen = Math.floor(rawDmgAndPen / 2); + mod = Math.max(-5, Math.floor((newVal - 10) / 2) - dmgAndPen); + } + } + } + } + if (currAbility !== newVal) { + setter[ability] = newVal; + } + if (currMod !== mod || isNaN(currMod)) { + setter[ability + "-mod"] = mod; + } + if (penalized !== currPenalized) { + setter[ability + "-modded"] = penalized; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("updateAbilityScore:" + ability, err); + } finally { + return setter; } - getSectionIDs("repeating_" + baseAttribs.section, function (ids) { - var fields = [], - prefix = "repeating_" + baseAttribs.section + "_"; - try { - if (!ids || _underscore2.default.size(ids) <= 0) { - done(baseMacro + noRows); - return; +} + +/** updateAbilityScore - Updates the final ability score, ability modifier, condition column based on entries in ability grid plus conditions and buffs. + * Note: Ability value is not affected by damage and penalties, instead only modifier is affected. + * @param {string} ability 3 letter abbreviation for one of the 6 ability scores, member of PFAbilityScores.abilities + * @param {eventInfo} eventInfo unused eventinfo from 'on' method + * @param {function} callback when done + * @param {boolean} silently if silent:true or not + */ +function updateAbilityScore(ability, eventInfo, callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + fields = getAttributes(ability); + getAttrs(fields, function (v) { + var params = {}, + setter = {}; + getAbilityScore(ability, v, setter); + if (_underscore2.default.size(setter)) { + if (silently) { + params = _PFConst2.default.silentParams; } - _underscore2.default.each(ids, function (id) { - var linePrefix = prefix + id + "_"; - fields.push(linePrefix + nameField); - if (baseAttribs.useshowinmenu) { - fields.push(linePrefix + 'showinmenu'); - } - if (altGroupByField) { - fields.push(linePrefix + altGroupByField); - } - if (bonusField) { - fields.push(linePrefix + bonusField); - } - if (usesField) { - fields.push(linePrefix + usesField); - fields.push(linePrefix + usesField + "_max"); - } - if (filterField) { - fields.push(linePrefix + filterField); + setAttrs(setter, params, done); + } else { + done(); + } + }); +} +/** calls getAbilityScore for all abilities + * @param {function} callback when done + * @param {boolean} silently if silent:true or not + */ +function updateAbilityScores(callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + fields = getAllAttributes(); + getAttrs(fields, function (v) { + var params = {}, + setter = {}; + setter = _underscore2.default.reduce(abilities, function (m, a) { + getAbilityScore(a, v, m); + return m; + }, {}); + if (_underscore2.default.size(setter)) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + }); +} + +/** Sets ability penalties, not "ability check" penalties + * Sets DEX-cond and STR-cond for fatigued, entangled, and grappled + *@param {function} callback to call when done. + *@param {boolean} silently if true update with PFConst.silentParams + */ +function applyConditions(callback, silently) { + var done = function done() { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAbilityScores.applyConditions"); + if (typeof callback === "function") { + callback(); + } + }; + getAttrs(["STR-cond", "DEX-cond", "condition-Fatigued", "condition-Entangled", "condition-Grappled", "condition-Helpless"], function (v) { + var setter = {}, + params = {}, + helpless = parseInt(v["condition-Helpless"], 10) || 0, + strMod = parseInt(v["condition-Fatigued"], 10) || 0, + dexMod = 0, + dexAbMod = 0, + strAbMod = 0; + try { + dexMod = strMod + (parseInt(v["condition-Entangled"], 10) || 0) + (parseInt(v["condition-Grappled"], 10) || 0); + dexAbMod = dexMod * -2; + strAbMod = strMod * -2; + if (!helpless) { + if (dexAbMod !== (parseInt(v["DEX-cond"], 10) || 0)) { + setter["DEX-cond"] = dexAbMod; } - if (groupByField) { - fields.push(linePrefix + groupByField); + if (strAbMod !== (parseInt(v["STR-cond"], 10) || 0)) { + setter["STR-cond"] = strAbMod; } - if (altUsesField) { - fields.push(linePrefix + altUsesField); + } else { + setter["DEX"] = 0; + setter["DEX-mod"] = -5; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAbilityScores.applyConditions", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; } - }); - } catch (outerError2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro outererror 2 assembling all attrs in rows for " + baseAttribs.section, outerError2); - done(""); - return; - } - fields.push('_reporder_repeating_' + baseAttribs.section); - getAttrs(fields, function (v) { - var restOfMacro = "", - totalMacro = "", - orderedList, - repList, - customSorted = 0, - rowCounter = 20; - try { - _exportsLoaderTASTheAaronSheet2.default.debug('PFMenus.getRepeatingCommandMacro returned with', v); - if (v['_reporder_repeating_' + baseAttribs.section]) { - repList = v['_reporder_repeating_' + baseAttribs.section].split(","); - repList = _underscore2.default.map(repList, function (ID) { - return ID.toLowerCase(); - }); - orderedList = _underscore2.default.intersection(_underscore2.default.union(repList, ids), ids); - customSorted = 1; - } else { - orderedList = ids; - } - restOfMacro = _underscore2.default.chain(orderedList).map(function (id) { - var linePrefix = prefix + id + '_', - buttonName = '', - bonus = '', - uses = '', - max = '', - usesStr = '', - tempshow = 0, - retObj = { - 'id': id, - 'name': v[linePrefix + 'name'] || id, - 'showinmenu': 1 - }; - try { - if (usesField) { - uses = v[linePrefix + usesField] || ''; - max = v[linePrefix + usesField + "_max"] || ''; - } - if (altGroupByField && v[linePrefix + altGroupByField]) { - retObj.group = v[linePrefix + altGroupByField]; - retObj.doNotTranslate = true; - } else if (groupByField && v[linePrefix + groupByField]) { - if (baseAttribs.groupMap) { - if (baseAttribs.groupMap[v[linePrefix + groupByField]]) { - retObj.group = baseAttribs.groupMap[v[linePrefix + groupByField]]; - } else { - retObj.group = 'AAAAAA'; - } - } else if (groupByField === 'frequency') { - switch (v[linePrefix + groupByField]) { - case 'perday': - retObj.group = ''; - if (max) { - retObj.group = max + ' '; - } - retObj.group += (baseAttribs.translateGroup ? '^{' : '') + v[linePrefix + groupByField] + (baseAttribs.translateGroup ? '}' : ''); - retObj.doNotTranslate = 1; - break; - case 'not-applicable': - retObj.group = 'AAAAAA'; - uses = 0; - max = 0; - break; - case 'constant': - case 'atwill': - retObj.group = v[linePrefix + groupByField]; - uses = 0; - max = 0; - break; - case 'hexfreq': - case 'other': - retObj.group = v[linePrefix + groupByField]; - break; - case 'everyrounds': - retObj.group = v[linePrefix + groupByField]; - if (v[linePrefix + altUsesField]) { - uses = v[linePrefix + altUsesField]; - max = 0; - } - break; - default: - retObj.group = v[linePrefix + groupByField]; - break; - } - } else { - retObj.group = v[linePrefix + groupByField]; - } - } else { - retObj.group = 'AAAAAA'; - } - if (retObj.group !== 'AAAAAA' && baseAttribs.translateGroup && !retObj.doNotTranslate) { - retObj.group = '^{' + retObj.group + '}'; - } - if (usesField) { - if (uses && max) { - usesStr = ' (' + uses + '/' + max + ')'; - } else if (uses) { - usesStr = ' (' + uses + ')'; - } - } - if (filterField) { - if (baseAttribs.filterValue) { - if (String(v[linePrefix + filterField]) === String(baseAttribs.filterValue)) { - retObj.showinmenu = 1; - } else { - retObj.showinmenu = 0; - } - } else { - retObj.showinmenu = parseInt(v[linePrefix + filterField], 10) || 0; - } - } else { - retObj.showinmenu = 1; - } - if (retObj.filterField !== 'showinmenu' && baseAttribs.useshowinmenu) { - tempshow = parseInt(v[linePrefix + 'showinmenu'], 10) || 0; - retObj.showinmenu = retObj.showinmenu && tempshow; - } - if (bonusField && v[linePrefix + bonusField] && v[linePrefix + bonusField] !== 'not-applicable') { - bonus = ' (' + (baseAttribs.translateBonus ? '^{' : '') + v[linePrefix + bonusField] + (baseAttribs.translateBonus ? '}' : '') + ')'; - } - buttonName = retObj.name + bonus + usesStr; - retObj.chatLink = '[' + SWUtils.escapeForRollTemplate(SWUtils.escapeForChatLinkButton(buttonName)) + '](~@{character_id}|' + linePrefix + linkField + ')'; - } catch (builderr) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro builderr object for id " + id, builderr); - } finally { - return retObj; - } - }).filter(function (o) { - return o.showinmenu; - }).sortBy('group'); - if (groupByField === 'frequency') { - restOfMacro = restOfMacro.reverse(); - } - restOfMacro = restOfMacro.groupBy('group').reduce(function (m, rowList, groupName) { - var restOflink = ''; - try { - if (groupName !== 'AAAAAA' && _underscore2.default.size(rowList) > 0) { - m += ' {{row' + String(rowCounter) + '=' + SWUtils.escapeForRollTemplate(groupName) + '}}'; - rowCounter++; - } - restOflink = _underscore2.default.reduce(rowList, function (mi, o) { - mi += ' ' + o.chatLink; - return mi; - }, ' {{row' + String(rowCounter) + '='); - m += restOflink + '}}'; - rowCounter++; - } catch (strerror) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro strerror creating string for group " + groupName, strerror); - } finally { - return m; - } - }, "").value(); - } catch (innererror2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro innererror2 for " + baseAttribs.section, innererror2); - } finally { - if (restOfMacro) { - totalMacro = baseMacro + restOfMacro; - } else { - totalMacro = baseMacro + noRows; - } - done(totalMacro); + _exportsLoaderTASTheAaronSheet2.default.notice("#######################", "PFAbilities apply conditions setting", setter); + setAttrs(setter, params, done); + } else { + done(); } - }); + } }); } -/**resetOneCommandMacro sets command button macro with all rows from one ability list. - * calls PFMenus.getRepeatingCommandMacro - * sets the returned string to macro with attribute name: section+"_buttons_macro" - *@param {string} section name after "repeating_" - *@param {boolean} isNPC true if npc false or not needed otherwise. - *@param {function} callback when done +/** migrate (currently empty just calls callback + * @param {function} callback when done + * @param {Number} oldversion */ -function resetOneCommandMacro(menuName, isNPC, callback, header, groupMap) { +function migrate(callback, oldversion) { + if (typeof callback === "function") { + callback(); + } +} +/** recalculates all attributes written to by this module. + *@param {function()} callback to call when done. + *@param {boolean} silently if true update with PFConst.silentParams + *@param {float} oldversion the current @{PFVersion} in the attributes + */ +function recalculate(callback, silently, oldversion) { var done = _underscore2.default.once(function () { - //TAS.debug("leaving PFMenus.resetOneCommandMacro: " + menuName); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAbilityScores.recalculate"); if (typeof callback === "function") { callback(); } }), - params = {}, - macroName = menuName; - try { - //this is here because putting it above cloning was not working, - //so this makes sure new instance gets created each time - params = { - 'usesField': 'used', - 'linkField': 'roll', - 'nameField': 'name', - 'bonusField': 'ability_type', - 'translateBonus': 1, - 'macroSuffix': '_buttons_macro' - }; - if (menuMap[menuName]) { - params = _underscore2.default.extend(params, menuMap[menuName]); - if (isNPC) { - if (menuMap[menuName].npcLinkField) { - params.linkField = menuMap[menuName].npcLinkField; - } - if (menuMap[menuName].npcMacroName) { - macroName = menuMap[menuName].npcMacroName; - } - if (menuMap[menuName].npcMacroSuffix) { - params.macroSuffix = menuMap[menuName].npcMacroSuffix; - } - } else { - if (params.npcName) { - params.npcName = ''; - } - } - } else { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.resetOneCommandMacro Could not find parameters for menu " + menuName); - done(); - return; - } - if (groupMap && params.groupBy) { - params.groupMap = groupMap; - } - //TAS.debug("PFMenus.resetOneCommandMacro getting rollmenu for "+menuName,params); - getRepeatingCommandMacro(params, function (newMacro) { - var setter = {}; - //TAS.debug("PFMenus.resetOneCommandMacro returned with "+menuName+", writing to "+macroName + params.macroSuffix,newMacro); - setter[macroName + params.macroSuffix] = newMacro || ""; - setAttrs(setter, _PFConst2.default.silentParams, done); - }, header); - } catch (errouter) { - _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.resetOnceCommandMacro, errouter :", errouter); - } -} -/** same as resetOneCommandMacro if you do not know the npc status - *@param {string} section name after "repeating_" - *@param {function} callback when done - */ -function resetOneCommandMacroNoNPC(section, callback, header) { - getAttrs(['is_npc'], function (v) { - resetOneCommandMacro(section, parseInt(v.is_npc, 10) || 0, callback, header); + updateScoresOnce = _underscore2.default.once(function () { + updateAbilityScores(done, silently); }); + applyConditions(updateScoresOnce, silently); } -_PFLog.PFConsole.log(' PFMenus module loaded '); +/** Calls 'on' function for everything related to this module */ +function registerEventHandlers() { + //register event handlers ********************************************** + _underscore2.default.each(abilities, function (ability) { + on(events.abilityEventsAuto.replace(/REPLACE/g, ability), _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAbility(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + updateAbilityScore(ability, eventInfo); + } + })); + on(events.abilityEventsPlayer.replace(/REPLACE/g, ability), _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAbilityPlayerUpdated(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + updateAbilityScore(ability, eventInfo); + } + })); + }); + on("change:condition-Helpless", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAbilityHelpless(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + updateAbilityScore("DEX", eventInfo); + } + })); +} +registerEventHandlers(); +_PFLog.PFConsole.log(' PFAbilityScores module loaded '); _PFLog.PFLog.modulecount++; /***/ }), -/* 14 */ +/* 12 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -20272,14 +20986,10 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.classesUsingOtherSpellLists = exports.spellLevels = undefined; -exports.resetCommandMacro = resetCommandMacro; -exports.createAttackEntryFromRow = createAttackEntryFromRow; -exports.updateAssociatedAttack = updateAssociatedAttack; -exports.updateSpellsCasterLevelRelated = updateSpellsCasterLevelRelated; -exports.updateSpellsCasterAbilityRelated = updateSpellsCasterAbilityRelated; -exports.importFromCompendium = importFromCompendium; -exports.migrateRepeatingMacros = migrateRepeatingMacros; +exports.getOptionText = getOptionText; +exports.resetOption = resetOption; +exports.resetSomeOptions = resetSomeOptions; +exports.resetOptions = resetOptions; exports.migrate = migrate; exports.recalculate = recalculate; @@ -20287,1743 +20997,1352 @@

    var _underscore2 = _interopRequireDefault(_underscore); +var _PFLog = __webpack_require__(0); + var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); -var _PFLog = __webpack_require__(0); +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); var _PFConst = __webpack_require__(3); var _PFConst2 = _interopRequireDefault(_PFConst); -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - var _PFUtils = __webpack_require__(5); var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFMigrate = __webpack_require__(6); - -var PFMigrate = _interopRequireWildcard(_PFMigrate); - -var _PFMacros = __webpack_require__(9); - -var PFMacros = _interopRequireWildcard(_PFMacros); - -var _PFSpellOptions = __webpack_require__(38); - -var PFSpellOptions = _interopRequireWildcard(_PFSpellOptions); - -var _PFAttackOptions = __webpack_require__(11); - -var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); - -var _PFAttackGrid = __webpack_require__(7); - -var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); - function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var -//spell levels for repeating spell sections -spellLevels = exports.spellLevels = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], +var optionTemplates = { + melee_notes: "{{melee_notes=REPLACE}}", + ranged_notes: "{{ranged_notes=REPLACE}}", + CMB_notes: "{{CMB_notes=REPLACE}}", + attack_notes: "{{attack_notes=REPLACE}}", + header_image: "{{header_image=REPLACE}}" +}, + optionDefaults = { + notes: { + melee: "@{melee-attack-notes}", + ranged: "@{ranged-attack-notes}", + CMB: "@{CMB-notes}", + attack: "@{attack-notes}" + }, + image: { + melee: "@{header_image-pf_attack-melee}", + ranged: "@{header_image-pf_attack-ranged}", + CMB: "@{header_image-pf_attack-cmb}" + } +}, -//for parsing: classes without their own spell lists plus bloodrager as sorcerer, whose list is not in compendium - hunter handled special -classesUsingOtherSpellLists = exports.classesUsingOtherSpellLists = { - "arcanist": "wizard", - "investigator": "alchemist", - "warpriest": "cleric", - "skald": "bard", - "bloodrager": "sorcerer" +//not used since melee options field actually look at the text.. +//optionAttrs = ["melee-attack-notes", "ranged-attack-notes", "CMB-notes", "attack-notes", "header_image-pf_attack-melee", "header_image-pf_attack-ranged", "header_image-pf_attack-cmb"], +optionToggles = ["toggle_attack_melee_notes", "toggle_attack_ranged_notes", "toggle_attack_CMB_notes", "toggle_attack_attack_notes", "toggle_attack_header_image"], + +//attackOptionRegex = PFUtils.getOptionsCompiledRegexMap(optionTemplates), +repeatingOptionAttrs = ["attack-type", "damage-ability", "damage-dice-num", "damage-die", "damage", "attack"], + repeatingOptionHelperAttrs = [""], + // ["damage-mod", "attack-mod"], +repeatingOptionGetAttrs = repeatingOptionAttrs.concat(repeatingOptionHelperAttrs), + repeatingOptionGetAttrsLU = _underscore2.default.map(repeatingOptionGetAttrs, function (field) { + return '_' + field; +}), + events = { + attackOptionEventsPlayer: repeatingOptionAttrs, + attackOptionEventsAuto: repeatingOptionHelperAttrs }; -var defaultRepeatingMacro = '&{template:pf_spell} @{toggle_spell_accessible} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_spell}}} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{deafened_note=@{SpellFailureNote}}} @{spell_options}', - defaultRepeatingMacroMap = { - '&{template:': { 'current': 'pf_spell}', old: ['pf_generic}', 'pf_block}'] }, - '@{toggle_spell_accessible}': { 'current': '@{toggle_spell_accessible}' }, - '@{toggle_rounded_flag}': { 'current': '@{toggle_rounded_flag}' }, - '{{color=': { 'current': '@{rolltemplate_color}}}' }, - '{{header_image=': { 'current': '@{header_image-pf_spell}}}' }, - '{{name=': { 'current': '@{name}}}' }, - '{{character_name=': { 'current': '@{character_name}}}' }, - '{{character_id=': { 'current': '@{character_id}}}' }, - '{{subtitle}}': { 'current': '{{subtitle}}' }, - '{{deafened_note=': { 'current': '@{SpellFailureNote}}}' }, - '@{spell_options}': { 'current': '@{spell_options}' } }, - defaultDeletedMacroAttrs = ['@{toggle_accessible_flag}']; -function resetCommandMacro(eventInfo, callback) { - //TAS.debug("at PFSpells.resetCommandMacro"); +/********* REPEATING WEAPON FIELDSET *********/ +/** getOptionText - resets entire macro options text for a repeating_weapon row + *@param {string} prefix repeating_weapon_id_ + *@param {map} toggleValues map of ".showxxxx" where xxxx is what to display, already calculated for us + *@param {map} rowValues output from getAttrs + */ +function getOptionText(prefix, toggleValues, rowValues) { + var attackType = PFUtils.findAbilityInString(rowValues[prefix + "attack-type"]), + damageAbility = PFUtils.findAbilityInString(rowValues[prefix + "damage-ability"]), + optionText = ""; + if (!(attackType || rowValues[prefix + "attack"])) { + optionText += "{{no_attack_roll=1}}"; + } else if (attackType) { + attackType = attackType.replace('attk-', '').replace('2', '') || ""; + if (toggleValues['show' + attackType.toLowerCase()]) { + optionText += optionTemplates[attackType + "_notes"].replace("REPLACE", optionDefaults.notes[attackType]) || ""; + } + } + if (toggleValues.showheader_image) { + optionText += optionTemplates.header_image.replace("REPLACE", optionDefaults.image[attackType || 'melee']) || ""; + } + if (!(damageAbility || rowValues[prefix + "damage"] || parseInt(rowValues[prefix + "damage-dice-num"], 10) && parseInt(rowValues[prefix + "damage-die"], 10))) { + optionText += "{{no_damage=1}}"; + } + if (toggleValues.showattack) { + optionText += optionTemplates.attack_notes.replace("REPLACE", optionDefaults.notes.attack) || ""; + } + return optionText; +} +/* resets one row of repeating_weapons + * note this is almost exactly like resetOption suggesting there is a way to refactor these*/ +function resetOption(id, eventInfo, callback) { var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAttackOptions.resetOption, rowid: " + id); if (typeof callback === "function") { callback(); } }), - repeatingSpellAttrs = ["spell_level", "spellclass_number", "name", "school", "slot", "metamagic", "used", "isDomain", "isMythic"], - class0BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{spellclass-0-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-0-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-0) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", - class1BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{spellclass-1-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-1-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-1) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", - class2BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{spellclass-2-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-2-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-2) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", - npcClass0BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{npc} @{spellclass-0-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-0-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-0) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", - npcClass1BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{npc} @{spellclass-1-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-1-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-1) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", - npcClass2BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{npc} @{spellclass-2-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-2-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-2) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", - pcBaseMacro = [class0BaseMacro, class1BaseMacro, class2BaseMacro], - npcBaseMacro = [npcClass0BaseMacro, npcClass1BaseMacro, npcClass2BaseMacro], - resetToDefault = function resetToDefault(configV) { - var attrs = [], - i = 0; - for (i = 0; i < 3; i++) { - if (configV["spellclass-" + i + "-book"].slice(13) !== pcBaseMacro[i].slice(13)) { - attrs["spellclass-" + i + "-book"] = pcBaseMacro[i]; - } - if (configV["spellclass-" + i + "-book-npc"].slice(13) !== npcBaseMacro[i].slice(13)) { - attrs["spellclass-" + i + "-book-npc"] = npcBaseMacro[i]; - } + prefix = "repeating_weapon_" + SWUtils.getRepeatingIDStr(id), + rowfields = _underscore2.default.map(repeatingOptionGetAttrs, function (attr) { + return prefix + attr; + }), + allFields = optionToggles; + allFields = allFields.concat(rowfields); + //TAS.log("resetOption, fields to get",allFields); + getAttrs(allFields, function (v) { + var toggleValues = _underscore2.default.reduce(optionToggles, function (memo, attr) { + memo['show' + attr.toLowerCase().slice(14).replace('_notes', '')] = parseInt(v[attr], 10) || 0; + return memo; + }, {}), + optionText = "", + setter = {}; + optionText = getOptionText(prefix, toggleValues, v) || ""; + if (typeof optionText !== "undefined" && optionText !== null) { + setter[prefix + "macro_options"] = optionText; } - if (_underscore2.default.size(attrs) > 0) { - setAttrs(attrs, { - silent: true - }, done); + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, _PFConst2.default.silentParams, done); } else { done(); } - }; - getAttrs(["spellclass-0-casting_type", "spellclass-1-casting_type", "spellclass-2-casting_type", "spellclass-0-hide_unprepared", "spellclass-1-hide_unprepared", "spellclass-2-hide_unprepared", "spellclass-0-book", "spellclass-1-book", "spellclass-2-book", "spellclass-0-book-npc", "spellclass-1-book-npc", "spellclass-2-book-npc", "spellclass-0-show_domain_spells", "spellclass-1-show_domain_spells", "spellclass-2-show_domain_spells", "spellmenu_groupby_school", "spellmenu_show_uses", "mythic-adventures-show"], function (configV) { - var isPrepared = [], - showDomain = [], - hideUnprepared = [], - groupBySchool = 0, - showUses = 0, - usesMythic = 0; - try { - isPrepared = [parseInt(configV["spellclass-0-casting_type"], 10) === 2, parseInt(configV["spellclass-1-casting_type"], 10) === 2, parseInt(configV["spellclass-2-casting_type"], 10) === 2]; - showDomain = [parseInt(configV["spellclass-0-show_domain_spells"], 10) || 0, parseInt(configV["spellclass-1-show_domain_spells"], 10) || 0, parseInt(configV["spellclass-2-show_domain_spells"], 10) || 0]; - hideUnprepared = [parseInt(configV["spellclass-0-hide_unprepared"], 10) || 0, parseInt(configV["spellclass-1-hide_unprepared"], 10) || 0, parseInt(configV["spellclass-2-hide_unprepared"], 10) || 0]; - groupBySchool = parseInt(configV["spellmenu_groupby_school"], 10) || 0; - showUses = parseInt(configV["spellmenu_show_uses"], 10) || 0; - usesMythic = parseInt(configV["mythic-adventures-show"], 10) || 0; - } catch (outererr) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro, error assembling global vars", outererr); - done(); - return; + }); +} +function resetSomeOptions(ids, eventInfo, callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === 'function') { + callback(); } - getSectionIDs("repeating_spells", function (idarray) { - var attrs = {}; - //TAS.debug(idarray); - if (!idarray || idarray.length === 0) { - resetToDefault(configV); - return; - } - getAttrs(["_reporder_repeating_spells"], function (repValues) { - //TAS.debug("PFSpells.resetCommandMacro order repValues:",repValues); - var spellAttrs; + }); + if (!(ids && _underscore2.default.size(ids))) { + done(); + return; + } + getAttrs(optionToggles, function (vout) { + var fields, + toggleValues = _underscore2.default.reduce(optionToggles, function (memo, attr) { + memo['show' + attr.toLowerCase().slice(14).replace('_notes', '')] = parseInt(vout[attr], 10) || 0; + return memo; + }, {}); + fields = SWUtils.cartesianAppend(["repeating_weapon_"], ids, repeatingOptionGetAttrsLU); + getAttrs(fields, function (v) { + var setter = _underscore2.default.reduce(ids, function (memo, id) { + var prefix = 'repeating_weapon_' + id + '_', + tempstr = ''; try { - spellAttrs = _underscore2.default.chain(idarray).map(function (id) { - var prefix = 'repeating_spells_' + SWUtils.getRepeatingIDStr(id), - retVal = []; - _underscore2.default.each(repeatingSpellAttrs, function (attr) { - retVal.push(prefix + attr); - }); - return retVal; - }).flatten().value(); - } catch (errouter2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro errouter", errouter2); - done(); - return; - } - getAttrs(spellAttrs, function (values) { - //TAS.debug(values); - var orderedList, - repList, - filteredIds, - spellsByClass, - npcSpellsArray, - customSorted = 0, - spellsPC, - spellsNPC, - i, - groups = [], - spellSchoolReg = /[^\(\[]*/, - attrs = {}, - rollTemplateCounter = 0, - tempstr; - try { - if (!_underscore2.default.isUndefined(repValues._reporder_repeating_spells) && repValues._reporder_repeating_spells !== "") { - repList = repValues._reporder_repeating_spells.split(","); - repList = _underscore2.default.map(repList, function (ID) { - return ID.toLowerCase(); - }); - orderedList = _underscore2.default.intersection(_underscore2.default.union(repList, idarray), idarray); - customSorted = 1; - } else { - orderedList = idarray; - } - spellsByClass = _underscore2.default.chain(orderedList).map(function (id) { - var prefix = '', - metaMagic = 0, - spellSlot = 0, - matches, - schoolForGroup = '', - levelstr = '', - rawlevel = 0, - spellClass = '', - classStr = '', - isDomain = 0, - isMythic = 0, - uses = 0, - name = ''; - try { - prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id); - metaMagic = parseInt(values[prefix + "metamagic"], 10) || 0; - spellSlot = metaMagic ? values[prefix + "slot"] || values[prefix + "spell_level"] : values[prefix + "spell_level"]; - schoolForGroup = values[prefix + "school"] || ""; - matches = spellSchoolReg.exec(values[prefix + "school"] || ""); - if (matches && matches[0]) { - schoolForGroup = SWUtils.trimBoth(matches[0]); - schoolForGroup = schoolForGroup[0].toUpperCase() + schoolForGroup.slice(1).toLowerCase(); - } - levelstr = "^{level} " + String(spellSlot); - rawlevel = parseInt(values[prefix + "spell_level"], 10) || 0; - spellClass = parseInt(values[prefix + "spellclass_number"], 10) || 0; - classStr = "class" + (values[prefix + "spellclass_number"] || "0"); - isDomain = parseInt(values[prefix + "isDomain"], 10) || 0; - isMythic = usesMythic * parseInt(values[prefix + "isMythic"], 10) || 0; - uses = parseInt(values[prefix + "used"], 10) || 0; - name = values[prefix + "name"] || ""; - } catch (errmap) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro errmap on id " + id, errmap); - } finally { - return { 'id': id, - 'level': spellSlot, - 'levelstr': levelstr, - 'rawlevel': rawlevel, - 'school': schoolForGroup, - 'spellClass': spellClass, - 'spellClassstr': classStr, - 'isDomain': isDomain, - 'isMythic': isMythic, - 'uses': uses, - 'name': name - }; - } - }).omit(function (spellObj) { - return hideUnprepared[spellObj.spellClass] && isPrepared[spellObj.spellClass] && spellObj.uses === 0 && !(showDomain[spellObj.spellClass] && spellObj.isDomain); - }).map(function (spellObj) { - var spellName = spellObj.name, - usesStr = "", - dstr = "", - mystr = "", - lvlstr = "", - spacestr = ""; - try { - spellName = SWUtils.escapeForChatLinkButton(spellName); - spellName = SWUtils.escapeForRollTemplate(spellName); - spellName = SWUtils.trimBoth(spellName); - usesStr = showUses ? "(" + spellObj.uses + ")" : ""; - if (showUses && isPrepared[spellObj.spellClass] && spellObj.isDomain) { - usesStr = ""; - } - mystr = spellObj.isMythic ? "🄜" : ""; // // "⒨":"";//"(m)":"";// - dstr = spellObj.isDomain ? "🄓" : ""; // ""; //"⒟":"";//"(d)":"";// - lvlstr = groupBySchool ? spellObj.level + ":" : ""; - spacestr = usesStr || mystr || dstr ? " " : ""; - spellName = " [" + lvlstr + spellName + spacestr + dstr + mystr + usesStr + "]"; - } catch (maperr) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro error creating link name:", maperr); - } finally { - spellObj.pcChatLink = spellName + "(~@{character_id}|repeating_spells_" + spellObj.id + "_roll)"; - spellObj.npcChatLink = spellName + "(~@{character_id}|repeating_spells_" + spellObj.id + "_npc-roll)"; - return spellObj; - } - }).value(); - if (!customSorted) { - spellsByClass = _underscore2.default.sortBy(spellsByClass, 'level'); - } - spellsByClass = _underscore2.default.chain(spellsByClass).groupBy('spellClassstr').mapObject(function (classArray) { - return _underscore2.default.chain(classArray).sortBy(groupBySchool ? 'school' : 'levelstr').groupBy(groupBySchool ? 'school' : 'levelstr').value(); - }).value(); - - //TAS.debug("#############################"); - //TAS.debug(spellsByClass); - //TAS.debug("#############################"); - - //was 2 sets of 3 reduces but can do this faster with 3 each loops and populating both at once - spellsPC = {}; - spellsNPC = {}; - rollTemplateCounter = 10; - _underscore2.default.each(spellsByClass, function (groupList, classGroup) { - var pcstr = "", - npcstr = ""; - _underscore2.default.each(groupList, function (spellList, groupName) { - rollTemplateCounter++; - pcstr += " {{row" + rollTemplateCounter + "=**" + groupName + "**}}"; - npcstr += " {{row" + rollTemplateCounter + "=**" + groupName + "**}}"; - rollTemplateCounter++; - pcstr += " {{row" + rollTemplateCounter + "="; - npcstr += " {{row" + rollTemplateCounter + "="; - _underscore2.default.each(spellList, function (spellObj) { - pcstr += spellObj.pcChatLink; - npcstr += spellObj.npcChatLink; - }); - pcstr += "}}"; - npcstr += "}}"; - }); - spellsPC[classGroup] = pcstr; - spellsNPC[classGroup] = npcstr; - }); - //TAS.debug("#############################"); - //TAS.debug(spellsPC,spellsNPC); - //TAS.debug("#############################"); - - for (i = 0; i < 3; i++) { - tempstr = pcBaseMacro[i] + spellsPC['class' + i]; - if (tempstr && configV["spellclass-" + i + "-book"].slice(13) !== tempstr.slice(13)) { - attrs["spellclass-" + i + "-book"] = tempstr; - } else if (!tempstr && configV["spellclass-" + i + "-book"].slice(13) !== pcBaseMacro[i].slice(13)) { - attrs["spellclass-" + i + "-book"] = ""; - } - tempstr = npcBaseMacro[i] + spellsNPC['class' + i]; - if (tempstr && configV["spellclass-" + i + "-book-npc"].slice(13) !== tempstr.slice(13)) { - attrs["spellclass-" + i + "-book-npc"] = tempstr; - } else if (!tempstr && configV["spellclass-" + i + "-book-npc"].slice(13) !== npcBaseMacro[i].slice(13)) { - attrs["spellclass-" + i + "-book-npc"] = ""; - } - } - if (_underscore2.default.size(attrs) > 0) { - setAttrs(attrs, { - silent: true - }, done); - } else { - done(); - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro", err); - done(); + tempstr = getOptionText(prefix, toggleValues, v); + //tempstr= getOptionTextNew(prefix,toggleValues,v)||''; + if (tempstr !== v[prefix + 'macro_options']) { + memo[prefix + 'macro_options'] = tempstr; } - }); - }); + } finally { + return memo; + } + }, {}); + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } }); }); } - -function getSpellTotals(ids, v, setter) { - var doNotProcess = 0, - casterTypes = [0, 0, 0], - totalPrepped = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]], - totalListed = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]; - try { - doNotProcess = parseInt(v.total_spells_manually, 10) || 0; - casterTypes[0] = parseInt(v['spellclass-0-casting_type'], 10) || 0; - if (parseInt(v.spellclasses_multiclassed, 10)) { - casterTypes[1] = parseInt(v['spellclass-1-casting_type'], 10) || 0; - casterTypes[2] = parseInt(v['spellclass-2-casting_type'], 10) || 0; - if (doNotProcess) { - if (casterTypes[0] === 1 && casterTypes[1] < 2 && casterTypes[2] < 2) { - return setter; - } +/*resetOptions - updates repeating_weapon_ attack _options for all attacks.*/ +function resetOptions(callback, eventInfo) { + getSectionIDs("repeating_weapon", function (ids) { + resetSomeOptions(ids, eventInfo, callback); + }); +} +function migrate(callback) { + if (typeof callback === "function") { + callback(); + } +} +function recalculate(callback) { + resetOptions(callback); +} +function registerEventHandlers() { + _underscore2.default.each(optionToggles, function (toggleField) { + on("change:" + toggleField, _exportsLoaderTASTheAaronSheet2.default.callback(function toggleAttackNoteOption(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + resetOptions(null, eventInfo); } - } else { - if (doNotProcess && casterTypes[0] === 1) { - return setter; + })); + }); + //attack options for one row + _underscore2.default.each(events.attackOptionEventsAuto, function (fieldToWatch) { + var eventToWatch = "change:repeating_weapon:" + fieldToWatch; + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackTypeOptionSheet(eventInfo) { + if (eventInfo.sourceType === "sheetworker") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + resetOption(null, eventInfo); } - } + })); + }); + _underscore2.default.each(events.attackOptionEventsPlayer, function (fieldToWatch) { + var eventToWatch = "change:repeating_weapon:" + fieldToWatch; + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackTypeOptionPlayer(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + resetOption(null, eventInfo); + } + })); + }); +} +registerEventHandlers(); +_PFLog.PFConsole.log(' PFAttackOptions module loaded '); +_PFLog.PFLog.modulecount++; - /* totalPrepped = _.reduce(PFConst.spellClassIndexes, function (memo, classidx) { - memo[classidx] = _.reduce(spellLevels, function (imemo, spelllevel) { - imemo[spelllevel] = 0; - return imemo; - }, {}); - return memo; - }, {}); - totalListed = _.mapObject(totalPrepped, _.clone);*/ +/***/ }), +/* 13 */ +/***/ (function(module, exports, __webpack_require__) { - _underscore2.default.each(ids, function (id) { - var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), - spellLevel, - classNum = 0, - metamagic = 0, - slot = 0, - truelevel = 0, - uses = 0; - spellLevel = parseInt(v[prefix + "spell_level"], 10); - if (!isNaN(spellLevel)) { - classNum = parseInt(v[prefix + "spellclass_number"], 10) || 0; - metamagic = parseInt(v[prefix + "metamagic"], 10) || 0; - slot = isNaN(parseInt(v[prefix + "slot"], 10)) ? spellLevel : parseInt(v[prefix + "slot"], 10); - truelevel = metamagic ? slot : spellLevel; - //TAS.debug("getSpellTotals", "spellLevel", spellLevel, "classNum", classNum, "metamagic", metamagic, "slot", slot, truelevel, "truelevel", uses, "uses"); - if (!doNotProcess) { - uses = parseInt(v[prefix + "used"], 10) || 0; - totalPrepped[classNum][truelevel] += uses; - totalListed[classNum][truelevel] += 1; - } else if (casterTypes[classNum] !== 1) { - //if do not total,no need tosee total listed if not spontaneous - totalListed[classNum][truelevel] += 1; - } - } else { - _exportsLoaderTASTheAaronSheet2.default.warn("PFSpells.getSpellTotals: Spelllevel NAN: spellLevel:" + spellLevel); - } - }); +"use strict"; - _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (classidx) { - _underscore2.default.each(spellLevels, function (spellLevel) { - var prefix = "spellclass-" + classidx + "-level-" + spellLevel; - if ((parseInt(v[prefix + "-total-listed"], 10) || 0) !== totalListed[classidx][spellLevel]) { - setter[prefix + "-total-listed"] = totalListed[classidx][spellLevel]; - } - if ((parseInt(v[prefix + "-spells-prepared"], 10) || 0) !== totalPrepped[classidx][spellLevel]) { - setter[prefix + "-spells-prepared"] = totalPrepped[classidx][spellLevel]; - setter[prefix + spellLevel + "-spells-per-day"] = totalPrepped[classidx][spellLevel]; - } - }); - }); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.getSpellTotals", err); - } finally { - return setter; - } -} -function resetSpellsTotals(dummy, eventInfo, callback, silently) { + +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.events = exports.defenseArmorFields = exports.defenseFieldTotals = exports.defenseArmorShieldColumns = exports.defenseArmorShieldRows = exports.defenseArmorShieldRowsOld = exports.defenseLowerToMixed = exports.defenseDropdowns = undefined; +exports.updateDefenses = updateDefenses; +exports.setDefenseDropdownMod = setDefenseDropdownMod; +exports.updateArmor = updateArmor; +exports.applyConditions = applyConditions; +exports.migrate = migrate; +exports.recalculate = recalculate; + +var _underscore = __webpack_require__(2); + +var _underscore2 = _interopRequireDefault(_underscore); + +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); + +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _PFLog = __webpack_require__(0); + +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + +var _PFUtils = __webpack_require__(5); + +var PFUtils = _interopRequireWildcard(_PFUtils); + +var _PFUtilsAsync = __webpack_require__(9); + +var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); + +var _PFMigrate = __webpack_require__(6); + +var PFMigrate = _interopRequireWildcard(_PFMigrate); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var defenseDropdowns = exports.defenseDropdowns = { + "AC-ability": "AC-ability-mod", + "FF-ability": "FF-DEX", + "CMD-ability1": "CMD-STR", + "CMD-ability2": "CMD-DEX", + "CMD-ability": "FF-CMD-DEX" +}, + defenseLowerToMixed = exports.defenseLowerToMixed = { + "ac-ability": "AC-ability", + "ff-ability": "FF-ability", + "cmd-ability1": "CMD-ability1", + "cmd-ability2": "CMD-ability2", + "cmd-ability": "CMD-ability" +}, + +//reverse order to do worn first: +defenseArmorShieldRowsOld = exports.defenseArmorShieldRowsOld = ["armor3", "armor2", "armor", "shield3", "shield2", "shield"], + defenseArmorShieldRows = exports.defenseArmorShieldRows = ["armor3", "shield3"], + defenseArmorShieldColumns = exports.defenseArmorShieldColumns = ["equipped", "acbonus", "enhance", "max-dex", "acp", "spell-fail", "proficiency", "type"], + defenseFieldTotals = exports.defenseFieldTotals = ["acp", "max-dex", "AC-armor", "AC-shield", "spell-fail", "acp-attack-mod", "max-dex-source", "current-load"], + defenseArmorFields = exports.defenseArmorFields = SWUtils.cartesianAppend(defenseArmorShieldRows, ['-'], defenseArmorShieldColumns).concat(defenseFieldTotals), + events = exports.events = { + defenseEventsAuto: "change:bab change:ac-penalty change:cmd-penalty change:size change:ac-shield change:ac-armor change:ac-ability-mod change:ff-dex change:cmd-dex change:ff-cmd-dex change:cmd-str change:max-dex", + defenseEventsPlayer: "change:ff-dex change:ac-penalty change:cmd-penalty change:size change:ac-dodge change:ac-natural change:ac-deflect change:ac-misc change:cmd-misc", + defenseEventsEither: "change:size change:AC-ability change:FF-ability change:CMD-ability1 change:CMD-ability2 change:CMD-ability" +}; + +/** updateDefenses updates the top grid of AC, Touch AC, Flat Footed AC, CMD, Flat Footed CMD + * http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#combat-maneuver-defense + * Any penalties to a creature's AC also apply to its CMD + *@param {function} callback optional call when done + *@param {boolean} silently optional if true call setAttrs with PFConst.silentParams + *@param {eventInfo} eventInfo unused eventInfo from on method + */ +function updateDefenses(callback, silently, eventInfo) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.resetSpellsTotals"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.updateDefenses"); if (typeof callback === "function") { callback(); } }); - - getSectionIDs("repeating_spells", function (ids) { - var fields = ['total_spells_manually', 'spellclasses_multiclassed', 'spellclass-0-casting_type', 'spellclass-1-casting_type', 'spellclass-2-casting_type'], - rowattrs = ['spellclass_number', 'spell_level', 'slot', 'metamagic', 'used']; + getAttrs(["AC-ability-mod", "FF-DEX", "AC-penalty", "CMD-penalty", "size", "max-dex", "AC-dodge", "AC-natural", "AC-deflect", "AC-misc", "buff_AC-total", "buff_Touch-total", "buff_CMD-total", "CMD-DEX", "FF-CMD-DEX", "CMD-STR", "bab", "CMD-misc", "AC", "Touch", "Flat-Footed", "CMD", "FF-CMD", "AC-ability", "FF-ability", "CMD-ability", "CMD-ability1", "CMD-ability2", "AC-armor", "AC-shield", "condition-Blinded", "condition-Pinned", "condition-Stunned", "condition-Cowering", "condition-Drained", "condition-Flat-Footed", "AC-ability-display", "FF-DEX-display", "CMD-DEX-display", "FF-CMD-DEX-display", "maxdex-toggle", "nodex-toggle", "uncanny_dodge", "unlock_def_ability", "hd_not_bab", "level", "buff_armor-total", "buff_shield-total", "buff_flat-footed-total", "buff_natural-total", "current-load", "max-dex-source"], function (v) { + var size = parseInt(v["size"], 10) || 0, + dodge = parseInt(v["AC-dodge"], 10) || 0, + deflect = parseInt(v["AC-deflect"], 10) || 0, + miscAC = parseInt(v["AC-misc"], 10) || 0, + condPenalty = parseInt(v["AC-penalty"], 10) || 0, + buffs = parseInt(v["buff_AC-total"], 10) || 0, + buffsTouch = parseInt(v["buff_Touch-total"], 10) || 0, + buffsCMD = parseInt(v["buff_CMD-total"], 10) || 0, + armor = parseInt(v["AC-armor"], 10) || 0, + shield = parseInt(v["AC-shield"], 10) || 0, + natural = parseInt(v["AC-natural"], 10) || 0, + bab = parseInt(v["bab"], 10) || 0, + miscCMD = parseInt(v["CMD-misc"], 10) || 0, + maxDex = parseInt(v["max-dex"], 10), + cmdPenalty = parseInt(v["CMD-penalty"], 10) || 0, + blinded = parseInt(v["condition-Blinded"], 10) || 0 ? 1 : 0, + pinned = parseInt(v["condition-Pinned"], 10) || 0 ? 1 : 0, + stunned = parseInt(v["condition-Stunned"], 10) || 0 ? 1 : 0, + ffed = parseInt(v["condition-Flat-Footed"], 10) || 0 ? 1 : 0, + cowering = parseInt(v["condition-Cowering"], 10) || 0 ? 1 : 0, + maxDexSource = parseInt(v["max-dex-source"], 10) || 0, + currload = parseInt(v["current-load"], 10) || 0, + dexModShowLimit = 0, + currDexModLimit = parseInt(v["maxdex-toggle"], 10) || 0, + noDexShowLimit = 0, + currNoDexLimit = parseInt(v["nodex-toggle"], 10) || 0, + unlockDefAbility = parseInt(v.unlock_def_ability, 10) || 0, + lockDefAbility = unlockDefAbility ? 0 : 1, + tempint = 0, + ac = 10, + touch = 10, + ff = 10, + cmd = 10, + cmdFF = 10, + currAC = parseInt(v["AC"], 10), + currTouch = parseInt(v["Touch"], 10), + currFF = parseInt(v["Flat-Footed"], 10), + currCMD = parseInt(v["CMD"], 10), + currCMDFF = parseInt(v["FF-CMD"], 10), + currUncanny = parseInt(v["uncanny_dodge"], 10) || 0, + currCMDUncanny = lockDefAbility ? currUncanny : parseInt(v["uncanny_cmd_dodge"], 10) || 0, + acAbilityName = PFUtils.findAbilityInString(v["AC-ability"]), + uncannyAbilityName = currUncanny ? acAbilityName : PFUtils.findAbilityInString(v["FF-ability"]), + uncannyCMDabilityName = lockDefAbility ? uncannyAbilityName : PFUtils.findAbilityInString(v["CMD-ability"]), + cmdAbilityDDvalName = lockDefAbility ? acAbilityName : PFUtils.findAbilityInString(v["CMD-ability2"]), + ability = parseInt(v["AC-ability-mod"], 10) || 0, + ffAbility = currUncanny && lockDefAbility ? ability : parseInt(v["FF-DEX"], 10) || 0, + cmdAbility1 = parseInt(v["CMD-STR"], 10) || 0, + cmdAbility2 = lockDefAbility ? ability : parseInt(v["CMD-DEX"], 10) || 0, + cmdFFAbility2 = lockDefAbility ? ffAbility : parseInt(v["FF-CMD-DEX"], 10) || 0, + loseDex = 0, + immobilized = 0, + armorbuff = parseInt(v['buff_armor-total'], 10) || 0, + shieldbuff = parseInt(v['buff_shield-total'], 10) || 0, + naturalbuff = parseInt(v['buff_natural-total'], 10) || 0, + flatfootedbuff = parseInt(v['buff_flat-footed-total'], 10) || 0, + buffac = 0, + bufftouch = 0, + buffff = 0, + buffffcmd = 0, + setAny = 0, + setter = {}, + params = {}; try { - _underscore2.default.each(ids, function (id) { - var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id); - _underscore2.default.each(rowattrs, function (attr) { - fields.push(prefix + attr); - }); - }); - _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (classidx) { - _underscore2.default.each(spellLevels, function (spellLevel) { - fields.push("spellclass-" + classidx + "-level-" + spellLevel + "-total-listed"); - fields.push("spellclass-" + classidx + "-level-" + spellLevel + "-spells-prepared"); - }); - }); - getAttrs(fields, function (v) { - var setter = {}; - try { - setter = getSpellTotals(ids, v, setter); - if (_underscore2.default.size(setter)) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } else { - done(); - } - } catch (innererr) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetSpellsTotals innererror:", innererr); - done(); + //TAS.debug("PFDefense.updateDefenses:",v); + buffac = buffs + armorbuff + shieldbuff + naturalbuff; + bufftouch = buffsTouch; + buffff = buffs + armorbuff + shieldbuff + naturalbuff + flatfootedbuff; + buffffcmd = buffsCMD + flatfootedbuff; + // buffcmd = buffs + setter.buffsumac = buffac; + setter.buffsumtouch = bufftouch; + setter.buffsumff = buffff; + setter.buffsumffcmd = buffffcmd; + //TAS.debug(v); + maxDex = isNaN(maxDex) ? 99 : maxDex; //cannot do "||0" since 0 is falsy but a valid number + if (acAbilityName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { + tempint = Math.min(ability, maxDex); + if (tempint !== ability) { + ability = tempint; + dexModShowLimit = 1; } - }); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetSpellsTotals:", err); - done(); - } - }); -} -/* ******************************** REPEATING SPELL FUNCTIONS ********************************** */ -function setAttackEntryVals(spellPrefix, weaponPrefix, v, setter, noName) { - var notes = "", - attackType = ""; - setter = setter || {}; - try { - attackType = PFUtils.findAbilityInString(v[spellPrefix + "spell-attack-type"]); - if (v[spellPrefix + "name"]) { - if (!noName) { - setter[weaponPrefix + "name"] = v[spellPrefix + "name"]; } - setter[weaponPrefix + "source-spell-name"] = v[spellPrefix + "name"]; - } - if (attackType) { - setter[weaponPrefix + "attack-type"] = v[spellPrefix + "spell-attack-type"]; - if (/CMB/i.test(attackType)) { - setter[weaponPrefix + "vs"] = "cmd"; - } else { - setter[weaponPrefix + "vs"] = "touch"; + if (uncannyAbilityName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { + tempint = Math.min(ffAbility, maxDex); + if (tempint !== ffAbility) { + ffAbility = tempint; + dexModShowLimit = 1; + } } - } - if (v[spellPrefix + "range_numeric"]) { - setter[weaponPrefix + "range"] = v[spellPrefix + "range_numeric"]; - } - if (v[spellPrefix + "range"] && v[spellPrefix + "range_pick"] === "see_text") { - notes += "Range:" + v[spellPrefix + "range"]; - } - - if (v[spellPrefix + "damage-macro-text"]) { - setter[weaponPrefix + "precision_dmg_macro"] = v[spellPrefix + "damage-macro-text"]; - if (attackType) { - setter[weaponPrefix + "critical_dmg_macro"] = v[spellPrefix + "damage-macro-text"]; + if (cmdAbilityDDvalName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { + tempint = Math.min(cmdAbility2, maxDex); + if (tempint !== cmdAbility2) { + cmdAbility2 = tempint; + dexModShowLimit = 1; + } } - } - if (v[spellPrefix + "damage-type"]) { - setter[weaponPrefix + "precision_dmg_type"] = v[spellPrefix + "damage-type"]; - if (attackType) { - setter[weaponPrefix + "critical_dmg_type"] = v[spellPrefix + "damage-type"]; + if (uncannyCMDabilityName === "DEX-mod" && maxDex < 99 && maxDex >= 0) { + tempint = Math.min(cmdFFAbility2, maxDex); + if (tempint !== cmdFFAbility2) { + cmdFFAbility2 = tempint; + dexModShowLimit = 1; + } } - } - if (v[spellPrefix + "save"]) { - notes += "Save: " + v[spellPrefix + "save"] + " DC: " + v[spellPrefix + "savedc"]; - } - if (v[spellPrefix + "sr"]) { - if (notes) { - notes += ", "; + + //if ability is below zero, FF dex adj must be set to negative too + //assume ffability dropdown should be None or the same as dex ability + //because if not then it doesn't make sense + if (ability < 0 && ffAbility > ability) { + ffAbility = ability; + } + if (cmdAbility2 < 0 && cmdFFAbility2 > cmdAbility2) { + cmdFFAbility2 = cmdAbility2; + } + if (unlockDefAbility) { + if (uncannyAbilityName && currUncanny === 0) { + //TAS.debug("switching to uncanny"); + setter["uncanny_dodge"] = "1"; + setAny = 1; + currUncanny = 1; + } else if (!uncannyAbilityName && currUncanny === 1) { + //TAS.debug("switching from uncanny"); + setter["uncanny_dodge"] = "0"; + setAny = 1; + currUncanny = 0; + } + if (uncannyCMDabilityName && currCMDUncanny === 0) { + //TAS.debug("switching to cmd uncanny"); + setter["uncanny_cmd_dodge"] = "1"; + setAny = 1; + currCMDUncanny = 1; + } else if (!uncannyCMDabilityName && currCMDUncanny === 1) { + //TAS.debug("switching from cmd uncanny"); + setter["uncanny_cmd_dodge"] = "0"; + setAny = 1; + currCMDUncanny = 0; + } + } + //lose Dex: you lose your bonus (and dodge) - not the same as flat footed + //Must be applied even if your bonus is not dex : + //http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qdi + //flat footed : lose dex unless uncanny + //blinded: lose dex unless uncanny + //pinned, cowering, stunned : always lose dex + if (pinned || cowering || stunned || currload === 4 && (maxDexSource === 0 || maxDexSource === 2)) { + immobilized = 1; + } else if (blinded || ffed || currload === 3 && (maxDexSource === 0 || maxDexSource === 2)) { + loseDex = 1; } - notes += "Spell resist:" + v[spellPrefix + "sr"]; - } - if (notes) { - setter[weaponPrefix + "notes"] = notes; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.setAttackEntryVals", err); - } finally { - return setter; - } -} -/*Triggered from a button in repeating spells */ -function createAttackEntryFromRow(id, callback, silently, eventInfo, weaponId) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.createAttackEntryFromRow"); - if (typeof callback === "function") { - callback(); - } - }), - attribList = [], - itemId = id || (eventInfo ? SWUtils.getRowId(eventInfo.sourceAttribute) : ""), - idStr = SWUtils.getRepeatingIDStr(id), - item_entry = 'repeating_spells_' + idStr, - attributes = ["range_pick", "range", "range_numeric", "damage-macro-text", "damage-type", "sr", "savedc", "save"], - commonAttributes = ["spell-attack-type", "name"]; - //TAS.debug("at PFSpells creatattack entry "); - attributes.forEach(function (attr) { - attribList.push(item_entry + attr); - }); - commonAttributes.forEach(function (attr) { - attribList.push(item_entry + attr); - }); - //TAS.debug("attribList=" + attribList); - getAttrs(attribList, function (v) { - var newRowId = "", - setter = {}, - prefix = "repeating_weapon_", - idStr = "", - params = {}; - try { - //TAS.debug("at PFSpells.createAttackEntryFromRow",v); - if (!PFUtils.findAbilityInString(v[item_entry + "spell-attack-type"]) && !v[item_entry + "damage-macro-text"]) { - _exportsLoaderTASTheAaronSheet2.default.warn("no attack to create for spell " + v[item_entry + "name"] + ", " + itemId); - } else { - if (!weaponId) { - newRowId = generateRowID(); - } else { - newRowId = weaponId; + if (immobilized) { + if (currUncanny) { + ffAbility = Math.min(0, ffAbility); } - idStr = newRowId + "_"; - prefix += idStr; - setter = setAttackEntryVals(item_entry, prefix, v, setter, weaponId); - setter[prefix + "source-spell"] = itemId; - setter[prefix + "group"] = "Spell"; + if (currCMDUncanny) { + cmdFFAbility2 = Math.min(0, cmdFFAbility2); + } + //dexModShowLimit=1; + ability = Math.min(0, ability); + cmdAbility2 = Math.min(0, cmdAbility2); + dodge = 0; + noDexShowLimit = 1; + } else if (loseDex) { + //TAS.debug("we are blinded or flat footed uncanny:"+currUncanny+", cmd uncan:"+currCMDUncanny); + if (!currUncanny || !currCMDUncanny) { + //dexModShowLimit=1; + dodge = 0; + noDexShowLimit = 1; + } + //set to same as flat footed (probably 0) or less than if ability already under 10. + ability = Math.min(ability, ffAbility); + cmdAbility2 = Math.min(cmdAbility2, cmdFFAbility2); + } + if (parseInt(v.hd_not_bab, 10)) { + bab = parseInt(v.level, 10) || 0; + } + ac = 10 + armor + shield + natural + size + dodge + ability + deflect + miscAC + condPenalty + buffs + armorbuff + shieldbuff + naturalbuff; + touch = 10 + size + dodge + ability + deflect + miscAC + condPenalty + buffsTouch; + ff = 10 + armor + shield + natural + size + ffAbility + deflect + miscAC + condPenalty + buffs + (currUncanny ? dodge : 0) + armorbuff + shieldbuff + naturalbuff + flatfootedbuff; + cmd = 10 + bab + cmdAbility1 + cmdAbility2 + -1 * size + dodge + deflect + miscCMD + cmdPenalty + buffsCMD; + cmdFF = 10 + bab + cmdAbility1 + cmdFFAbility2 + -1 * size + deflect + miscCMD + cmdPenalty + buffsCMD + (currCMDUncanny ? dodge : 0) + flatfootedbuff; + if (ac !== currAC || isNaN(currAC)) { + setter["AC"] = ac; + setAny += 1; + } + if (touch !== currTouch || isNaN(currTouch)) { + setter["Touch"] = touch; + setAny += 1; + } + if (ff !== currFF || isNaN(currFF)) { + setter["Flat-Footed"] = ff; + setAny += 1; + } + //TAS.debug("PFDefense.updateDefenses currcmd is :"+ currCMD +", new cmd is:"+ cmd); + if (cmd !== currCMD || isNaN(currCMD)) { + setter["CMD"] = cmd; + setAny += 1; + } + if (cmdFF !== currCMDFF || isNaN(currCMDFF)) { + setter["FF-CMD"] = cmdFF; + setAny += 1; + } + if (ability !== parseInt(v["AC-ability-display"], 10)) { + setter["AC-ability-display"] = ability; + } + if (ffAbility !== parseInt(v["FF-DEX-display"], 10)) { + setter["FF-DEX-display"] = ffAbility; + } + if (cmdAbility2 !== parseInt(v["CMD-DEX-display"], 10)) { + setter["CMD-DEX-display"] = cmdAbility2; + } + if (cmdFFAbility2 !== parseInt(v["FF-CMD-DEX-display"], 10)) { + setter["FF-CMD-DEX-display"] = cmdFFAbility2; + } + if (dexModShowLimit !== currDexModLimit) { + setter["maxdex-toggle"] = dexModShowLimit; + } + if (noDexShowLimit !== currNoDexLimit) { + setter["nodex-toggle"] = noDexShowLimit; } } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.createAttackEntryFromRow", err); + _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.updateDefenses:", err); } finally { if (_underscore2.default.size(setter) > 0) { - setter[item_entry + "create-attack-entry"] = 0; if (silently) { params = _PFConst2.default.silentParams; } - setAttrs(setter, {}, function () { - //can do these in parallel - PFAttackOptions.resetOption(newRowId); - PFAttackGrid.resetCommandMacro(); - done(); - }); + setAttrs(setter, params, done); } else { - setter[item_entry + "create-attack-entry"] = 0; - setAttrs(setter, _PFConst2.default.silentParams, done); + done(); } } }); } -function updateAssociatedAttack(id, callback, silently, eventInfo) { +/** setDefenseDropdownMod + * All dropdowns in the defense grid: AC, flat footed AC, touch, CMD, flat footed CMD. + * calls handledropdown then calls updateDefenses. + * + * NOTE: due to the way eventInfo.sourceAttribute is populated if the change comes from the autocalc code, the value is + * lower case, so you must check either BOTH the regular and all lowercase, or just change it to lower case before comparing to be sure + * + *@param {string} dropdownField fieldname of dropdown to set + *@param {function} callback callback + *@param {boolean} silently if true set silently make sure to call updateDefenses after! + *@param {object} the eventInfo object USED, this is checked for uncanny_dodge flag + *@param {boolean} doNotCallUpdateDefenseAfter if not set call updateDefenses after updating dropdown mod. + */ +function setDefenseDropdownMod(dropdownField, callback, silently, eventInfo, doNotCallUpdateDefenseAfter) { var done = _underscore2.default.once(function () { - //TAS.debug("leaving PFSpells.updateAssociatedAttack"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.setDefenseDropdownMod for " + dropdownField); if (typeof callback === "function") { callback(); } }), - itemId = id || (eventInfo ? SWUtils.getRowId(eventInfo.sourceAttribute) : ""), - item_entry = 'repeating_spells_' + SWUtils.getRepeatingIDStr(itemId), - attrib = eventInfo ? SWUtils.getAttributeName(eventInfo.sourceAttribute) : "", - attributes = []; - if (attrib) { - attributes = [item_entry + attrib]; - if (/range/i.test(attrib)) { - attributes = [item_entry + 'range_pick', item_entry + 'range', item_entry + 'range_numeric']; + updateAndDone = _underscore2.default.once(function () { + if (!doNotCallUpdateDefenseAfter) { + updateDefenses(done, silently); + } else { + done(); } - } else { - attributes = ["range_pick", "range", "range_numeric", "damage-macro-text", "damage-type", "sr", "savedc", "save", "spell-attack-type", "name"]; - } - getAttrs(attributes, function (spellVal) { - getSectionIDs("repeating_weapon", function (idarray) { - // get the repeating set - var spellsourcesFields = []; - spellsourcesFields = _underscore2.default.reduce(idarray, function (memo, currentID) { - memo.push("repeating_weapon_" + currentID + "_source-spell"); - return memo; - }, []); - getAttrs(spellsourcesFields, function (v) { - var setter = {}, - params = {}, - idlist = []; + }), + dropdownLower = "", + dropdownMixed = ""; + //TAS.debug"PFDefense.setDefenseDropdownMod called with "+dropdownField +", lower:"+ dropdownLower); + try { + if (dropdownField) { + dropdownLower = dropdownField.toLowerCase(); + dropdownMixed = defenseLowerToMixed[dropdownLower]; + if (dropdownMixed) { + getAttrs(['unlock_def_ability', 'uncanny_dodge'], function (v) { + if (parseInt(v['unlock_def_ability'], 10) || dropdownLower === 'ac-ability' || dropdownLower === 'cmd-ability1') { + PFUtilsAsync.setDropdownValue(dropdownMixed, defenseDropdowns[dropdownMixed], function (newv, oldv) { + if (newv !== oldv || newv < 0 || oldv < 0 || dropdownLower === "ff-ability" || dropdownLower === "cmd-ability") { + updateAndDone(); + } else { + done(); + } + }, silently); + } else { + done(); + } + }); + } else { + _exportsLoaderTASTheAaronSheet2.default.warn("PFDefense.updateDefenses, called with invalid dropdown: " + dropdownField); + done(); + } + } else if (eventInfo && eventInfo.sourceAttribute === 'uncanny_dodge') { + getAttrs(['unlock_def_ability', 'uncanny_dodge', 'AC-ability', defenseDropdowns['AC-ability']], function (v) { + var unlockAbilityDD = 0, + currACmod = 0, + setter = {}; try { - _underscore2.default.each(idarray, function (currentID) { - var prefix = "repeating_weapon_" + currentID + "_"; - if (v[prefix + "source-spell"] === itemId) { - idlist.push(currentID); - setter = setAttackEntryVals(item_entry, prefix, spellVal, setter); + unlockAbilityDD = parseInt(v.unlock_def_ability, 10) || 0; + if (unlockAbilityDD) { + //TAS.debug("at PFDefense.setDefenseDropdownMod",v); + currACmod = parseInt(v['AC-ability'], 10) || 0; + //we came here because uncanny dodge was checked + if (!parseInt(v.uncanny_dodge, 10)) { + //turn uncanny off + setter["FF-ability"] = "0"; + setter[defenseDropdowns["FF-ability"]] = 0; + setter["CMD-ability"] = "0"; + setter[defenseDropdowns["CMD-ability"]] = 0; + } else { + //turned uncanny on + //TAS.debug("set FF_ability to " +v['AC-ability'] ); + setter["FF-ability"] = v['AC-ability']; + setter[defenseDropdowns["FF-ability"]] = currACmod; + setter["CMD-ability"] = v['AC-ability']; + setter[defenseDropdowns["CMD-ability"]] = currACmod; } - }); - if (silently) { - params = _PFConst2.default.silentParams; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.updateAssociatedAttack", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, params, function () { - PFAttackOptions.resetSomeOptions(idlist); - }); + setAttrs(setter, _PFConst2.default.silentParams, updateAndDone); } else { - done(); + updateAndDone(); } + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.setDefenseDropdownMod inner error for : " + dropdownField, err2); + done(); } }); - }); - }); -} -function updatePreparedSpellState(id, eventInfo) { - getAttrs(["repeating_spells_used", "repeating_spells_spellclass_number", "repeating_spells_prepared_state", "spellclass-0-hide_unprepared", "spellclass-1-hide_unprepared", "spellclass-2-hide_unprepared"], function (values) { - var uses = parseInt(values.repeating_spells_used, 10) || 0, - preparedState = parseInt(values.repeating_spells_prepared_state, 10) || 0, - classnum = values["repeating_spells_spellclass_number"], - isPrepared = (parseInt(values["spellclass-" + classnum + "-casting_type"], 10) || 0) === 2 ? 1 : 0, - hideUnprepared = isPrepared * (parseInt(values["spellclass-" + classnum + "-hide_unprepared"], 10) || 0), - setter = {}; - if (uses > 0 && preparedState === 0) { - setter["repeating_spells_prepared_state"] = "1"; - } else if (uses < 1 && preparedState !== 0) { - setter["repeating_spells_prepared_state"] = "0"; - } - if (_underscore2.default.size(setter)) { - if (hideUnprepared) { - setAttrs(setter, _PFConst2.default.silentParams, resetCommandMacro()); - } else { - setAttrs(setter, { - silent: true - }); - } } - }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.setDefenseDropdownMod error for: " + dropdownField, err); + done(); + } } -/** - sets prepared_state to 1 if used has a value > 0 */ -function resetSpellsPrepared() { - getSectionIDs("repeating_spells", function (ids) { - var fieldarray = []; - _underscore2.default.each(ids, function (id) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_spells_" + idStr; - fieldarray.push(prefix + "used"); - fieldarray.push(prefix + "prepared_state"); - }); - getAttrs(fieldarray, function (v) { - var setter = {}; - _underscore2.default.each(ids, function (id) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_spells_" + idStr, - uses = parseInt(v[prefix + "used"], 10) || 0, - preparedState = parseInt(v[prefix + "prepared_state"], 10) || 0, - setter = {}; - if (uses > 0 && preparedState === 0) { - setter[prefix + "prepared_state"] = "1"; - //TAS.debug("resetSpellsPrepared, setting to 1:" + prefix); - } else if (uses < 1 && preparedState !== 0) { - setter[prefix + "prepared_state"] = "0"; +/** updates total AC and penalty and max dex + * if not proficient sets attack penalty + * for backward compatibility, proficiency is string and 0 is proficient, anything else non proficient + *@param {function} callback optional call when done + *@param {boolean} silently optional if true call setAttrs with PFConst.silentParams + *@param {eventInfo} eventInfo unused eventInfo from on method + */ +function updateArmor(callback, silently, eventInfo) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }, + params = {}; + getAttrs(defenseArmorFields, function (v) { + var acp = 0, + minAcp = 0, + acA = 0, + acS = 0, + sp = 0, + atk = 0, + subAC = 0, + subD = 0, + subAcp = 0, + nonProf = 0, + subsp = 0, + maxDex = 99, + subE = 0, + currACP = 0, + currMaxDex = 99, + currACArmor = 0, + currACShield = 0, + currSpellFail = 0, + currAtkMod = 0, + encumbranceDD = parseInt(v["max-dex-source"], 10) || 0, + currentLoad = parseInt(v["current-load"], 10) || 0, + setter = {}; + try { + //TAS.debug("at updateArmor ",v); + defenseArmorShieldRows.forEach(function (row) { + if (parseInt(v[row + "-equipped"], 10) === 1) { + subAC = parseInt(v[row + "-acbonus"], 10) || 0; + subE = parseInt(v[row + "-enhance"], 10) || 0; + subsp = parseInt(v[row + "-spell-fail"], 10) || 0; + sp += subsp; + if (row.indexOf("armor") >= 0) { + acA += subAC + subE; + } else { + acS += subAC + subE; + } + subAcp = parseInt(v[row + "-acp"], 10) || 0; + if (encumbranceDD < 2) { + subD = parseInt(v[row + "-max-dex"], 10); + if (v[row + "-max-dex"] === "-" || isNaN(subD)) { + subD = 99; + } + maxDex = Math.min(subD, maxDex); + acp += subAcp; + } + nonProf = parseInt(v[row + "-proficiency"], 10) || 0; + if (nonProf) { + atk += subAcp; + } + if (/tower/i.test(v[row + "-type"])) { + atk -= 2; + } + //TAS.debug("row=" + row + ", subAC=" + subAC + ", subD=" + subD + ", subAcp=" + subAcp + ", nonProf=" + nonProf + ", subsp=" + subsp + ", acA=" + acA + ", maxDex=" + maxDex + ", acp=" + acp + ", sp=" + sp + ", atk=" + atk); } }); - if (_underscore2.default.size(setter)) { - setAttrs(setter, { - silent: true - }); + minAcp = acp; + // #0: Armor, Shield & Load + // #1: Armor & Shield only + // #2: Load only + // #3: None + if (encumbranceDD === 0 || encumbranceDD === 2) { + if (currentLoad === 1) { + // under medium encumbrance load + maxDex = Math.min(maxDex, 3); + minAcp = Math.min(minAcp, -3); + } else if (currentLoad === 2) { + // under heavy encumbrance load + maxDex = Math.min(maxDex, 1); + minAcp = Math.min(minAcp, -6); + } else if (currentLoad > 2) { + maxDex = 0; + minAcp = Math.min(minAcp, -6); + } } - }); + + currACP = parseInt(v.acp, 10) || 0; + currMaxDex = parseInt(v["max-dex"], 10); //cannot do "||0" since 0 is valid but falsy + currMaxDex = isNaN(currMaxDex) ? 99 : currMaxDex; + currACArmor = parseInt(v["AC-armor"], 10) || 0; + currACShield = parseInt(v["AC-shield"], 10) || 0; + currSpellFail = parseInt(v["spell-fail"], 10) || 0; + currAtkMod = parseInt(v["acp-attack-mod"], 10) || 0; + if (currACP !== minAcp) { + setter["acp"] = minAcp; + } + if (currMaxDex !== maxDex) { + setter["max-dex"] = maxDex; + } + if (currACArmor !== acA) { + setter["AC-armor"] = acA; + } + if (currACShield !== acS) { + setter["AC-shield"] = acS; + } + if (currSpellFail !== sp) { + setter["spell-fail"] = sp; + } + if (currAtkMod !== atk) { + setter["acp-attack-mod"] = atk; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.updateArmor", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + } }); } -/************* SPELL OPTIONS *********************/ -/** updates all spells when level or concentration or spell penetration is updated -*@param {int} classIdx 0..2 -*@param {object} eventInfo from on event -*@param {function} callback when done -*/ -function updateSpellsCasterLevelRelated(classIdx, eventInfo, callback) { +/** applyConditions Updates the AC-penalty and CMD-penalty field based on conditions + *only difference is CMD penalty affected by energy drain for some reason + *@param {function} callback optional call when done + *@param {boolean} silently optional if true call setAttrs with PFConst.silentParams + *@param {eventInfo} eventInfo unused eventInfo from on method + */ +function applyConditions(callback, silently, eventInfo) { var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.applyConditions"); if (typeof callback === "function") { callback(); } }); - //TAS.debug("updateSpellsCasterLevelRelated", eventInfo); - if (!(classIdx >= 0 && classIdx <= 2) || isNaN(parseInt(classIdx, 10))) { - done(); - return; - } - getAttrs(["spellclass-" + classIdx + "-level-total", "spellclasses_multiclassed", "Concentration-" + classIdx + "-misc", "spellclass-" + classIdx + "-name", "spellclass-" + classIdx + "-SP-mod", "Concentration-" + classIdx + "-def", "Concentration-" + classIdx + "-mod"], function (vout) { - var classLevel = parseInt(vout["spellclass-" + classIdx + "-level-total"], 10) || 0, - abilityMod = parseInt(vout["Concentration-" + classIdx + "-mod"], 10) || 0, - multiclassed = parseInt(vout["spellclasses_multiclassed"], 10) || 0, - defMod = parseInt(vout["Concentration-" + classIdx + "-def"], 10), - classConcentrationMisc = parseInt(vout["Concentration-" + classIdx + "-misc"], 10) || 0, - classSPMisc = parseInt(vout["spellclass-" + classIdx + "-SP-mod"], 10) || 0, - newClassName = vout["spellclass-" + classIdx + "-name"], - updateDefensiveCasting = eventInfo ? /\-def$/i.test(eventInfo.sourceAttribute) : false; - if (classLevel <= 0) { - done(); - return; - } - //TAS.debug("updateSpellsCasterLevelRelated,class:"+classIdx+", class values:",vout); - getSectionIDs("repeating_spells", function (ids) { - var rowFieldAppnd = ['casterlevel', 'CL_misc', 'spell_class_r', 'spellclass_number', 'spellclass', 'range', 'range_numeric', 'range_pick', 'SP-mod', 'SP_misc', 'Concentration_misc', 'Concentration-mod', 'spell_options'], - fields = _underscore2.default.reduce(ids, function (memo, id) { - var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), - row; - row = _underscore2.default.map(rowFieldAppnd, function (field) { - return prefix + field; - }); - return memo.concat(row); - }, ['spellclass-0-name']); - getAttrs(fields, function (v) { - var doneOneRow = _underscore2.default.after(_underscore2.default.size(ids), done), - classNumSetter = {}, - setter = {}; - try { - //TAS.debug("updateSpellsCasterLevelRelated,class:"+classIdx+", spells:",v); - _underscore2.default.each(ids, function (id) { - var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), - classNum = parseInt(v[prefix + "spellclass_number"], 10), - classRadio = parseInt(v[prefix + "spell_class_r"], 10), - chosenRange = v[prefix + "range_pick"] || "", - currRange = parseInt(v[prefix + "range_numeric"], 10) || 0, - spellConcentrationMisc = parseInt(v[prefix + "Concentration_misc"], 10) || 0, - optionText = v[prefix + "spell_options"], - setOption = 0, - tempstr = "", - casterlevel = 0, - newcasterlevel = 0, - newConcentration = 0, - newSP = 0, - newClassName = "", - newRange = 0; - try { - if (isNaN(classNum)) { - classNum = 0; - classNumSetter[prefix + "spellclass_number"] = 0; - classNumSetter[prefix + "spellclass"] = v['spellclass-0-name']; - } else if (!multiclassed || classNum === classIdx) { - if (classNum !== classRadio || isNaN(classRadio)) { - setter[prefix + "spell_class_r"] = classNum; - } - newClassName = v['spellclass-' + classNum + '-name']; - if (newClassName !== v[prefix + "spellclass"]) { - setter[prefix + "spellclass"] = newClassName; - if (optionText) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.spellclass, PFSpellOptions.optionTemplates.spellclass.replace("REPLACE", SWUtils.escapeForRollTemplate(v[prefix + "spellclass"]))); - setOption = 1; - } - } - casterlevel = parseInt(v[prefix + "casterlevel"], 10); - newcasterlevel = classLevel + (parseInt(v[prefix + "CL_misc"], 10) || 0); - if (newcasterlevel < 1) { - newcasterlevel = 1; - } - if (newcasterlevel !== casterlevel || isNaN(casterlevel)) { - casterlevel = newcasterlevel; - setter[prefix + "casterlevel"] = newcasterlevel; - if (optionText) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.casterlevel, PFSpellOptions.optionTemplates.casterlevel.replace("REPLACE", newcasterlevel)); - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.casterlevel_chk, PFSpellOptions.optionTemplates.casterlevel_chk.replace("REPLACE", newcasterlevel)); - setOption = 1; - } - } - newRange = PFUtils.findSpellRange(v[prefix + "range"], chosenRange, casterlevel) || 0; - if (newRange !== currRange) { - setter[prefix + "range_numeric"] = newRange; - if (optionText) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.range, PFSpellOptions.optionTemplates.range.replace("REPLACE", newRange)); - setOption = 1; - } - } - if (updateDefensiveCasting && optionText) { - if (defMod > 0) { - tempstr = PFSpellOptions.optionTemplates.cast_def.replace("REPLACE", defMod); - } else { - tempstr = "{{cast_def=}}"; - } - if (optionText.indexOf("{{cast_def=") >= 0) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.cast_def, tempstr); - } else { - optionText += tempstr; - } - setOption = 1; - } - newConcentration = newcasterlevel + abilityMod + classConcentrationMisc + spellConcentrationMisc; - if (newConcentration !== (parseInt(v[prefix + "Concentration-mod"], 10) || 0)) { - setter[prefix + "Concentration-mod"] = newConcentration; - if (optionText) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration, PFSpellOptions.optionTemplates.Concentration.replace("REPLACE", newConcentration)); - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration_chk, PFSpellOptions.optionTemplates.Concentration_chk.replace("REPLACE", newConcentration)); - setOption = 1; - } - } - newSP = classSPMisc + (parseInt(v[prefix + "SP_misc"], 10) || 0); - if (newSP !== (parseInt(v[prefix + "SP-mod"], 10) || 0)) { - setter[prefix + "SP-mod"] = newSP; - if (optionText) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.spellPen, PFSpellOptions.optionTemplates.spellPen.replace("REPLACE", newSP)); - setOption = 1; - } - } - if (setOption) { - setter[prefix + "spell_options"] = optionText; - } - } - } catch (innererror) { - _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterLevelRelated innererror on id: " + id, innererror); - } - }); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterLevelRelated error:", err); - } finally { - if (_underscore2.default.size(setter) > 0 || _underscore2.default.size(classNumSetter) > 0) { - //TAS.debug"updateSpellsCasterLevelRelated, setting:",classNumSetter,setter); - if (_underscore2.default.size(classNumSetter) > 0) { - setAttrs(classNumSetter, {}, done); - } - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } - } else { - done(); - } - } - }); - }); - }); -} -/** updates all spells when caster ability or DCs are updated -*@param {int} classIdx 0..2 -*@param {object} eventInfo from on event -*@param {function} callback when done -*/ -function updateSpellsCasterAbilityRelated(classIdx, eventInfo, callback) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - //TAS.debug("updateSpellsCasterAbilityRelated", eventInfo); - if (!(classIdx >= 0 && classIdx <= 2) || isNaN(parseInt(classIdx, 10))) { - done(); - return; - } - getAttrs(["spellclass-" + classIdx + "-level-total", "Concentration-" + classIdx + "-mod", "Concentration-" + classIdx + "-misc", "spellclasses_multiclassed"], function (vout) { - var abilityMod, - classConcentrationMisc, - multiclassed, - setter = {}; + getAttrs(["AC-penalty", "CMD-penalty", "condition-Blinded", "condition-Cowering", "condition-Stunned", "condition-Pinned", "condition-Wounds", "condition-Drained", "has_endurance_feat", "wounds_gritty_mode"], function (v) { + var subTotPenalty = 0, + drained = 0, + woundLevel = 0, + AC = 0, + CMD = 0, + newCMD = 0, + woundPenalty = 0, + hasEndurance = 0, + grittyMode = 0, + setter = {}, + params = {}; try { - abilityMod = parseInt(vout["Concentration-" + classIdx + "-mod"], 10) || 0; - classConcentrationMisc = parseInt(vout["Concentration-" + classIdx + "-misc"], 10) || 0; - multiclassed = parseInt(vout["spellclasses_multiclassed"], 10) || 0; - if (!parseInt(vout["spellclass-" + classIdx + "-level-total"], 10)) { - done(); - return; + drained = parseInt(v["condition-Drained"], 10) || 0; + woundLevel = parseInt(v["condition-Wounds"], 10) || 0; + AC = parseInt(v["AC-penalty"], 10) || 0; + CMD = parseInt(v["CMD-penalty"], 10) || 0; + hasEndurance = parseInt(v.has_endurance_feat, 10) || 0; + grittyMode = parseInt(v.wounds_gritty_mode, 10) || 0; + woundPenalty = PFUtils.getWoundPenalty(woundLevel, hasEndurance, grittyMode); + subTotPenalty = -1 * ((parseInt(v["condition-Blinded"], 10) || 0) + (parseInt(v["condition-Pinned"], 10) || 0) + (parseInt(v["condition-Cowering"], 10) || 0) + (parseInt(v["condition-Stunned"], 10) || 0)); + subTotPenalty += woundPenalty; + newCMD = drained + subTotPenalty; + if (AC !== subTotPenalty) { + setter["AC-penalty"] = subTotPenalty; + } + if (CMD !== newCMD) { + setter["CMD-penalty"] = newCMD; } - //var updateAbilityScore = eventInfo?(/concentration\-[012]\-mod/i.test(eventInfo.sourceAttribute)):true; - getSectionIDs("repeating_spells", function (ids) { - var fields = []; - //TAS.debug("updateSpellsCasterAbilityRelated",classIdx,eventInfo); - //TAS.debug(ids); - _underscore2.default.each(ids, function (id) { - var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id); - fields = fields.concat([prefix + "spellclass_number", prefix + "spell_level", prefix + "spell_level_r", prefix + "spellclass_number", prefix + "casterlevel", prefix + "DC_misc", prefix + "savedc", prefix + "Concentration-mod", prefix + "Concentration_misc", prefix + "spell_options"]); - }); - getAttrs(fields, function (v) { - var newConcentration = 0, - casterlevel = 0; - //TAS.debug("updateSpellsCasterAbilityRelated,class:"+classIdx+", spells:",v); - _underscore2.default.each(ids, function (id) { - var spellLevel = 0, - spellLevelRadio = 0, - newDC = 0, - setOption = 0, - prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), - optionText = v[prefix + "spell_options"], - spellConcentrationMisc = parseInt(v[prefix + "Concentration_misc"], 10) || 0; - try { - if (!multiclassed || parseInt(v[prefix + "spellclass_number"], 10) === classIdx) { - spellLevel = parseInt(v[prefix + "spell_level"], 10); - spellLevelRadio = parseInt(v[prefix + "spell_level_r"], 10); - if (isNaN(spellLevel)) { - _exportsLoaderTASTheAaronSheet2.default.warn("spell level is NaN for " + prefix); - if (spellLevelRadio !== -1 || isNaN(spellLevelRadio)) { - setter[prefix + "spell_level_r"] = "-1"; - setter[prefix + "savedc"] = ""; - } - } else { - if (spellLevel !== spellLevelRadio || isNaN(spellLevelRadio)) { - setter[prefix + "spell_level_r"] = spellLevel; - } - newDC = 10 + spellLevel + abilityMod + (parseInt(v[prefix + "DC_misc"], 10) || 0); - if (newDC !== (parseInt(v[prefix + "savedc"], 10) || 0)) { - setter[prefix + "savedc"] = newDC; - if (optionText) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.dc, PFSpellOptions.optionTemplates.dc.replace("REPLACE", newDC)); - setOption = 1; - } - } - casterlevel = parseInt(v[prefix + "casterlevel"], 10) || 0; - if (!isNaN(casterlevel)) { - newConcentration = casterlevel + abilityMod + classConcentrationMisc + spellConcentrationMisc; - if (newConcentration !== (parseInt(v[prefix + "Concentration-mod"], 10) || 0)) { - setter[prefix + "Concentration-mod"] = newConcentration; - if (optionText) { - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration, PFSpellOptions.optionTemplates.Concentration.replace("REPLACE", newConcentration)); - optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration_chk, PFSpellOptions.optionTemplates.Concentration_chk.replace("REPLACE", newConcentration)); - setOption = 1; - } - } - } else { - _exportsLoaderTASTheAaronSheet2.default.warn("spell casterlevel is NaN for " + prefix); - if ((parseInt(v[prefix + "Concentration-mod"], 10) || 0) !== 0) { - setter[prefix + "Concentration-mod"] = ""; - } - } - } - if (setOption) { - //TAS.debug("setting option for id "+ id +" to "+optionText); - setter[prefix + "spell_options"] = optionText; - } - } - } catch (innererror) { - _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterAbilityRelated innererror on id:" + id, innererror); - } - }); - }); - }); } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterAbilityRelated outer error:", err); + _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.applyConditions:", err); } finally { if (_underscore2.default.size(setter) > 0) { - //TAS.debug("updateSpellsCasterAbilityRelated setting:",setter); - setAttrs(setter, _PFConst2.default.silentParams, done()); - } else if (typeof callback === "function") { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { done(); } } }); } -//faster smaller than updateSpell -function updateSpellSlot(id, eventInfo, callback) { - var outerdone = _underscore2.default.once(function () { + +/** migrate from old versions + * @param {function} callback guaranteed call when done + * @param {number} oldversion + */ +function migrate(callback, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.migrate"); if (typeof callback === "function") { callback(); } - }), - done = _underscore2.default.once(function () { - resetCommandMacro(eventInfo, outerdone); - }), - idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_spells_" + idStr, - spellLevelRadioField = prefix + "spell_level_r", - spellSlotField = prefix + "slot", - spellLevelField = prefix + "spell_level", - metamagicField = prefix + "metamagic"; - //TAS.debug("updateSpellSlot", eventInfo, id); - getAttrs([spellSlotField, spellLevelField, spellLevelRadioField], function (v) { - var slot = parseInt(v[spellSlotField], 10), - level = parseInt(v[spellLevelField], 10), - metamagic = parseInt(v[metamagicField], 10) || 0, - spellLevelRadio = parseInt(v[spellLevelRadioField], 10) || 0, - setter = {}; - try { - //TAS.debug("updateSpellSlot", v); - if (metamagic) { - if (isNaN(level)) { - slot = -1; - } - if (isNaN(slot)) { - slot = level; - setter[spellSlotField] = level; - setAttrs(setter, { - silent: true - }, done); - return; + }); + if (oldversion > 0 && oldversion < 0.50) { + PFMigrate.migrateMaxDexAndACP(); + } + if (oldversion > 0 && oldversion < 1.20) { + getAttrs(['CMD-ability2', 'unlock_def_ability', 'AC-ability'], function (v) { + var ac = '', + cmd = '', + configflag = 0, + setter = {}; + try { + ac = PFUtils.findAbilityInString(v['AC-ability']); + cmd = PFUtils.findAbilityInString(v['CMD-ability2']); + configflag = parseInt(v.unlock_def_ability, 10) || 0; + if (ac && cmd && ac !== cmd && !configflag) { + setter.unlock_def_ability = 1; + } else if (configflag) { + setter.unlock_def_ability = 0; } - if (slot !== spellLevelRadio) { - //TAS.debug("updating slot to " + slot); - setter[spellLevelRadioField] = slot; - if (spellLevelRadio === -1) { - setter["spells_tab"] = slot; - } - setAttrs(setter, { - silent: true - }, done); - return; + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFDefense.migrate", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); } } - outerdone(); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateSpellSlot", err); - outerdone(); + }); + } else { + done(); + } +} + +/** recalculate defense grid + * @param {function} callback guaranteed call when done + * @param {boolean} silently optional if true call setAttrs with PFConst.silentParams + * @param {number} oldversion + */ +function recalculate(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFDefense.recalculate"); + if (typeof callback === "function") { + callback(); } + }), + numDropdowns = _underscore2.default.size(defenseDropdowns), + doneOneDefenseDropdown = _underscore2.default.after(numDropdowns, function () { + updateDefenses(done, true); }); + + migrate(function () { + applyConditions(function () { + updateArmor(function () { + _underscore2.default.each(defenseDropdowns, function (value, key) { + setDefenseDropdownMod(key, doneOneDefenseDropdown, true, null, true); + }); + }, silently); + }, silently); + }, silently); } -/** updates a spell -*@param {string} id optional, pass id if looping through list of IDs. Null if context is row itself. -*@param {eventInfo} eventInfo ACTUALLY USED : if not present forces recalc of everything -*@param {function} callback - to call when done. -*@param {bool} doNotUpdateTotals - if true do NOT call resetSpellsTotals() and resetCommandMacro() at end, otherwise do. -*/ -function updateSpell(id, eventInfo, callback, doNotUpdateTotals) { - var spellLevelUndefined = false, - classNumWasUndefined = false, - done = _underscore2.default.once(function () { - //TAS.debug("leaving PFSpells.updateSpell: id:" + id + " spelllevelundefined=" + spellLevelUndefined); - //these asynchronous functions can be called at same time as callback. - if (!spellLevelUndefined) { - PFSpellOptions.resetOption(id, eventInfo); - if (!doNotUpdateTotals) { - resetSpellsTotals(); - resetCommandMacro(); - } + +function registerEventHandlers() { + _underscore2.default.each(defenseDropdowns, function (write, read) { + on("change:" + read, _exportsLoaderTASTheAaronSheet2.default.callback(function eventsetDefenseDropdownMod(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + setDefenseDropdownMod(read, null, null, eventInfo); + })); + }); + on("change:uncanny_dodge", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUncannyDodgeUpdate(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + setDefenseDropdownMod(null, null, null, eventInfo); + } + })); + on("change:hd_not_bab", _exportsLoaderTASTheAaronSheet2.default.callback(function eventCMDSwitchHDandBAB(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + updateDefenses(null, null, eventInfo); + } + })); + on(events.defenseEventsAuto, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefensesAuto(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + updateDefenses(null, null, eventInfo); + } + })); + on(events.defenseEventsPlayer, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefensesPlayer(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + updateDefenses(null, null, eventInfo); } + })); + on(events.defenseEventsEither, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefensesEither(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateDefenses(null, null, eventInfo); + })); + on("change:max-dex-source change:current-load", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateArmor(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateArmor(null, null, eventInfo); + })); + _underscore2.default.each(defenseArmorShieldRows, function (row) { + _underscore2.default.each(defenseArmorShieldColumns, function (column) { + var eventToWatch = "change:" + row + "-" + column; + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateDefenseArmorShield(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateArmor(null, null, eventInfo); + })); + }); + }); +} +registerEventHandlers(); +_PFLog.PFConsole.log(' PFDefense module loaded '); +_PFLog.PFLog.modulecount++; + +/***/ }), +/* 14 */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.getRepeatingCommandMacro = getRepeatingCommandMacro; +exports.resetOneCommandMacro = resetOneCommandMacro; +exports.resetOneCommandMacroNoNPC = resetOneCommandMacroNoNPC; + +var _underscore = __webpack_require__(2); + +var _underscore2 = _interopRequireDefault(_underscore); + +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); + +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _PFLog = __webpack_require__(0); + +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + +var _PFUtils = __webpack_require__(5); + +var PFUtils = _interopRequireWildcard(_PFUtils); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var menuMap = { + 'class-ability': { 'name': 'original-class-features-list', 'section': 'class-ability', 'useshowinmenu': 1 }, + 'feat': { 'npcMacroName': 'NPC-feat', 'npcName': ' ^{npc} ', 'name': 'original-feats-list', 'section': 'feat', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, + 'racial-trait': { 'npcMacroName': 'NPC-racial-trait', 'npcName': ' ^{npc} ', 'name': 'original-racial-traits-list', 'section': 'racial-trait', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, + 'trait': { 'name': 'original-traits-list', 'section': 'trait', 'useshowinmenu': 1 }, + 'mythic-ability': { 'name': 'mythic-abilities', 'section': 'mythic-ability', 'useshowinmenu': 1 }, + 'mythic-feat': { 'name': 'mythic-feats', 'section': 'mythic-feat', 'useshowinmenu': 1 }, + 'npc-spell-like-abilities': { 'name': 'original-spell-like-abilities-list', 'section': 'npc-spell-like-abilities', 'useshowinmenu': 1 }, + 'ability': { 'npcMacroName': 'NPC-ability', 'npcName': ' ^{npc} ', 'name': 'abilities', 'section': 'ability', 'groupBy': 'rule_category', 'translateGroup': 1, 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, + 'ex': { 'npcMacroName': 'NPC-ex', 'npcName': ' ^{npc} ', 'name': 'extraordinary-abilities-menu', 'section': 'ability', 'filterField': 'ability_type', 'filterValue': 'Ex', 'groupBy': 'frequency', 'translateGroup': 1, 'altUsesField': 'rounds_between', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, + 'sp': { 'npcMacroName': 'NPC-sp', 'npcName': ' ^{npc} ', 'name': 'spell-like-abilities-menu', 'section': 'ability', 'filterField': 'ability_type', 'filterValue': 'Sp', 'groupBy': 'frequency', 'translateGroup': 1, 'altUsesField': 'rounds_between', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, + 'su': { 'npcMacroName': 'NPC-su', 'npcName': ' ^{npc} ', 'name': 'supernatural-abilities-menu', 'section': 'ability', 'filterField': 'ability_type', 'filterValue': 'Su', 'groupBy': 'frequency', 'translateGroup': 1, 'altUsesField': 'rounds_between', 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, + 'item': { 'npcMacroName': 'NPC-item', 'npcName': ' ^{npc} ', 'name': 'items', 'section': 'item', 'usesField': '', 'bonusField': '', 'groupBy': 'equip-type', 'translateGroup': 1, 'npcLinkField': 'npc-roll', 'useshowinmenu': 1 }, + 'attacks': { 'macroSuffix': '-macro', 'npcMacroSuffix': '-macro-npc', 'npcName': ' ^{npc} ', 'section': 'weapon', 'name': 'attacks', 'usesField': '', 'bonusField': '', 'groupBy': 'attack-type', 'altGroupBy': 'group', 'translateGroup': 1, 'npcLinkField': 'attack-npc-roll', 'linkField': 'attack-roll' } +}; + +/** creates a command macro button for a repeating section + * it also extends to add old lists using "extendbysections" + * @param {jsmap} baseAttribs object of schema: + * name:string ex:'abilities', + * template:string ex:'pf_generic', + * header:string ex:'header_image-pf_generic', + * section:string the name after 'repeating_' e.g. weapon,item, spells, etc + * bonusField:string bonus attr to add at the end of the name attr of each row, put into parenthesis, such as Burning Hands (Sp), + * usesField:string used or attr name with |max if instead to print uses/max, + * nameField:string name of header of menu written to {{#name}} + * linkField:string the attr of the roll button 'roll' + * npclinkField:string if necessary, different link field to use if the char is an NPC + * filterField:string optional attr to pass to _.filter or _.pick , if 1 then display, if 0 then don't , ex:'showinmenu' + * filterValue:string if filter should be custom (not 1/0) then fill in value ex: 'Sp', cannot be '0' (zero) + * groupByField:string optional name of attr to group by + * translateGroup: if ^{} should be placed around groupby field value + * translateBonus: if ^{} should be placed around bonus field value + * groupMap:{key:string,key:string} if instead of grouping by the groupField itself, pass the value to a map and group by the result. + * @param {function(string)} callback Pass string for command macro as first param, or "" + */ +function getRepeatingCommandMacro(baseAttribs, callback, header) { + var done = function done(macro) { if (typeof callback === "function") { - callback(); + callback(macro); } - }), - idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_spells_" + idStr, - classNameField = prefix + "spellclass", - classRadioField = prefix + "spell_class_r", - classNumberField = prefix + "spellclass_number", - casterlevelField = prefix + "casterlevel", - spellLevelField = prefix + "spell_level", - spellLevelRadioField = prefix + "spell_level_r", - dcMiscField = prefix + "DC_misc", - currDCField = prefix + "savedc", - fields = [classNumberField, classRadioField, classNameField, casterlevelField, prefix + "CL_misc", prefix + "spellclass_number", prefix + "range_pick", prefix + "range", prefix + "range_numeric", prefix + "SP-mod", prefix + "SP_misc", prefix + "Concentration_misc", prefix + "Concentration-mod", prefix + "spell_options", prefix + "used", prefix + "slot", prefix + "metamagic", spellLevelField, spellLevelRadioField, dcMiscField, currDCField, "spellclass-0-level-total", "spellclass-1-level-total", "spellclass-2-level-total", "spellclass-0-SP-mod", "spellclass-1-SP-mod", "spellclass-2-SP-mod", "Concentration-0-mod", "Concentration-1-mod", "Concentration-2-mod", "Concentration-0-misc", "Concentration-1-misc", "Concentration-2-misc", "Concentration-0-def", "Concentration-1-def", "Concentration-2-def", "spellclass-0-name", "spellclass-1-name", "spellclass-2-name"]; - getAttrs(fields, function (v) { - var setter = {}, - baseClassNum, - classNum = 0, - classRadio, - currClassName = "", - className = "", - baseSpellLevel, - spellLevel, - spellSlot, - metaMagic, - spellLevelRadio, - currCasterLevel, - casterlevel, - spellAbilityMod, - newDC = 10, - levelSlot, - currRange, - currChosenRange, - newSP = 0, - newConcentration = 0, - updateClass = false, - updateClassLevel = false, - updateRange = false, - updateSP = false, - updateConcentration = false, - updateSpellLevel = false, - updateDC = false, - updateSlot = false, - updateStr = "", - tempMatches, - hadToSetClass = false, - newRange = 0; - try { - baseClassNum = parseInt(v[classNumberField], 10); - classNum = baseClassNum || 0; - classRadio = parseInt(v[classRadioField], 10); - baseSpellLevel = parseInt(v[spellLevelField], 10); - spellLevel = baseSpellLevel || 0; - spellSlot = parseInt(v[prefix + "slot"], 10); - metaMagic = parseInt(v[prefix + "metamagic"], 10) || 0; - spellLevelRadio = parseInt(v[spellLevelRadioField], 10); - currCasterLevel = parseInt(v[casterlevelField], 10); - casterlevel = currCasterLevel || 0; - spellAbilityMod = parseInt(v["Concentration-" + classNum + "-mod"], 10) || 0; - levelSlot = metaMagic ? spellSlot : spellLevel; - currRange = parseInt(v[prefix + "range_numeric"], 10) || 0; - currChosenRange = v[prefix + "range_pick"] || "blank"; - //cannot perform calculations - if (isNaN(baseClassNum) && isNaN(baseSpellLevel)) { - _exportsLoaderTASTheAaronSheet2.default.warn("cannot update spell! id:" + id + " both class and level are not numbers", v); + }, + defaultTemplate = "pf_block", + defaultHeader = "header_image-pf_block", + defaultName = "ability-menus", + nameField = "name", + bonusField = "", + usesField = "", + altUsesField = "", + groupByField = "", + altGroupByField = "", + linkField = "roll", + filterField = "", + filterValue = "", + baseMacro = "&{template:REPLACETEMPLATE} @{toggle_attack_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{REPLACEHEADER}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle=REPLACESUBTITLE}} {{name=REPLACENPC^{REPLACENAME}}}", + baseCommand = " [ REPLACEBUTTON ](~@{character_id}|REPLACELINK)", + noRows = " {{description=^{none-available} }}"; + if (!baseAttribs || !baseAttribs.section || !baseAttribs.linkField) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro cannot process", baseAttribs); + done(""); + return; + } + try { + header = header || ""; + baseMacro = baseMacro.replace('REPLACETEMPLATE', baseAttribs.template || defaultTemplate); + baseMacro = baseMacro.replace('REPLACEHEADER', baseAttribs.header || defaultHeader); + baseMacro = baseMacro.replace('REPLACENAME', baseAttribs.name || defaultName); + baseMacro = baseMacro.replace('REPLACESUBTITLE', ''); + baseMacro = baseMacro.replace(/REPLACENPC/g, baseAttribs.npcName || ''); + baseMacro += header; + nameField = baseAttribs.nameField || nameField; + bonusField = baseAttribs.bonusField || bonusField; + usesField = baseAttribs.usesField || usesField; + linkField = baseAttribs.linkField || linkField; + groupByField = baseAttribs.groupBy || groupByField; + filterField = baseAttribs.filterField || filterField; + altUsesField = baseAttribs.altUsesField || altUsesField; + altGroupByField = baseAttribs.altGroupBy || ''; + // TAS.debug("PFMenus.getRepeatingCommandMacro attribs, menu so far:",baseAttribs,baseMacro); + } catch (outerErr) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro outererror for " + baseAttribs.section, outerErr); + done(""); + return; + } + getSectionIDs("repeating_" + baseAttribs.section, function (ids) { + var fields = [], + prefix = "repeating_" + baseAttribs.section + "_"; + try { + if (!ids || _underscore2.default.size(ids) <= 0) { + done(baseMacro + noRows); return; } - //TAS.debug("spell slot:" + spellSlot + ", metamagic:" + metaMagic + ", spelllevel:" + spellLevel + ", radio:" + spellLevelRadio); - //if looping through with id then force update of all fields. - if (!eventInfo) { - updateClass = true; - } - //if class is not set, then set to default class 0 - if (isNaN(baseClassNum)) { - //force to zero? - classNumWasUndefined = true; - _exportsLoaderTASTheAaronSheet2.default.debug("#########################", "Forcing spell " + id + " to class 0"); - setter[classNumberField] = String(classNum); - updateClass = true; - hadToSetClass = true; - } - if (classNum !== classRadio) { - setter[classRadioField] = classNum; - updateClass = true; - } - if (!updateClass && eventInfo && eventInfo.sourceAttribute) { - updateStr = eventInfo.sourceAttribute.toLowerCase(); - tempMatches = updateStr.match(/lvlstr|range_pick|range|sp_misc|cl_misc|spellclass_number|spell_level|dc_misc|concen|slot/); - if (tempMatches && tempMatches[0]) { - switch (tempMatches[0]) { - case 'range_pick': - case 'range': - updateRange = true; - break; - case 'sp_misc': - updateSP = true; - break; - case 'cl_misc': - updateClassLevel = true; - break; - case 'spellclass_number': - updateClass = true; - break; - case 'concen': - updateConcentration = true; - break; - case 'spell_level': - updateSpellLevel = true; - break; - case 'dc_misc': - updateDC = true; - break; - case 'slot': - updateSlot = true; - break; - case 'lvlstr': - updateClass = true; - updateClassLevel = true; - updateConcentration = true; - updateSP = true; - updateDC = true; - updateRange = true; - break; - default: - updateClass = true; //unknown just update all - } - } else { - //if we called from importFromCompendium then it's lvlstr - _exportsLoaderTASTheAaronSheet2.default.warn("Unimportant field updated, do not update row: " + eventInfo.sourceAttribute); - done(); - return; - } - } - if (isNaN(baseSpellLevel)) { - if (spellLevelRadio !== -1) { - setter[spellLevelRadioField] = "-1"; - setter[prefix + "slot"] = ""; - } - spellLevelUndefined = true; - } else if (!metaMagic && (updateSpellLevel || spellLevel !== spellLevelRadio)) { - //TAS.debug("reset radio field after spell update"); - setter[spellLevelRadioField] = spellLevel; - if (spellLevelRadio === -1) { - setter["spells_tab"] = spellLevel; + _underscore2.default.each(ids, function (id) { + var linePrefix = prefix + id + "_"; + fields.push(linePrefix + nameField); + if (baseAttribs.useshowinmenu) { + fields.push(linePrefix + 'showinmenu'); } - updateSpellLevel = true; - } else if (metaMagic && !isNaN(spellSlot) && (updateSlot || spellSlot !== spellLevelRadio)) { - //TAS.debug("reset radio field after spell SLOT update"); - setter[spellLevelRadioField] = spellSlot; - if (spellLevelRadio === -1) { - setter["spells_tab"] = spellSlot; + if (altGroupByField) { + fields.push(linePrefix + altGroupByField); } - } - //keep slot in sync - if (!spellLevelUndefined) { - if (isNaN(spellSlot)) { - setter[prefix + "slot"] = spellLevel; - spellSlot = spellLevel; - updateSlot = true; - } else if (!metaMagic && (updateSpellLevel || spellSlot !== spellLevel)) { - setter[prefix + "slot"] = spellLevel; + if (bonusField) { + fields.push(linePrefix + bonusField); } - } - //classname - className = v["spellclass-" + classNum + "-name"]; - if (updateClass) { - currClassName = v[classNameField]; - if (currClassName !== className) { - _exportsLoaderTASTheAaronSheet2.default.debug("setting class name field, should be doing this if classnum was undefined"); - setter[classNameField] = className; + if (usesField) { + fields.push(linePrefix + usesField); + fields.push(linePrefix + usesField + "_max"); } - } - if (isNaN(currCasterLevel)) { - updateClassLevel = true; - } - //set caster level - if (updateClass || updateClassLevel) { - casterlevel = (parseInt(v["spellclass-" + classNum + "-level-total"], 10) || 0) + (parseInt(v[prefix + "CL_misc"], 10) || 0); - if (casterlevel < 1) { - casterlevel = 1; + if (filterField) { + fields.push(linePrefix + filterField); } - if (currCasterLevel !== casterlevel || isNaN(currCasterLevel)) { - setter[prefix + "casterlevel"] = casterlevel; - updateClassLevel = true; + if (groupByField) { + fields.push(linePrefix + groupByField); } - } - if (!spellLevelUndefined && (updateClass || updateSpellLevel || updateDC)) { - newDC = 10 + spellLevel + spellAbilityMod + (parseInt(v[dcMiscField], 10) || 0); - if (newDC !== (parseInt(v[currDCField], 10) || 0)) { - setter[currDCField] = newDC; + if (altUsesField) { + fields.push(linePrefix + altUsesField); } - } - if (updateClass || updateClassLevel || updateConcentration) { - newConcentration = casterlevel + spellAbilityMod + (parseInt(v["Concentration-" + classNum + "-misc"], 10) || 0) + (parseInt(v[prefix + "Concentration_misc"], 10) || 0); - if (newConcentration !== (parseInt(v[prefix + "Concentration-mod"], 10) || 0)) { - setter[prefix + "Concentration-mod"] = newConcentration; + }); + } catch (outerError2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro outererror 2 assembling all attrs in rows for " + baseAttribs.section, outerError2); + done(""); + return; + } + fields.push('_reporder_repeating_' + baseAttribs.section); + getAttrs(fields, function (v) { + var restOfMacro = "", + totalMacro = "", + orderedList, + repList, + customSorted = 0, + rowCounter = 20; + try { + //TAS.debug('PFMenus.getRepeatingCommandMacro returned with',v); + if (v['_reporder_repeating_' + baseAttribs.section]) { + repList = v['_reporder_repeating_' + baseAttribs.section].split(","); + repList = _underscore2.default.map(repList, function (ID) { + return ID.toLowerCase(); + }); + orderedList = _underscore2.default.intersection(_underscore2.default.union(repList, ids), ids); + customSorted = 1; + } else { + orderedList = ids; } - } - if (updateClass || updateRange || updateClassLevel) { - newRange = PFUtils.findSpellRange(v[prefix + "range"], currChosenRange, casterlevel) || 0; - if (newRange !== currRange) { - setter[prefix + "range_numeric"] = newRange; + restOfMacro = _underscore2.default.chain(orderedList).map(function (id) { + var linePrefix = prefix + id + '_', + buttonName = '', + bonus = '', + uses = '', + max = '', + usesStr = '', + tempshow = 0, + retObj = { + 'id': id, + 'name': v[linePrefix + 'name'] || id, + 'showinmenu': 1 + }; + try { + if (usesField) { + uses = v[linePrefix + usesField] || ''; + max = v[linePrefix + usesField + "_max"] || ''; + } + if (altGroupByField && v[linePrefix + altGroupByField]) { + retObj.group = v[linePrefix + altGroupByField]; + retObj.doNotTranslate = true; + } else if (groupByField && v[linePrefix + groupByField]) { + if (baseAttribs.groupMap) { + if (baseAttribs.groupMap[v[linePrefix + groupByField]]) { + retObj.group = baseAttribs.groupMap[v[linePrefix + groupByField]]; + } else { + retObj.group = 'AAAAAA'; + } + } else if (groupByField === 'frequency') { + switch (v[linePrefix + groupByField]) { + case 'perday': + retObj.group = ''; + if (max) { + retObj.group = max + ' '; + } + retObj.group += (baseAttribs.translateGroup ? '^{' : '') + v[linePrefix + groupByField] + (baseAttribs.translateGroup ? '}' : ''); + retObj.doNotTranslate = 1; + break; + case 'not-applicable': + retObj.group = 'AAAAAA'; + uses = 0; + max = 0; + break; + case 'constant': + case 'atwill': + retObj.group = v[linePrefix + groupByField]; + uses = 0; + max = 0; + break; + case 'hexfreq': + case 'other': + retObj.group = v[linePrefix + groupByField]; + break; + case 'everyrounds': + retObj.group = v[linePrefix + groupByField]; + if (v[linePrefix + altUsesField]) { + uses = v[linePrefix + altUsesField]; + max = 0; + } + break; + default: + retObj.group = v[linePrefix + groupByField]; + break; + } + } else { + retObj.group = v[linePrefix + groupByField]; + } + } else { + retObj.group = 'AAAAAA'; + } + if (retObj.group !== 'AAAAAA' && baseAttribs.translateGroup && !retObj.doNotTranslate) { + retObj.group = '^{' + retObj.group + '}'; + } + if (usesField) { + if (uses && max) { + usesStr = ' (' + uses + '/' + max + ')'; + } else if (uses) { + usesStr = ' (' + uses + ')'; + } + } + if (filterField) { + if (baseAttribs.filterValue) { + if (String(v[linePrefix + filterField]) === String(baseAttribs.filterValue)) { + retObj.showinmenu = 1; + } else { + retObj.showinmenu = 0; + } + } else { + retObj.showinmenu = parseInt(v[linePrefix + filterField], 10) || 0; + } + } else { + retObj.showinmenu = 1; + } + if (retObj.filterField !== 'showinmenu' && baseAttribs.useshowinmenu) { + tempshow = parseInt(v[linePrefix + 'showinmenu'], 10) || 0; + retObj.showinmenu = retObj.showinmenu && tempshow; + } + if (bonusField && v[linePrefix + bonusField] && v[linePrefix + bonusField] !== 'not-applicable') { + bonus = ' (' + (baseAttribs.translateBonus ? '^{' : '') + v[linePrefix + bonusField] + (baseAttribs.translateBonus ? '}' : '') + ')'; + } + buttonName = retObj.name + bonus + usesStr; + retObj.chatLink = '[' + SWUtils.escapeForRollTemplate(SWUtils.escapeForChatLinkButton(buttonName)) + '](~@{character_id}|' + linePrefix + linkField + ')'; + } catch (builderr) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro builderr object for id " + id, builderr); + } finally { + return retObj; + } + }).filter(function (o) { + return o.showinmenu; + }).sortBy('group'); + if (groupByField === 'frequency') { + restOfMacro = restOfMacro.reverse(); } - } - if (updateClass || updateSP || updateClassLevel) { - newSP = (parseInt(v["spellclass-" + classNum + "-SP-mod"], 10) || 0) + (parseInt(v[prefix + "SP_misc"], 10) || 0); - if (newSP !== (parseInt(v[prefix + "SP-mod"], 10) || 0)) { - setter[prefix + "SP-mod"] = newSP; + restOfMacro = restOfMacro.groupBy('group').reduce(function (m, rowList, groupName) { + var restOflink = ''; + try { + if (groupName !== 'AAAAAA' && _underscore2.default.size(rowList) > 0) { + m += ' {{row' + String(rowCounter) + '=' + SWUtils.escapeForRollTemplate(groupName) + '}}'; + rowCounter++; + } + restOflink = _underscore2.default.reduce(rowList, function (mi, o) { + mi += ' ' + o.chatLink; + return mi; + }, ' {{row' + String(rowCounter) + '='); + m += restOflink + '}}'; + rowCounter++; + } catch (strerror) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro strerror creating string for group " + groupName, strerror); + } finally { + return m; + } + }, "").value(); + } catch (innererror2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.getRepeatingCommandMacro innererror2 for " + baseAttribs.section, innererror2); + } finally { + if (restOfMacro) { + totalMacro = baseMacro + restOfMacro; + } else { + totalMacro = baseMacro + noRows; } + done(totalMacro); } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.updateSpell:" + id, err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, { - silent: true - }, done); - } else { - done(); - } - } + }); }); } -/** - updates all spells -*@param {function} callback when done -*@param {silently} if should call setAttrs with {silent:true} -*@param {object} eventInfo not used -*/ -function updateSpells(callback, silently, eventInfo) { +/**resetOneCommandMacro sets command button macro with all rows from one ability list. + * calls PFMenus.getRepeatingCommandMacro + * sets the returned string to macro with attribute name: section+"_buttons_macro" + *@param {string} section name after "repeating_" + *@param {boolean} isNPC true if npc false or not needed otherwise. + *@param {function} callback when done + */ +function resetOneCommandMacro(menuName, isNPC, callback, header, groupMap) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.updateSpells"); + //TAS.debug("leaving PFMenus.resetOneCommandMacro: " + menuName); if (typeof callback === "function") { callback(); } }), - doneOne = _underscore2.default.after(3, done); - getAttrs(['use_spells', 'spellclass-0-exists', 'spellclass-1-exists', 'spellclass-2-exists'], function (v) { - //TAS.debug"at PFSpells.updateSpells. Existing classes:",v); - if (parseInt(v.use_spells, 10)) { - _underscore2.default.times(3, function (n) { - //TAS.debug("###############", "PFSpells.updateSpells index is: "+n); - if (parseInt(v['spellclass-' + n + '-exists'], 10)) { - updateSpellsCasterAbilityRelated(n, null, function () { - updateSpellsCasterLevelRelated(n, null, doneOne); - }); - } else { - doneOne(); + params = {}, + macroName = menuName; + try { + //this is here because putting it above cloning was not working, + //so this makes sure new instance gets created each time + params = { + 'usesField': 'used', + 'linkField': 'roll', + 'nameField': 'name', + 'bonusField': 'ability_type', + 'translateBonus': 1, + 'macroSuffix': '_buttons_macro' + }; + if (menuMap[menuName]) { + params = _underscore2.default.extend(params, menuMap[menuName]); + if (isNPC) { + if (menuMap[menuName].npcLinkField) { + params.linkField = menuMap[menuName].npcLinkField; } - }); + if (menuMap[menuName].npcMacroName) { + macroName = menuMap[menuName].npcMacroName; + } + if (menuMap[menuName].npcMacroSuffix) { + params.macroSuffix = menuMap[menuName].npcMacroSuffix; + } + } else { + if (params.npcName) { + params.npcName = ''; + } + } } else { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.resetOneCommandMacro Could not find parameters for menu " + menuName); done(); + return; } - }); + if (groupMap && params.groupBy) { + params.groupMap = groupMap; + } + //TAS.debug("PFMenus.resetOneCommandMacro getting rollmenu for "+menuName,params); + getRepeatingCommandMacro(params, function (newMacro) { + var setter = {}; + //TAS.debug("PFMenus.resetOneCommandMacro returned with "+menuName+", writing to "+macroName + params.macroSuffix,newMacro); + setter[macroName + params.macroSuffix] = newMacro || ""; + setAttrs(setter, _PFConst2.default.silentParams, done); + }, header); + } catch (errouter) { + _exportsLoaderTASTheAaronSheet2.default.error("PFMenus.resetOnceCommandMacro, errouter :", errouter); + } } - -function updateSpellsOld(callback, silently, eventInfo) { - getSectionIDs("repeating_spells", function (ids) { - var done = _underscore2.default.after(_underscore2.default.size(ids), function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.updateSpells after " + _underscore2.default.size(ids) + " rows"); - if (typeof callback === "function") { - callback(); - } - }); - _underscore2.default.each(ids, function (id) { - try { - updateSpell(id, eventInfo, done, true); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.updateSpells error - should never happen!", err); - done(); - } - }); +/** same as resetOneCommandMacro if you do not know the npc status + *@param {string} section name after "repeating_" + *@param {function} callback when done + */ +function resetOneCommandMacroNoNPC(section, callback, header) { + getAttrs(['is_npc'], function (v) { + resetOneCommandMacro(section, parseInt(v.is_npc, 10) || 0, callback, header); }); } -/** gets level and class from repeating_spells_spell_lvlstr then updates spell -* matches class name in compendium against current spell classes in this order: -* spell class already selected by spell dropdown, spellclass0, spellclass1, spellclass2 -* then sets spell level to the matching level for that class -* if it cannot find then sets class name to the class level string and updates silently. -*@param {string} id the id of the row -*@param {object} eventInfo used to find row id since id param will be null -*/ -function importFromCompendium(id, eventInfo) { - var trueId = ""; +_PFLog.PFConsole.log(' PFMenus module loaded '); +_PFLog.PFLog.modulecount++; - trueId = id || (eventInfo ? SWUtils.getRowId(eventInfo.sourceAttribute) : ""); - - getAttrs(["repeating_spells_compendium_category", "repeating_spells_spell_lvlstr", "spellclass-0-name", "spellclass-1-name", "spellclass-2-name", "repeating_spells_range_from_compendium", "repeating_spells_target_from_compendium", "repeating_spells_area_from_compendium", "repeating_spells_effect_from_compendium", "repeating_spells_description"], function (v) { - var levelStrBase = v["repeating_spells_spell_lvlstr"], - rangeText = v["repeating_spells_range_from_compendium"], - areaEffectText = (v["repeating_spells_target_from_compendium"] || "") + (v["repeating_spells_area_from_compendium"] || "") + (v["repeating_spells_effect_from_compendium"] || ""), - classesInital = [], - classes = [], - originalClasses = ["", "", ""], - classMatch = "", - level = 0, - idx = -1, - foundMatch = false, - setSilent = {}, - i = 0, - classesToMatch = {}, - tempclassname = "", - newRangeSettings, - hasHunter = false, - hasDruid = false, - hasRanger = false, - minHunterSpellLevel = 99, - hunterIdx = 99, - isAttack = false, - allSame = 1, - modeLevel = -1, - counter = 0, - callUpdateSpell = true; - //TAS.debug("at pfspells.importFromCompendium",v); - if (levelStrBase) { - try { - levelStrBase = levelStrBase.toLowerCase(); - //get first word in names of classes (since users may put archetypes or other variables in) - //if (currClass) {classesToMatch[0]=currClass.toLowerCase().replace(/^\s+/,"").match(/\w[^\d]+/)[0];} - if (v["spellclass-0-name"]) { - tempclassname = v["spellclass-0-name"].toLowerCase().replace(/^\s+/, "").match(/\w+/)[0]; - classesToMatch[tempclassname] = 0; - originalClasses[0] = tempclassname; - if (/hunter/.test(tempclassname)) { - hasHunter = true; - hunterIdx = 0; - } else if (/druid/.test(tempclassname)) { - hasDruid = true; - } else if (/ranger/.test(tempclassname)) { - hasRanger = true; - } - } - if (v["spellclass-1-name"]) { - tempclassname = v["spellclass-1-name"].toLowerCase().replace(/^\s+/, "").match(/\w+/)[0]; - classesToMatch[tempclassname] = 1; - originalClasses[1] = tempclassname; - if (/hunter/.test(tempclassname)) { - hasHunter = true; - hunterIdx = 1; - } else if (/druid/.test(tempclassname)) { - hasDruid = true; - } else if (/ranger/.test(tempclassname)) { - hasRanger = true; - } - } - if (v["spellclass-2-name"]) { - tempclassname = v["spellclass-2-name"].toLowerCase().replace(/^\s+/, "").match(/\w+/)[0]; - classesToMatch[tempclassname] = 2; - originalClasses[2] = tempclassname; - if (/hunter/.test(tempclassname)) { - hasHunter = true; - hunterIdx = 2; - } else if (/druid/.test(tempclassname)) { - hasDruid = true; - } else if (/ranger/.test(tempclassname)) { - hasRanger = true; - } - } - if (!(hasHunter && (hasDruid || hasRanger))) { - //if user is hunter AND other class it's based on then can't tell. - if (_underscore2.default.size(classesToMatch) > 0) { - //add the translated classes from classesUsingOtherSpellLists - _underscore2.default.each(classesToMatch, function (classindex, classname) { - _underscore2.default.each(classesUsingOtherSpellLists, function (toclass, fromclass) { - if (classname.indexOf(fromclass) >= 0) { - classesToMatch[toclass] = classindex; - } - }); - }); - //from spell: first split on comma between classes, then on spaces between classname and level - classesInital = levelStrBase.split(/\s*,\s*/); - classes = _underscore2.default.map(classesInital, function (a) { - return a.split(/\s+/); - }); - for (i = 0; i < classes.length; i++) { - classes[i][1] = parseInt(classes[i][1], 10) || 0; - if (i === 0) { - modeLevel = classes[i][1]; - } else { - if (modeLevel !== classes[i][1]) { - allSame = 0; - } - } - } - //classes example: [["sorcerer/wizard","2"],["summoner","1"],["inquisitor","3"],["magus","2"]] - if (hasHunter) { - for (i = 0; i < classes.length; i++) { - if (/druid|ranger/.test(classes[i][0]) && classes[i][1] < minHunterSpellLevel) { - minHunterSpellLevel = classes[i][1]; - classMatch = classes[i][0]; - } - } - if (minHunterSpellLevel < 99) { - counter++; - foundMatch = true; - level = minHunterSpellLevel; - idx = hunterIdx; - } - } - _underscore2.default.each(classesToMatch, function (classindex, classname) { - for (i = 0; i < classes.length; i++) { - //classes on left because it can be longer and have multiple class names such as cleric/druid - if (classes[i][0].indexOf(classname) >= 0) { - counter++; - if (!foundMatch) { - classMatch = originalClasses[classindex]; - level = classes[i][1]; - idx = classindex; - foundMatch = true; - } - } - } - }); - } - } - } catch (err) { - classMatch = ""; - } - if (counter > 1 || !foundMatch) { - _exportsLoaderTASTheAaronSheet2.default.warn("importFromCompendium: did not find class match"); - //leave at current choice if there is one - setSilent["repeating_spells_spell_level"] = ""; - setSilent["repeating_spells_spell_level_r"] = -1; - setSilent["repeating_spells_spell_class_r"] = -1; - setSilent["repeating_spells_spellclass_number"] = ""; - setSilent["repeating_spells_spellclass"] = levelStrBase; - callUpdateSpell = false; - } else { - setSilent["repeating_spells_spellclass_number"] = idx; - setSilent["repeating_spells_spell_level"] = level; - setSilent["repeating_spells_spell_level_r"] = level; - setSilent["repeating_spells_spellclass"] = classMatch; - setSilent["repeating_spells_spell_class_r"] = idx; - //change tab so spell doesn't disappear. - setSilent["spells_tab"] = level; - } - } - if (rangeText) { - try { - newRangeSettings = PFUtils.parseSpellRangeText(rangeText, areaEffectText); - setSilent["repeating_spells_range_pick"] = newRangeSettings.dropdown; - setSilent["repeating_spells_range"] = newRangeSettings.rangetext; - if (newRangeSettings.dropdown === 'touch') { - isAttack = true; - setSilent["repeating_spells_attack-type"] = 'attk-melee'; - } else if (/ranged touch|ray\s/i.test(v["repeating_spells_description"])) { - isAttack = true; - setSilent["repeating_spells_attack-type"] = 'attk-ranged'; - } - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error(err2); - setSilent["repeating_spells_range"] = rangeText.replace(/\s*\(..*/, ''); - setSilent["repeating_spells_range_pick"] = "unknownrange"; - } - } - if (areaEffectText) { - setSilent["repeating_spells_targets"] = areaEffectText; - } - setSilent["repeating_spells_spell_lvlstr"] = ""; - setSilent["repeating_spells_range_from_compendium"] = ""; - setSilent["repeating_spells_target_from_compendium"] = ""; - setSilent["repeating_spells_area_from_compendium"] = ""; - setSilent["repeating_spells_effect_from_compendium"] = ""; - if (_underscore2.default.size(setSilent) > 0) { - setAttrs(setSilent, _PFConst2.default.silentParams, function () { - if (callUpdateSpell) { - updateSpell(null, eventInfo); - } - }); - } - }); -} -function migrateRepeatingMacros(callback) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.migrateRepeatingMacros"); - if (typeof callback === "function") { - callback(); - } - }), - migrated = _underscore2.default.after(2, function () { - resetCommandMacro(); - setAttrs({ 'migrated_spells_macrosv1': 1 }, _PFConst2.default.silentParams, done); - }); - //TAS.debug("at PFSpells.migrateRepeatingMacros"); - getAttrs(['migrated_spells_macrosv1'], function (v) { - if (parseInt(v.migrated_spells_macrosv1, 10) !== 1) { - PFMacros.migrateRepeatingMacros(migrated, 'spells', 'npc-macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{NPC-Whisper}'); - PFMacros.migrateRepeatingMacros(migrated, 'spells', 'macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{PC-Whisper}'); - } else { - done(); - } - }); -} -function migrate(callback) { - PFMigrate.migrateSpells(function () { - PFMigrate.migrateSpellRanges(function () { - migrateRepeatingMacros(function () { - if (typeof callback === "function") { - callback(); - } - }); - }); - }); -} - -function recalculate(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.recalculate"); - if (typeof callback === "function") { - callback(); - } - }), - recalcTotals = _underscore2.default.once(function () { - //TAS.debug("at PFSpells.recalculate.recalcTotals"); - resetSpellsPrepared(); - resetSpellsTotals(null, null, null, silently); - resetCommandMacro(); - //do not call because updateSpells already calls update options - done(); - }), - callUpdateSpells = _underscore2.default.once(function () { - getAttrs(["use_spells"], function (v) { - if (parseInt(v.use_spells, 10)) { - updateSpells(recalcTotals, silently); - } else { - done(); - } - }); - }); - migrate(callUpdateSpells); -} -var events = { - //events for spell repeating rows - repeatingSpellEventsPlayer: { - "change:repeating_spells:DC_misc change:repeating_spells:slot change:repeating_spells:Concentration_misc change:repeating_spells:range change:repeating_spells:range_pick change:repeating_spells:CL_misc change:repeating_spells:SP_misc": [updateSpell], - "change:repeating_spells:spell_lvlstr": [importFromCompendium], - "change:repeating_spells:used": [resetSpellsTotals, updatePreparedSpellState], - "change:repeating_spells:slot": [updateSpellSlot] - }, - repeatingSpellEventsEither: { - "change:repeating_spells:spellclass_number change:repeating_spells:spell_level": [updateSpell] - }, - repeatingSpellAttackEvents: ["range_pick", "range", "range_numeric", "damage-macro-text", "damage-type", "sr", "savedc", "save", "spell-attack-type", "name"] -}; -function registerEventHandlers() { - //SPELLS - //all repeating spell updates - var tempstr = ""; - _underscore2.default.each(events.repeatingSpellEventsPlayer, function (functions, eventToWatch) { - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellsPlayer(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - methodToCall(null, eventInfo); - } - })); - }); - }); - _underscore2.default.each(events.repeatingSpellEventsEither, function (functions, eventToWatch) { - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellsEither(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - methodToCall(null, eventInfo); - })); - }); - }); - on("change:spellmenu_groupby_school change:spellmenu_show_uses change:spellclass-0-hide_unprepared change:spellclass-1-hide_unprepared change:spellclass-2-hide_unprepared change:spellclass-0-show_domain_spells change:spellclass-1-show_domain_spells change:spellclass-2-show_domain_spells", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUnpreparedSpellCommandChange(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - resetCommandMacro(); - } - })); - on("remove:repeating_spells change:repeating_spells:spellclass_number change:repeating_spells:spell_level change:repeating_spells:slot change:repeating_spells:used change:repeating_spells:school change:repeating_spells:metamagic change:repeating_spells:isDomain change:repeating_spells:isMythic change:_reporder_repeating_spells", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellAffectingMenu(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - resetCommandMacro(); - } - })); - on("remove:repeating_spells change:repeating_spells:spellclass_number change:repeating_spells:spell_level", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellsTotals(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - resetSpellsTotals(); - } - })); - on("change:repeating_spells:create-attack-entry", _exportsLoaderTASTheAaronSheet2.default.callback(function eventcreateAttackEntryFromSpell(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - createAttackEntryFromRow(null, null, false, eventInfo); - } - })); - tempstr = _underscore2.default.reduce(events.repeatingSpellAttackEvents, function (memo, attr) { - memo += "change:repeating_spells:" + attr + " "; - return memo; - }, ""); - on(tempstr, _exportsLoaderTASTheAaronSheet2.default.callback(function eventupdateAssociatedSpellAttack(eventInfo) { - var attr; - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event" + eventInfo.sourceType); - attr = SWUtils.getAttributeName(eventInfo.sourceAttribute); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || attr === 'attack-type') { - updateAssociatedAttack(null, null, null, eventInfo); - } - })); -} -registerEventHandlers(); -_PFLog.PFConsole.log(' PFSpells module loaded '); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 15 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.applyConditions = applyConditions; - -var _underscore = __webpack_require__(2); - -var _underscore2 = _interopRequireDefault(_underscore); - -var _PFLog = __webpack_require__(0); - -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); - -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); - -var _PFUtils = __webpack_require__(5); - -var PFUtils = _interopRequireWildcard(_PFUtils); - -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } - -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } - -/* PFChecks.applyConditions - handles changes to skill and ability checks due to conditions AND buffs. - * Reads in condition that affect Ability and Skill checks and updates condition fields. - * checks-cond, Phys-skills-cond, Perception-cond. - */ -function applyConditions(callback, silently) { - var done = function done() { - if (typeof callback === "function") { - callback(); - } - }; - getAttrs(["condition-Blinded", "condition-Fear", "condition-Drained", "condition-Sickened", "condition-Wounds", "has_endurance_feat", "wounds_gritty_mode", "checks-cond", "Phys-skills-cond", "Perception-cond", "buff_Check-total", "wound_threshold-show", "CasterLevel-Penalty"], function (v) { - //there is no Fascinated, if we add it then: - //,"condition-Fascinated" -4 to perception - var setter = {}, - params = {}, - buffCheck = 0, - drained = 0, - fear = 0, - sick = 0, - woundPenalty = 0, - wounds = 0, - allSkillsMod = 0, - casterlevel = 0, - blindedMod = 0, - currAllSkills = 0, - currPhysSkills = 0, - currPerSkills = 0, - currCaster = 0; - try { - buffCheck = parseInt(v["buff_Check-total"], 10) || 0; - drained = parseInt(v["condition-Drained"], 10) || 0; - fear = -1 * (parseInt(v["condition-Fear"], 10) || 0); - sick = -1 * (parseInt(v["condition-Sickened"], 10) || 0); - woundPenalty = PFUtils.getWoundPenalty(parseInt(v["condition-Wounds"], 10) || 0, parseInt(v.has_endurance_feat, 10) || 0, parseInt(v.wounds_gritty_mode, 10) || 0); - wounds = (parseInt(v["wound_threshold-show"], 10) || 0) * woundPenalty; - allSkillsMod = buffCheck + drained + fear + sick + wounds; - casterlevel = drained + wounds; - blindedMod = -2 * (parseInt(v["condition-Blinded"], 10) || 0); - currAllSkills = parseInt(v["checks-cond"], 10) || 0; - currPhysSkills = parseInt(v["Phys-skills-cond"], 10) || 0; - currPerSkills = parseInt(v["Perception-cond"], 10) || 0; - currCaster = parseInt(v["CasterLevel-Penalty"], 10) || 0; - if (allSkillsMod !== currAllSkills || isNaN(currAllSkills)) { - setter["checks-cond"] = allSkillsMod; - } - if (blindedMod !== currPhysSkills || isNaN(currPhysSkills)) { - setter["Phys-skills-cond"] = blindedMod; - } - if (blindedMod !== currPerSkills || isNaN(currPerSkills)) { - setter["Perception-cond"] = blindedMod; - } - if (casterlevel !== currCaster || isNaN(currCaster)) { - setter["CasterLevel-Penalty"] = casterlevel; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFChecks.applyConditions", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, {}, done); - } else { - done(); - } - } - }); -} -_PFLog.PFConsole.log(' PFChecks module loaded '); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 16 */ -/***/ (function(module, exports, __webpack_require__) { +/***/ }), +/* 15 */ +/***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -22031,12 +22350,12 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.setWoundThreshholdsLookup = setWoundThreshholdsLookup; -exports.updateCurrHPLookup = updateCurrHPLookup; -exports.updateMaxHPLookup = updateMaxHPLookup; -exports.updateTempMaxHP = updateTempMaxHP; -exports.setToPFS = setToPFS; -exports.ensureNPCHPZero = ensureNPCHPZero; +exports.reverseSizeNameMap = exports.sizeNameMap = exports.skillSizeMap = exports.reverseSizeMap = exports.sizeModToEasySizeMap = undefined; +exports.getSizeFromText = getSizeFromText; +exports.getSizeLevelChange = getSizeLevelChange; +exports.updateDamageDice = updateDamageDice; +exports.updateSize = updateSize; +exports.updateSizeAsync = updateSizeAsync; exports.migrate = migrate; exports.recalculate = recalculate; @@ -22050,414 +22369,359 @@

    var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + var _PFConst = __webpack_require__(3); var _PFConst2 = _interopRequireDefault(_PFConst); +var _PFUtils = __webpack_require__(5); + +var PFUtils = _interopRequireWildcard(_PFUtils); + var _PFMigrate = __webpack_require__(6); var PFMigrate = _interopRequireWildcard(_PFMigrate); -var _PFClassRaceGrid = __webpack_require__(25); +var _PFEncumbrance = __webpack_require__(20); -var PFClassRaceGrid = _interopRequireWildcard(_PFClassRaceGrid); +var PFEncumbrance = _interopRequireWildcard(_PFEncumbrance); + +var _PFAttacks = __webpack_require__(8); + +var PFAttacks = _interopRequireWildcard(_PFAttacks); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -/*setWoundLevel sets would level based on current HP when you already have all fields. - * sets @{condition-Wounds} based on : - *@hp current hp - *@grazed {int} hp value for grazed level - *@wounded {int} hp value for wounded level - *@critical {int} hp value for critical level - *@currWounds {int} value of @{condition-Wounds} +var sizeModToEasySizeMap = exports.sizeModToEasySizeMap = { + '0': 4, + '1': 3, + '2': 2, + '-8': 8, + '4': 1, + '-4': 7, + '-2': 6, + '-1': 5, + '8': 0 +}, + reverseSizeMap = exports.reverseSizeMap = { + '0': 8, + '1': 4, + '2': 2, + '3': 1, + '4': 0, + '5': -1, + '6': -2, + '7': -4, + '8': -8 +}, + skillSizeMap = exports.skillSizeMap = { + '0': 0, + '1': 2, + '2': 4, + '8': 8, + '4': 6, + '-8': -8, + '-4': -6, + '-2': -4, + '-1': -2 +}, + sizeNameMap = exports.sizeNameMap = { + 'colossal': -8, + 'gargantuan': -4, + 'huge': -2, + 'large': -1, + 'medium': 0, + 'small': 1, + 'tiny': 2, + 'diminutive': 4, + 'fine': 8 +}, + reverseSizeNameMap = exports.reverseSizeNameMap = { + '0': 'medium', + '1': 'small', + '2': 'tiny', + '-8': 'colossal', + '4': 'diminutive', + '-4': 'gargantuan', + '-2': 'huge', + '-1': 'large', + '8': 'fine' +}; + +/** getSizeFromText - returns size mod based on size display name + * @param {string} sizeDisplay size in english (medium, large, gargantuan, tiny, etc) + * @returns {jsobj} map of {"size":size mod for AC,"skillSize": size mod for fly} */ -function setWoundLevel(hp, grazed, wounded, critical, currWounds) { - var setWounds = 0; - _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundLevel, hp is " + hp); - if (hp <= grazed) { - if (hp > wounded) { - setWounds = 1; - } else if (hp > critical) { - setWounds = 2; - } else { - setWounds = 3; +function getSizeFromText(sizeDisplay) { + var sizeMap = { + "size": 0, + "skillSize": 0 + }; + try { + if (sizeDisplay) { + sizeDisplay = SWUtils.trimBoth(sizeDisplay); + sizeDisplay = sizeDisplay.toLowerCase(); + sizeMap.size = sizeNameMap[sizeDisplay]; + sizeMap.skillSize = skillSizeMap[String(sizeMap.size)]; } - } - //TAS.debug("PFHealth.setWoundLevel, hp:"+hp+", currWounds:"+currWounds+", setWounds:"+setWounds); - if (setWounds !== currWounds) { - setAttrs({ - "condition-Wounds": setWounds - }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("get size from text:" + sizeDisplay, err); + sizeMap.size = 0; + sizeMap.skillSize = 0; + } finally { + return sizeMap; } } -/*setWoundLevelLookup - looks up data needed to set current would level. - * calls setWoundLevel - * @hp {int} the current hit points. will look up if this is not set. +/**returns number of levels size went up or down + * ex: Med to Lg is +1, Med to Sm is -1, Md to Tiny is -2, etc + * @param {int} currSize new size mod , usually value of @{size} + * @param {int} defaultSize default size mod, for sheet it is value of @{default_char_size} + * for weapon it is @{repeating_weapon_$X_default_size} + * @returns {int} difference in sizes (not difference in size mods) */ -function setWoundLevelLookup(hp) { - //TAS.debug"PFHealth.setWoundLevelLookup, hp passed in is:" + hp); - _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundLevelLookup, hp is " + hp); - getAttrs(["HP", "HP_grazed", "HP_wounded", "HP_critical", "condition-Wounds", "wound_threshold-show"], function (v) { - if (parseInt(v["wound_threshold-show"], 10)) { - if (isNaN(parseInt(hp, 10))) { - hp = parseInt(v["HP"], 10) || 0; - } - //TAS.debug("PFHealth.setWoundLevelLookup",v); - setWoundLevel(hp, parseInt(v["HP_grazed"], 10) || 0, parseInt(v["HP_wounded"], 10) || 0, parseInt(v["HP_critical"], 10) || 0, parseInt(v["condition-Wounds"], 10) || 0); - } - }); +function getSizeLevelChange(currSize, defaultSize) { + var newSize, oldSize, levelChange; + newSize = sizeModToEasySizeMap[String(currSize)]; + oldSize = sizeModToEasySizeMap[String(defaultSize)]; + levelChange = newSize - oldSize; + return levelChange; } -/*setWoundThreshholds - sets wound thresholds when you already have hp data. - * Also calls setWoundLevel - * @hp {int} = current hit points @{HP} - * @maxHP {int} = max hp @{HP|max} - * @currWoundLevel {int} = @{condition-Wounds} - * @abilityMod {int} = usually @{CON-mod} or mod of whataver ability is used. 0 if no ability (like undead) +/**updateDamageDice returns new dice for weapon/attack damage change due to size + *@param {Number} sizediff difference in LEVELS of size (Medium to Large is 1, Medium to Small is -1) + *@param {Number} defaultSize size modifier, necessary since different rules for small + *@param {Number} currDice num dice from 1 to n + *@param {Number} currDie num sides of die : valid only from 1 to 12 + *@returns {jsobj} {dice:n,die:n} */ -function setWoundThreshholds(hp, maxHP, currWoundLevel, abilityMod, v) { - var setter = {}, - grazed = 0, - wounded = 0, - critical = 0, - disabled = 0; - try { - _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundThreshholds, hp is" + hp); - grazed = Math.floor(maxHP * 0.75); - wounded = Math.floor(maxHP * 0.5); - critical = Math.floor(maxHP * 0.25); - disabled = (abilityMod > 0 ? abilityMod : 0) * -1; - if ((parseInt(v["HP_grazed"], 10) || 0) !== grazed) { - setter["HP_grazed"] = grazed; - } - if ((parseInt(v["HP_wounded"], 10) || 0) !== wounded) { - setter["HP_wounded"] = wounded; - } - if ((parseInt(v["HP_critical"], 10) || 0) !== critical) { - setter["HP_critical"] = critical; - } - if ((parseInt(v["HP_disabled"], 10) || 0) !== disabled) { - setter["HP_disabled"] = disabled; +function updateDamageDice(sizediff, defaultSize, currDice, currDie) { + var diceSizes = { 1: ["1d1"], 2: ["1d2"], 3: ["1d3"], + 4: ["1d4"], + 5: ["1d6"], + 6: ["1d8", "2d4"], + 7: ["1d10"], + 8: ["2d6", "3d4", "1d12"], + 9: ["2d8", "4d4"], 10: ["3d6", "5d4"], 11: ["3d8", "6d4", "2d10"], + 12: ["4d6", "7d4", "2d12"], 13: ["4d8", "8d4", "9d4", "5d6", "3d10"], + 14: ["6d6", "5d8", "10d4", "11d4", "9d4", "3d12"], + 15: ["6d8", "7d6", "12d4", "13d4", "4d10"], + 16: ["8d6", "7d8", "14d4", "15d4", "4d12"], + 17: ["8d8", "16d4", "9d6", "10d6", "11d6", "5d10", "17d4", "18d4", "19d4", "5d12"], + 18: ["12d6", "20d4", "9d8", "7d10", "6d12", "21d4", "22d4", "23d4"], + 19: ["12d8", "24d4", "13d6", "14d6", "15d6", "8d10"], + 20: ["16d6", "13d8", "10d10", "8d12"] + }, + currSize = 0, + dicestring = "", + newDice = 0, + newDie = 0, + matches, + rowdiff = 0, + currow = 0, + newrow = 0, + newrowstring = "", + reversedDiceSizes = _underscore2.default.reduce(diceSizes, function (memo, pairs, idx) { + _underscore2.default.each(pairs, function (pair) { + memo[pair] = idx; + }); + return memo; + }, {}); + try { + _exportsLoaderTASTheAaronSheet2.default.debug("PFSize.updateDamageDice defSize:" + defaultSize + ", diff:" + sizediff + ", dice:" + currDice + "d" + currDie); + currDice = parseInt(currDice, 10); + currDie = parseInt(currDie, 10); + if (!(isNaN(currDice) || isNaN(currDie))) { + dicestring = currDice + "d" + currDie; + currSize = sizeModToEasySizeMap[String(defaultSize)]; + _exportsLoaderTASTheAaronSheet2.default.debug("currSize now : " + currSize); + if (currDice <= 0 || currDie > 12) { + return null; + } + if (currDie === 4 && currDice > 24) { + currDice = 24; + } else if (currDie === 6 && currDice > 16) { + currDice = 16; + } else if (currDie === 8 && currDice > 13) { + currDice = 13; + } else if (currDie === 10 && currDice > 10) { + currDice = 10; + } else if (currDie === 12 && currDice > 8) { + currDice = 8; + } + currow = parseInt(reversedDiceSizes[dicestring], 10) || 0; + if (!currow) { + return null; + } + while (sizediff !== 0) { + if (sizediff > 0) { + if (currDie <= 6 && currDice === 1 || currSize <= 3) { + rowdiff = 1; + } else { + rowdiff = 2; + } + } else if (sizediff < 0) { + if (currDie <= 8 && currDice === 1 || currSize <= 4) { + rowdiff = -1; + } else { + rowdiff = -2; + } + } + newrow = currow + rowdiff; + newrow = Math.min(Math.max(newrow, 1), 20); + dicestring = diceSizes[newrow][0]; + _exportsLoaderTASTheAaronSheet2.default.debug("PFSize " + currDice + "d" + currDie + " is currrow:" + currow + " going from size:" + currSize + " of diff:" + sizediff + ", move " + rowdiff + " levels to " + newrow + " dice is " + dicestring); + matches = dicestring.match(/(\d+)d(\d+)/); + currDice = parseInt(matches[1], 10); + currDie = parseInt(matches[2], 10); + currow = newrow; + if (sizediff > 0) { + currSize++; + sizediff--; + if (currow === 20) { + break; + } + } else { + currSize--; + sizediff++; + if (currow === 1) { + break; + } + } + _exportsLoaderTASTheAaronSheet2.default.debug("updateDamageDice: currow is now" + currow + ", diff still:" + sizediff); + } } } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFHealth.setWoundThresholds", err); + _exportsLoaderTASTheAaronSheet2.default.error("updateDamageDice: ", err); } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, function () { - setWoundLevel(hp, grazed, wounded, critical, currWoundLevel); - }); - } else { - setWoundLevel(hp, grazed, wounded, critical, currWoundLevel); - } + return { "dice": currDice, "die": currDie }; } } -/*setWoundThreshholdsLookup - * Sets wound thresholds by looking up values for "are we even useing wound threshold rules?" and the max hit points. - * Calls the other setWoundThresholds - * If Wound Threshholds are not used, makes sure that condition-Wounds is set to 0. - */ -function setWoundThreshholdsLookup() { - _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundThreshholdsLookup"); - getAttrs(["HP", "HP_max", "wound_threshold-show", "condition-Wounds", "HP-ability-mod", "HP_grazed", "HP_wounded", "HP_critical", "HP_disabled"], function (v) { - if (parseInt(v["wound_threshold-show"], 10) === 1) { - setWoundThreshholds(parseInt(v["HP"], 10) || 0, parseInt(v["HP_max"], 10) || 0, parseInt(v["condition-Wounds"], 10) || 0, parseInt(v["HP-ability-mod"], 10) || 0, v); - } else if ((parseInt(v["condition-Wounds"], 10) || 0) !== 0) { - setAttrs({ - "condition-Wounds": "0" - }); + +function updateSize(v, eventInfo, setter) { + var size = 0, + buffSize = 0, + defaultSize = 0, + deflevel = 0, + newlevel = 0, + buffLevels = 0, + skillSize = 0, + tempstr = '', + sizeDisplay = ''; + try { + setter = setter || {}; + defaultSize = parseInt(v.default_char_size, 10) || 0; + size = parseInt(v['size'], 10) || 0; + buffLevels = parseInt(v['buff_size-total'], 10) || 0; + if (buffLevels !== 0) { + deflevel = sizeModToEasySizeMap[String(defaultSize)]; + newlevel = deflevel + buffLevels; + buffSize = reverseSizeMap[String(newlevel)]; + if (buffSize !== size) { + setter['size'] = buffSize; + size = buffSize; + } + } else if (eventInfo && eventInfo.sourceAttribute.toLowerCase() === 'buff_size-total') { + if (size !== defaultSize) { + setter['size'] = defaultSize; + size = defaultSize; + } } - }); -} -/** updateCurrHP- when updating hp, check nonLethalDmg level and wound threshold levels - * - * @param {int} hp - * @param {int} temphp - * @param {int} nonLethalDmg - * @param {boolean} usesWounds - * @param {string} hpAbility value of hp dropdown - * @param {int} hpAbilityMod - * @param {boolean} staggered - */ -function updateCurrHP(hp, temphp, nonLethalDmg, usesWounds, hpAbility, hpAbilityMod, staggered) { - if (hpAbility !== "0") { - if (nonLethalDmg >= hp + temphp + (usesWounds ? 1 + hpAbilityMod : 0)) { - setAttrs({ - "condition-Staggered": "1" - }); - } else if (staggered) { - setAttrs({ - "condition-Staggered": "0" - }); + try { + tempstr = reverseSizeNameMap[String(size)]; + if (tempstr) { + sizeDisplay = getTranslationByKey(sizeDisplay); + } + } catch (err3) { + sizeDisplay = tempstr; } + if (sizeDisplay && (sizeDisplay !== v.size_display || !v.size_display)) { + setter.size_display = sizeDisplay; + } + skillSize = skillSizeMap[String(size)]; + setter.size_skill = skillSize; + setter["CMD-size"] = size * -1; + setter.size_skill_double = 2 * skillSize; + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSize.updateSize", err); + } finally { + _exportsLoaderTASTheAaronSheet2.default.debug("PFSize.updateSize returning with ", setter); + return setter; } - if (usesWounds) { - setWoundLevelLookup(hp); - } -} -/* updateCurrHPLookup - looks up data and calls updateCurrHP */ -function updateCurrHPLookup() { - getAttrs(["HP", "HP-temp", "non-lethal-damage", "wound_threshold-show", "HP-ability", "HP-ability-mod", "condition-Staggered"], function (v) { - //TAS.debug("PFHealth.updateCurrHPLookup",v); - updateCurrHP(parseInt(v["HP"], 10) || 0, parseInt(v["HP-temp"], 10) || 0, parseInt(v["non-lethal-damage"], 10) || 0, parseInt(v["wound_threshold-show"], 10) || 0, v["HP-ability"], parseInt(v["HP-ability-mod"], 10) || 0, parseInt(v["condition-Staggered"], 10) || 0); - }); } -/** updateMaxHPLookup - * sets max HP - * @param {function} callback when done - * @param {boolean} silently if T then call setAttrs with {silent:True} - * @param {boolean} forceReset recalculates max HP and sets HP to it. - * @param {object} eventInfo unused - */ -function updateMaxHPLookup(callback, silently, forceReset, eventInfo) { + +function updateSizeAsync(callback, silently, eventInfo) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving updateMaxHPLookup"); if (typeof callback === "function") { callback(); } }); - getAttrs(["HP", "HP_max", "HP-ability", "HP-ability-mod", "level", "total-hp", "total-mythic-hp", "condition-Drained", "HP-formula-mod", "HP-temp", "mythic-adventures-show", "wound_threshold-show", "condition-Wounds", "non-lethal-damage", "non-lethal-damage_max", "condition-Staggered", "hp_ability_bonus", "HP_grazed", "HP_wounded", "HP_critical", "HP_disabled", "increase_hp"], function (v) { - var abilityMod = 0, - abilityBonus = 0, - currHPMax = 0, - currHP = 0, - tempHP = 0, - newHP = 0, - increaseHPWhenMaxHPIncreases = 0, - nonLethal = 0, - newHPMax = 0, - mythic = 0, - currWoundLevel = 0, - usesWounds = 0, + getAttrs(["size", "size_skill", "size_skill_double", "default_char_size", "CMD-size", "buff_size-total", "size_display"], function (v) { + var params = {}, setter = {}; try { - increaseHPWhenMaxHPIncreases = parseInt(v.increase_hp, 10) || 0; - abilityMod = parseInt(v["HP-ability-mod"], 10) || 0; - abilityBonus = abilityMod * (parseInt(v["level"], 10) || 0); - currHPMax = parseInt(v["HP_max"], 10) || 0; - currHP = parseInt(v["HP"], 10) || 0; - tempHP = parseInt(v["HP-temp"], 10) || 0; - usesWounds = parseInt(v["wound_threshold-show"], 10) || 0; - newHP = currHP; - nonLethal = parseInt(v["non-lethal-damage"], 10) || 0; - mythic = parseInt(v["mythic-adventures-show"], 10) || 0; - //TAS.debug("at updateMaxHPLookup",v); - newHPMax = abilityBonus + (parseInt(v["total-hp"], 10) || 0) + (parseInt(v["HP-formula-mod"], 10) || 0) + 5 * (parseInt(v["condition-Drained"], 10) || 0) + (mythic ? parseInt(v["total-mythic-hp"], 10) || 0 : 0); - if (usesWounds) { - currWoundLevel = parseInt(v["condition-Wounds"], 10) || 0; - } - if (forceReset) { - newHP = newHPMax; - if (nonLethal !== 0) { - setter["non-lethal-damage"] = 0; - setter["condition-Staggered"] = 0; - } - if (usesWounds) { - setter["condition-Wounds"] = 0; - } - } else { - newHP = currHP + newHPMax - currHPMax; - } - if (abilityBonus !== parseInt(v.hp_ability_bonus, 10)) { - setter["hp_ability_bonus"] = abilityBonus; - } - if (increaseHPWhenMaxHPIncreases && newHP !== currHP) { - setter.HP = newHP; - } else if (!increaseHPWhenMaxHPIncreases) { - newHP = currHP; - } - if (currHPMax !== newHPMax) { - setter.HP_max = newHPMax; - } - if (newHPMax !== parseInt(v["non-lethal-damage_max"], 10)) { - setter["non-lethal-damage_max"] = newHPMax; - } + updateSize(v, eventInfo, setter); } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFHealth.updateMaxHPLookup", err); + _exportsLoaderTASTheAaronSheet2.default.error("PFSize.updateSizeAsync", err); } finally { if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, function () { - if (increaseHPWhenMaxHPIncreases && !(forceReset || currHPMax === newHPMax)) { - updateCurrHP(newHP, tempHP, nonLethal, 0, v["HP-ability"], abilityMod, v["condition-Staggered"]); - if (usesWounds) { - setWoundThreshholds(newHP + tempHP, newHPMax, currWoundLevel, abilityMod, v); - } - } - done(); - }); - } else { - done(); - } - } - }); -} -/* updateTempMaxHP - * sets temp hp - */ -function updateTempMaxHP(callback, silently, forceReset) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - getAttrs(["HP-temp", "HP-temp_max", "HP-temp-misc", "buff_HP-temp-total"], function (v) { - var newHPTempMax, - currHPTemp, - newHPTemp, - params = {}; - try { - //TAS.debug("at updateTempMaxHP",v); - newHPTempMax = (parseInt(v["HP-temp-misc"], 10) || 0) + (parseInt(v["buff_HP-temp-total"], 10) || 0); - currHPTemp = parseInt(v["HP-temp"], 10) || 0; - newHPTemp = forceReset ? newHPTempMax : currHPTemp + newHPTempMax - currHPTemp; - if (forceReset || newHPTemp !== currHPTemp) { + _exportsLoaderTASTheAaronSheet2.default.debug("PFSize.updateSizeAsync, setting:", setter); if (silently) { params = _PFConst2.default.silentParams; } - setAttrs({ - "HP-temp": newHPTemp, - "HP-temp_max": newHPTempMax - }, params, function () { - updateCurrHPLookup(); //check for change due to non lethal - done(); - }); + setAttrs(setter, params, done); } else { done(); } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateTempMaxHP", err); - done(); } }); } -function setToPFS(callback, eventInfo) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - setAttrs({ 'use_prestige_fame': 1, 'auto_calc_hp': 1, 'autohp_percent': 1, 'maxhp_lvl1': 1 }, _PFConst2.default.silentParams, function () { - if (eventInfo) { - PFClassRaceGrid.setHitPoints(done, false, eventInfo); - } - }); +function setNewSize(eventInfo) { + updateSizeAsync(function () { + PFEncumbrance.updateLoadsAndLift(); + PFAttacks.adjustAllDamageDiceAsync(null, eventInfo); + }, false, eventInfo); } -function ensureNPCHPZero(callback) { - getAttrs(['npc-hd', 'npc-hd-num', 'NPC-HP', 'is_npc'], function (v) { - var npcHD = parseInt(v['npc-hd'], 10) || 0, - npcLevels = parseInt(v['npc-hd-num'], 10) || 0, - npcHP = parseInt(v['NPC-HP'], 10) || 0, - isNPC = parseInt(v.is_npc, 10) || 0; - if (!isNPC) { - if (!npcHD && !npcLevels && npcHP) { - setAttrs({ 'npc-hd-num': '', 'NPC-HP': 0 }); - } - } else { - setAttrs({ - 'npc-hd-num2': 0, - 'npc-hd2': 0, - 'HP-misc': '', - 'HP-misc-mod': 0 - }); - } - }); +function applyNewSizeToSheet(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("PFSize.applyNewSizeToSheet"); + PFEncumbrance.updateLoadsAndLift(); + PFAttacks.adjustAllDamageDiceAsync(null, eventInfo); } -function migrate(callback, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFHealth.migrate 2"); - if (typeof callback === "function") { - callback(); - } - }); - PFMigrate.migrateHPMisc(done); - if (oldversion < 1.18) { - ensureNPCHPZero(); +function migrate(callback) { + if (typeof callback === "function") { + callback(); } } function recalculate(callback, silently, oldversion) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFHealth.recalculate"); + _exportsLoaderTASTheAaronSheet2.default.debug("Leaving PFSize.recalculate"); if (typeof callback === "function") { callback(); } - }), - resetWounds = _underscore2.default.once(function () { - setWoundThreshholdsLookup(); - done(); - }), - callUpdateMaxHPLookup = _underscore2.default.once(function () { - updateMaxHPLookup(resetWounds, silently); - }), - callUpdateTempHP = _underscore2.default.once(function () { - updateTempMaxHP(callUpdateMaxHPLookup); }); - _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.recalculate"); - migrate(callUpdateTempHP, oldversion); + _exportsLoaderTASTheAaronSheet2.default.debug("At PFSize.recalculate"); + updateSizeAsync(done, silently, null); } function registerEventHandlers() { - on("change:set_pfs", _exportsLoaderTASTheAaronSheet2.default.callback(function eventsetPFSFlag(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - getAttrs(["set_pfs"], function (v) { - if (parseInt(v.set_pfs, 10)) { - setToPFS(null, eventInfo); - } - }); - } - })); - //hp************************************************************************ - on("change:hp-ability-mod change:level change:total-hp change:total-mythic-hp change:hp-formula-mod change:HP-misc", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateHPPlayerMisc(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || eventInfo.sourceType === "sheetworker" && eventInfo.sourceAttribute !== "hp-misc") { - updateMaxHPLookup(); - } - })); - on("change:mythic-adventures-show", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateHPPlayer(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - getAttrs(["total-mythic-hp"], function (v) { - if ((parseInt(v["total-mythic-hp"], 10) || 0) > 0) { - updateMaxHPLookup(); - } - }); - } - })); - on("change:hp-temp-misc", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateTempHP(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateTempMaxHP(); - } - })); - on("change:HP_reset", _exportsLoaderTASTheAaronSheet2.default.callback(function eventResetHP(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateMaxHPLookup(null, null, true); - updateTempMaxHP(null, null, true); - setAttrs({ - "HP_reset": "0" - }, _PFConst2.default.silentParams); - } - })); - on("change:HP change:non-lethal-damage", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateHPCurr(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateCurrHPLookup(eventInfo); - } - })); - on("change:wound_threshold-show", _exportsLoaderTASTheAaronSheet2.default.callback(function eventResetConditionWounds(eventInfo) { + //size + on("change:size change:default_char_size", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateSize(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - setWoundThreshholdsLookup(eventInfo); + setNewSize(eventInfo); + } else { + applyNewSizeToSheet(eventInfo); } })); } registerEventHandlers(); -_PFLog.PFConsole.log(' PFHealth module loaded '); +_PFLog.PFConsole.log(' PFSize module loaded '); _PFLog.PFLog.modulecount++; /***/ }), -/* 17 */ +/* 16 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -22466,573 +22730,63 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.saveTypes = undefined; +exports.events = exports.valsNeedingReplacing = exports.keysNeedingReplacing = exports.defaultSkillAttrName = exports.defaultSkillDeletedMacroAttrs = exports.defaultMiscSkillMacroMap = exports.defaultMiscSkillMacro = exports.defaultFillInSkillMacroMap = exports.defaultFillInSkillMacro = exports.defaultSkillMacroMap = exports.defaultSkillMacro = exports.coreSkillAbilityDefaults = exports.allTheSkills = exports.allFillInSkillInstances = exports.miscFillInSkillsInstances = exports.nonMiscFillInSkillsInstances = exports.allNonFillInSkills = exports.consolidatedSkills = exports.allCoreSkills = exports.backgroundSkills = exports.knowledgeSkills = exports.skillsWithSpaces = exports.knowledgeSubSkillsTranslateKeys = exports.sizeSkills = exports.npcSkillHeaderMacro = exports.skillHeaderMacro = exports.baseGenMacro = exports.checkRTArray = exports.adventureSkills = exports.backgroundCoreSkills = exports.subskillArrays = exports.knowledgeSkillAppends = exports.skillsWithSubSkills = exports.coreSkillsWithSubSkills = exports.knowledgeSubSkills = exports.backgroundOnlySkills = exports.skillsWithFillInNames = exports.backgroundOnlySkillsWithFillinNames = exports.coreSkillsWithFillInNames = exports.miscSkillAppendNums = exports.skillAppendNums = exports.regularAdventurePlusKnow = exports.regularBackgroundSkillsPlusKnow = exports.regularAdventureSkills = exports.regularBackgroundSkills = exports.regularCoreSkills = undefined; +exports.verifyHasSkill = verifyHasSkill; +exports.updateSkill = updateSkill; +exports.recalculateSkills = recalculateSkills; +exports.recalculateAbilityBasedSkills = recalculateAbilityBasedSkills; +exports.resetCommandMacro = resetCommandMacro; exports.applyConditions = applyConditions; -exports.updateSave = updateSave; +exports.migrate = migrate; exports.recalculate = recalculate; var _underscore = __webpack_require__(2); var _underscore2 = _interopRequireDefault(_underscore); -var _PFLog = __webpack_require__(0); - var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); +var _PFLog = __webpack_require__(0); var _PFConst = __webpack_require__(3); var _PFConst2 = _interopRequireDefault(_PFConst); +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + var _PFUtils = __webpack_require__(5); var PFUtils = _interopRequireWildcard(_PFUtils); +var _PFMacros = __webpack_require__(10); + +var PFMacros = _interopRequireWildcard(_PFMacros); + +var _PFMigrate = __webpack_require__(6); + +var PFMigrate = _interopRequireWildcard(_PFMigrate); + +var _PFUtilsAsync = __webpack_require__(9); + +var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); + +var _PFAbilityScores = __webpack_require__(11); + +var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var saveTypes = exports.saveTypes = ["Fort", "Ref", "Will"]; -var events = { - saveEventsAuto: "change:saves-cond change:total-REPLACE change:REPLACE-ability-mod", - saveEventsPlayer: "change:REPLACE-trait change:REPLACE-enhance change:REPLACE-resist change:REPLACE-misc" -}; - -function applyConditions(callback, silently) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - getAttrs(["condition-Fear", "condition-Sickened", "condition-Drained", "condition-Wounds", "saves-cond", "has_endurance_feat", "wounds_gritty_mode", "wound_threshold-show"], function (v) { - var fear = 0, - sickened = 0, - drained = 0, - wounds = 0, - currCond = 0, - newCond = 0, - params = {}, - setter = {}; - try { - fear = parseInt(v["condition-Fear"], 10) || 0; - sickened = parseInt(v["condition-Sickened"], 10) || 0; - drained = parseInt(v["condition-Drained"], 10) || 0; - wounds = (parseInt(v["wound_threshold-show"], 10) || 0) * PFUtils.getWoundPenalty(parseInt(v["condition-Wounds"], 10) || 0, parseInt(v.has_endurance_feat, 10) || 0, parseInt(v.wounds_gritty_mode, 10) || 0); - currCond = parseInt(v["saves-cond"], 10) || 0; - newCond = drained - fear - sickened + wounds; - if (currCond !== newCond) { - setter["saves-cond"] = newCond; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSaves.applyConditions", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } - } - }); -} -/* updateSave - updates the saves for a character -* @save = type of save: Fort, Ref, Will (first character capitalized) -*/ -function updateSave(save, callback, silently) { - var fields = [save, "total-" + save, save + "-ability-mod", save + "-trait", save + "-enhance", save + "-resist", save + "-misc", "saves-cond", "buff_" + save + "-total"]; - SWUtils.updateRowTotal(fields, 0, [], false, callback, silently); -} -function recalculate(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.info("leaving PFSaves.recalculate"); - if (typeof callback === "function") { - callback(); - } - }), - saved = _underscore2.default.after(3, function () { - //TAS.debug"finished 3 saves"); - done(); - }); - _exportsLoaderTASTheAaronSheet2.default.debug("at PFSaves.recalculate"); - try { - applyConditions(function () { - try { - updateSave("Fort", saved, silently); - updateSave("Ref", saved, silently); - updateSave("Will", saved, silently); - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSaves.recalculate inner saves", err2); - done(); - } - }, silently); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSaves.recalculate OUTER", err); - done(); - } -} -function registerEventHandlers() { - _underscore2.default.each(saveTypes, function (save) { - var eventToWatch = events.saveEventsAuto.replace(/REPLACE/g, save); - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateSaveAuto(eventInfo) { - if (eventInfo.sourceType === "sheetworker") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event for " + save + ": " + eventInfo.sourceType); - updateSave(save, eventInfo); - } - })); - }); - _underscore2.default.each(saveTypes, function (save) { - var eventToWatch = events.saveEventsPlayer.replace(/REPLACE/g, save); - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateSavePlayer(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event for " + save + ": " + eventInfo.sourceType); - updateSave(save, eventInfo); - } - })); - }); -} -registerEventHandlers(); -_PFLog.PFConsole.log(' PFSaves module loaded '); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 18 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.sizeModToEasySizeMap = undefined; -exports.getSizeFromText = getSizeFromText; -exports.getSizeLevelChange = getSizeLevelChange; -exports.updateDamageDice = updateDamageDice; -exports.updateSize = updateSize; -exports.migrate = migrate; -exports.recalculate = recalculate; - -var _underscore = __webpack_require__(2); - -var _underscore2 = _interopRequireDefault(_underscore); - -var _PFLog = __webpack_require__(0); - -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); - -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); - -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - -var _PFConst = __webpack_require__(3); - -var _PFConst2 = _interopRequireDefault(_PFConst); - -var _PFUtils = __webpack_require__(5); - -var PFUtils = _interopRequireWildcard(_PFUtils); - -var _PFMigrate = __webpack_require__(6); - -var PFMigrate = _interopRequireWildcard(_PFMigrate); - -var _PFEncumbrance = __webpack_require__(27); - -var PFEncumbrance = _interopRequireWildcard(_PFEncumbrance); - -var _PFAttacks = __webpack_require__(23); - -var PFAttacks = _interopRequireWildcard(_PFAttacks); - -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } - -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } - -var sizeModToEasySizeMap = exports.sizeModToEasySizeMap = { - '-8': 8, - '-4': 7, - '-2': 6, - '-1': 5, - '0': 4, - '1': 3, - '2': 2, - '4': 1, - '8': 0 -}; -/** getSizeFromText - returns size mod based on size display name - * @param {string} sizeDisplay size in english (medium, large, gargantuan, tiny, etc) - * @returns {jsobj} map of {"size":size mod for AC,"skillSize": size mod for fly} - */ -function getSizeFromText(sizeDisplay) { - var sizeMap = { - "size": 0, - "skillSize": 0 - }; - try { - if (sizeDisplay) { - sizeDisplay = sizeDisplay.toLowerCase(); - switch (sizeDisplay) { - case "medium": - break; - case "colossal": - sizeMap.size = -8; - sizeMap.skillSize = -8; - break; - case "gargantuan": - sizeMap.size = -4; - sizeMap.skillSize = -6; - break; - case "huge": - sizeMap.size = -2; - sizeMap.skillSize = -4; - break; - case "large": - sizeMap.size = -1; - sizeMap.skillSize = -2; - break; - case "small": - sizeMap.size = 1; - sizeMap.skillSize = 2; - break; - case "tiny": - sizeMap.size = 2; - sizeMap.skillSize = 4; - break; - case "diminutive": - sizeMap.size = 4; - sizeMap.skillSize = 6; - break; - case "fine": - sizeMap.size = 8; - sizeMap.skillSize = 8; - break; - default: - break; - } - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("get size from text:" + sizeDisplay, err); - sizeMap.size = 0; - sizeMap.skillSize = 0; - } finally { - return sizeMap; - } -} -/**returns number of levels size went up or down - * ex: Med to Lg is +1, Med to Sm is -1, Md to Tiny is -2, etc - * @param {int} currSize new size mod , usually value of @{size} - * @param {int} defaultSize default size mod, for sheet it is value of @{default_char_size} - * for weapon it is @{repeating_weapon_$X_default_size} - * @returns {int} difference in sizes (not difference in size mods) - */ -function getSizeLevelChange(currSize, defaultSize) { - var newSize, oldSize, levelChange; - newSize = sizeModToEasySizeMap[String(currSize)]; - oldSize = sizeModToEasySizeMap[String(defaultSize)]; - levelChange = oldSize - newSize; - return levelChange; -} -/**updateDamageDice returns new dice for weapon/attack damage change due to size - *@param {int} sizediff difference in LEVELS of size (Medium to Large is 1, Medium to Small is -1) - *@param {int} defaultSize size modifier, necessary since different rules for small - *@param {int} currDice num dice from 1 to n - *@param {int} currDie num sides of die : valid only from 1 to 12 - *@returns {jsobj} {dice:n,die:n} - */ -function updateDamageDice(sizediff, defaultSize, currDice, currDie) { - var diceSizes = { 1: ["1d1"], 2: ["1d2"], 3: ["1d3"], - 4: ["1d4"], - 5: ["1d6"], - 6: ["1d8", "2d4"], - 7: ["1d10"], - 8: ["2d6", "3d4", "1d12"], - 9: ["2d8", "4d4"], 10: ["3d6", "5d4"], 11: ["3d8", "6d4", "2d10"], - 12: ["4d6", "7d4", "2d12"], 13: ["4d8", "8d4", "9d4", "5d6", "3d10"], - 14: ["6d6", "5d8", "10d4", "11d4", "9d4", "3d12"], - 15: ["6d8", "7d6", "12d4", "13d4", "4d10"], - 16: ["8d6", "7d8", "14d4", "15d4", "4d12"], - 17: ["8d8", "16d4", "9d6", "10d6", "11d6", "5d10", "17d4", "18d4", "19d4", "5d12"], - 18: ["12d6", "20d4", "9d8", "7d10", "6d12", "21d4", "22d4", "23d4"], - 19: ["12d8", "24d4", "13d6", "14d6", "15d6", "8d10"], - 20: ["16d6", "13d8", "10d10", "8d12"] - }, - currSize = 0, - dicestring = "", - newDice = 0, - newDie = 0, - matches, - rowdiff = 0, - currow = 0, - newrow = 0, - newrowstring = "", - reversedDiceSizes = _underscore2.default.reduce(diceSizes, function (memo, pairs, idx) { - _underscore2.default.each(pairs, function (pair) { - memo[pair] = idx; - }); - return memo; - }, {}); - try { - currDice = parseInt(currDice, 10); - currDie = parseInt(currDie, 10); - if (!(isNaN(currDice) || isNaN(currDie))) { - dicestring = currDice + "d" + currDie; - currSize = sizeModToEasySizeMap[String(defaultSize)]; - if (currDice <= 0 || currDie > 12) { - return null; - } - if (currDie === 4 && currDice > 24) { - currDice = 24; - } else if (currDie === 6 && currDice > 16) { - currDice = 16; - } else if (currDie === 8 && currDice > 13) { - currDice = 13; - } else if (currDie === 10 && currDice > 10) { - currDice = 10; - } else if (currDie === 12 && currDice > 8) { - currDice = 8; - } - currow = parseInt(reversedDiceSizes[dicestring], 10) || 0; - if (!currow) { - return null; - } - while (sizediff !== 0) { - if (sizediff > 0) { - if (currDie <= 6 && currDice === 1 || currSize <= 3) { - rowdiff = 1; - } else { - rowdiff = 2; - } - } else if (sizediff < 0) { - if (currDie <= 8 && currDice === 1 || currSize <= 4) { - rowdiff = -1; - } else { - rowdiff = -2; - } - } - newrow = currow + rowdiff; - newrow = Math.min(Math.max(newrow, 1), 20); - dicestring = diceSizes[newrow][0]; - matches = dicestring.match(/(\d+)d(\d+)/); - currDice = parseInt(matches[1], 10); - currDie = parseInt(matches[2], 10); - currow = newrow; - if (sizediff > 0) { - sizediff--; - if (currow === 20) { - break; - } - } else { - sizediff++; - if (currow === 1) { - break; - } - } - _exportsLoaderTASTheAaronSheet2.default.debug("updateDamageDice: currow is now" + currow + ", diff still:" + sizediff); - } - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateDamageDice: ", err); - } finally { - return { "dice": currDice, "die": currDie }; - } -} -function updateSize(eventInfo, callback, silently) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - getAttrs(["size", "old_size", "default_char_size", "CMD-size", "size_display"], function (v) { - var size = 0, - oldSize = 0, - defaultSize = 0, - currSize = 0, - cmbsize = 0, - levelChange = 0, - skillSize = 0, - doubleSkill = 0, - sizeDisplay = "Medium", - forceCurr = 0, - params = {}, - setter = {}; - try { - //TAS.debug("At PFSize.updateSize",v); - size = parseInt(v.size, 10) || 0; - if (v.old_size === 'x') { - forceCurr = true; - currSize = (parseInt(v["CMD-size"], 10) || 0) * -1; - defaultSize = currSize; - } else { - currSize = parseInt(v.old_size, 10) || 0; - defaultSize = parseInt(v.default_char_size, 10) || 0; - } - - switch (size) { - case 0: - break; - case -8: - skillSize = -8; - sizeDisplay = "Colossal"; - break; - case -4: - skillSize = -6; - sizeDisplay = "Gargantuan"; - break; - case -2: - skillSize = -4; - sizeDisplay = "Huge"; - break; - case -1: - skillSize = -2; - sizeDisplay = "Large"; - break; - case 1: - skillSize = 2; - sizeDisplay = "Small"; - break; - case 2: - skillSize = 4; - sizeDisplay = "Tiny"; - break; - case 4: - skillSize = 6; - sizeDisplay = "Diminutive"; - break; - case 8: - skillSize = 8; - sizeDisplay = "Fine"; - break; - } - doubleSkill = 2 * skillSize; - cmbsize = size * -1; - //here is where we tell attacks damage dice to change. - levelChange = getSizeLevelChange(currSize, defaultSize); - if (size !== currSize) { - setter.size_skill = skillSize; - setter.old_size = size; - setter["CMD-size"] = cmbsize; - setter.size_skill_double = doubleSkill; - setter.size_display = sizeDisplay; - } else if (forceCurr) { - setter.old_size = size; - setter.default_char_size = size; - } else if (v["size_display"] !== sizeDisplay) { - setter.size_display = sizeDisplay; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSize.updateSize", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } - } - }); -} -function migrate(callback) { - PFMigrate.migrateSize(callback); -} -function recalculate(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("Leaving PFSize.recalculate"); - if (typeof callback === "function") { - callback(); - } - }); - _exportsLoaderTASTheAaronSheet2.default.debug("At PFSize.recalculate"); - updateSize(null, done, silently); -} -function registerEventHandlers() { - //size - on("change:size", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateSize(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateSize(); - PFEncumbrance.updateLoadsAndLift(); - PFAttacks.adjustAllDamageDiceAsync(null, eventInfo); - })); -} -registerEventHandlers(); -_PFLog.PFConsole.log(' PFSize module loaded '); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 19 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.events = exports.valsNeedingReplacing = exports.keysNeedingReplacing = exports.defaultSkillAttrName = exports.defaultSkillDeletedMacroAttrs = exports.defaultMiscSkillMacroMap = exports.defaultMiscSkillMacro = exports.defaultFillInSkillMacroMap = exports.defaultFillInSkillMacro = exports.defaultSkillMacroMap = exports.defaultSkillMacro = exports.coreSkillAbilityDefaults = exports.allTheSkills = exports.allFillInSkillInstances = exports.miscFillInSkillsInstances = exports.nonMiscFillInSkillsInstances = exports.allNonFillInSkills = exports.consolidatedSkills = exports.allCoreSkills = exports.backgroundSkills = exports.knowledgeSkills = exports.skillsWithSpaces = exports.knowledgeSubSkillsTranslateKeys = exports.sizeSkills = exports.npcSkillHeaderMacro = exports.skillHeaderMacro = exports.baseGenMacro = exports.checkRTArray = exports.adventureSkills = exports.backgroundCoreSkills = exports.subskillArrays = exports.knowledgeSkillAppends = exports.skillsWithSubSkills = exports.coreSkillsWithSubSkills = exports.knowledgeSubSkills = exports.backgroundOnlySkills = exports.skillsWithFillInNames = exports.backgroundOnlySkillsWithFillinNames = exports.coreSkillsWithFillInNames = exports.miscSkillAppendNums = exports.skillAppendNums = exports.regularAdventurePlusKnow = exports.regularBackgroundSkillsPlusKnow = exports.regularAdventureSkills = exports.regularBackgroundSkills = exports.regularCoreSkills = undefined; -exports.verifyHasSkill = verifyHasSkill; -exports.updateSkill = updateSkill; -exports.resetCommandMacro = resetCommandMacro; -exports.applyConditions = applyConditions; -exports.migrate = migrate; -exports.recalculate = recalculate; - -var _underscore = __webpack_require__(2); - -var _underscore2 = _interopRequireDefault(_underscore); - -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); - -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); - -var _PFLog = __webpack_require__(0); - -var _PFConst = __webpack_require__(3); - -var _PFConst2 = _interopRequireDefault(_PFConst); - -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - -var _PFUtils = __webpack_require__(5); - -var PFUtils = _interopRequireWildcard(_PFUtils); - -var _PFMacros = __webpack_require__(9); - -var PFMacros = _interopRequireWildcard(_PFMacros); - -var _PFMigrate = __webpack_require__(6); - -var PFMigrate = _interopRequireWildcard(_PFMigrate); - -var _PFUtilsAsync = __webpack_require__(8); - -var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); - -var _PFAbilityScores = __webpack_require__(10); - -var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); - -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } - -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } - -var regularCoreSkills = exports.regularCoreSkills = ["Appraise", "Acrobatics", "Bluff", "Climb", "Diplomacy", "Disable-Device", "Disguise", "Escape-Artist", "Fly", "Handle-Animal", "Heal", "Intimidate", "Linguistics", "Perception", "Ride", "Sense-Motive", "Sleight-of-Hand", "Spellcraft", "Stealth", "Survival", "Swim", "Use-Magic-Device"], - regularBackgroundSkills = exports.regularBackgroundSkills = ["Appraise", "Handle-Animal", "Linguistics", "Sleight-of-Hand"], - regularAdventureSkills = exports.regularAdventureSkills = ["Acrobatics", "Bluff", "Climb", "Diplomacy", "Disable-Device", "Disguise", "Escape-Artist", "Fly", "Heal", "Intimidate", "Perception", "Ride", "Sense-Motive", "Spellcraft", "Stealth", "Survival", "Swim", "Use-Magic-Device"], - regularBackgroundSkillsPlusKnow = exports.regularBackgroundSkillsPlusKnow = regularBackgroundSkills.concat(["Knowledge-Engineering", "Knowledge-Geography", "Knowledge-History", "Knowledge-Nobility"]).sort(), - regularAdventurePlusKnow = exports.regularAdventurePlusKnow = regularAdventureSkills.concat(["Knowledge-Arcana", "Knowledge-Dungeoneering", "Knowledge-Local", "Knowledge-Nature", "Knowledge-Planes", "Knowledge-Religion"]).sort(), +var regularCoreSkills = exports.regularCoreSkills = ["Appraise", "Acrobatics", "Bluff", "Climb", "Diplomacy", "Disable-Device", "Disguise", "Escape-Artist", "Fly", "Handle-Animal", "Heal", "Intimidate", "Linguistics", "Perception", "Ride", "Sense-Motive", "Sleight-of-Hand", "Spellcraft", "Stealth", "Survival", "Swim", "Use-Magic-Device"], + regularBackgroundSkills = exports.regularBackgroundSkills = ["Appraise", "Handle-Animal", "Linguistics", "Sleight-of-Hand"], + regularAdventureSkills = exports.regularAdventureSkills = ["Acrobatics", "Bluff", "Climb", "Diplomacy", "Disable-Device", "Disguise", "Escape-Artist", "Fly", "Heal", "Intimidate", "Perception", "Ride", "Sense-Motive", "Spellcraft", "Stealth", "Survival", "Swim", "Use-Magic-Device"], + regularBackgroundSkillsPlusKnow = exports.regularBackgroundSkillsPlusKnow = regularBackgroundSkills.concat(["Knowledge-Engineering", "Knowledge-Geography", "Knowledge-History", "Knowledge-Nobility"]).sort(), + regularAdventurePlusKnow = exports.regularAdventurePlusKnow = regularAdventureSkills.concat(["Knowledge-Arcana", "Knowledge-Dungeoneering", "Knowledge-Local", "Knowledge-Nature", "Knowledge-Planes", "Knowledge-Religion"]).sort(), //number that is appended to 10 versions of skills with subskills. skillAppendNums = exports.skillAppendNums = ["", "2", "3", "4", "5", "6", "7", "8", "9", "10"], @@ -23154,7 +22908,8 @@

    keysNeedingReplacing = exports.keysNeedingReplacing = ['@{REPLACE-cond-notes}', '@{REPLACE-ut}'], valsNeedingReplacing = exports.valsNeedingReplacing = ['@{REPLACE-cond-notes}', '@{REPLACE-ut}', '{{check=', '{{generic_note=', '{{name='], events = exports.events = { - skillGlobalEventAuto: "change:checks-cond change:phys-skills-cond change:acp", + skillGlobalEventAuto: "change:checks-cond change:phys-skills-cond change:acp change:buff_check_skills-total", + //skillGlobalEventAuto: "change:phys-skills-cond change:acp", skillEventsAuto: "change:REPLACE-ability-mod change:REPLACE-misc-mod", skillEventsPlayer: "change:REPLACE-cs change:REPLACE-ranks change:REPLACE-racial change:REPLACE-trait change:REPLACE-feat change:REPLACE-item change:REPLACE-ReqTrain" }; @@ -23348,7 +23103,7 @@

    miscNm = skill + "-misc-mod", utNm = skill + "-ut", rtNm = skill + "-ReqTrain"; - getAttrs([skill, csNm, ranksNm, classNm, abNm, modNm, racialNm, traitNm, featNm, itemNm, miscNm, rtNm, utNm, "enforce_requires_training", "size_skill", "size_skill_double", "acp", "checks-cond", "Phys-skills-cond", "Perception-cond"], function (v) { + getAttrs([skill, csNm, ranksNm, classNm, abNm, modNm, racialNm, traitNm, featNm, itemNm, miscNm, rtNm, utNm, "enforce_requires_training", "size_skill", "size_skill_double", "acp", "checks-cond", "Phys-skills-cond", "Perception-cond", "buff_check_skills-total", "buff_STR_skills-total", "buff_DEX_skills-total", "buff_CON_skills-total", "buff_INT_skills-total", "buff_WIS_skills-total", "buff_CHA_skills-total"], function (v) { var skillSize = 0, adj, skillTot = 0, @@ -23363,12 +23118,14 @@

    ranks = parseInt(v[ranksNm], 10) || 0, rt = parseInt(v[rtNm], 10) || 0, allCond = parseInt(v["checks-cond"], 10) || 0, + buffs = parseInt(v["buff_check_skills-total"], 10) || 0, + abilityModName = '', abilityName = '', physCond = 0, perCond = 0, watchrt = parseInt(v["enforce_requires_training"], 10) || 0; try { - abilityName = PFUtils.findAbilityInString(v[abNm]); + abilityModName = PFUtils.findAbilityInString(v[abNm]); if (rt && ranks === 0) { if (v[utNm] !== "{{untrained=1}}") { setter[utNm] = "{{untrained=1}}"; @@ -23382,13 +23139,19 @@

    } else { mods = "0/"; } - if (abilityName === "DEX-mod" || abilityName === "STR-mod") { + if (abilityModName === "DEX-mod" || abilityModName === "STR-mod") { adj = parseInt(v["acp"], 10) || 0; skillTot += adj; mods += adj + "/"; + physCond = parseInt(v["Phys-skills-cond"], 10) || 0; } else { mods += "0/"; } + if (abilityModName) { + abilityName = abilityModName.slice(0, 3); + buffs += parseInt(v['buff_' + abilityName + '_skills-total'], 10) || 0; + } + skillSize = sizeSkills[skill]; if (skillSize) { if (skillSize === 1) { @@ -23403,13 +23166,11 @@

    } else { mods += "0/"; } - if (abilityName === "DEX-mod" || abilityName === "STR-mod") { - physCond = parseInt(v["Phys-skills-cond"], 10) || 0; - } + if (skill === "Perception" || skill === "CS-Perception") { perCond = parseInt(v["Perception-cond"], 10) || 0; } - cond = allCond + physCond + perCond; + cond = allCond + physCond + perCond + buffs; mods += cond; skillTot += ranks + cond + (parseInt(v[modNm], 10) || 0) + (parseInt(v[racialNm], 10) || 0) + (parseInt(v[traitNm], 10) || 0) + (parseInt(v[featNm], 10) || 0) + (parseInt(v[itemNm], 10) || 0) + (parseInt(v[miscNm], 10) || 0); if (currSkill !== skillTot) { @@ -23543,6 +23304,7 @@

    //TAS.debug("at PFSkills.recalculateSkillArray for ",skills); recalculateSkillDropdowns(skills, doneDrop, done); } + function recalculateSkills(callback, silently) { var done = _underscore2.default.once(function () { if (typeof callback === "function") { @@ -23571,6 +23333,9 @@

    } }); } +function recalculateAbilityBasedSkills(abilityBuff, callback, silently) { + recalculateSkills(); +} /** updates the macros for only the 7 subskill rolltemplates * @param {boolean} background -if background skills turned on * @param {boolean} rt - if Enforce Requires Training checked @@ -23724,92 +23489,56 @@

    coreArray; if (!consolidated) { updateSubSkillMacroBook(background, rt, eventInfo, v, isNPC, showBonus); - //skills without sub skills - if (rt) { - getAttrs(SWUtils.cartesianAppend(regularCoreSkills, checkRTArray), function (v) { - var canshowarray = [], - tempRTMacro = "", - temparray = []; - try { - if (background) { - canshowarray = assembleSkillButtonArray(regularBackgroundSkills, rt, v) || []; - temparray = temparray.concat(canshowarray); - canshowarray = canshowarray.concat(skillsWithSubSkills).sort(); - tempRTMacro = baseGenMacro + getSkillButtonMacro("background-skills", canshowarray, showBonus, isNPC); - if (v[skillPrefix + "background_skills-macro"] !== tempRTMacro) { - setter[skillPrefix + "background_skills-macro"] = tempRTMacro; - } - canshowarray = assembleSkillButtonArray(regularAdventureSkills, rt, v) || []; - temparray = temparray.concat(canshowarray); - canshowarray = canshowarray.concat(["Knowledge", "Misc-Skill"]).sort(); - tempRTMacro = baseGenMacro + getSkillButtonMacro("adventure-skills", canshowarray, showBonus, isNPC); - if (v[skillPrefix + "adventure_skills-macro"] !== tempRTMacro) { - setter[skillPrefix + "adventure_skills-macro"] = tempRTMacro; - } - temparray = temparray.concat(skillsWithSubSkills).sort(); - } else { - canshowarray = assembleSkillButtonArray(regularCoreSkills, rt, v) || []; - temparray = temparray.concat(canshowarray).concat(coreSkillsWithSubSkills).sort(); - } - tempRTMacro = baseGenMacro + getSkillButtonMacro("skills", temparray, showBonus, isNPC); - if (v[skillPrefix + "skills-macro"] !== tempRTMacro) { - setter[skillPrefix + "skills-macro"] = tempRTMacro; - } - } catch (errRT) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSkills.resetOneCommandMacro errRT", errRT); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } else { - done(); - } - } - }); - } else { + getAttrs(SWUtils.cartesianAppend(regularCoreSkills, checkRTArray), function (v) { + var canshowarray = [], + tempRTMacro = "", + temparray = []; try { - coreArray = regularCoreSkills.concat(coreSkillsWithSubSkills); - //no require training if (background) { - coreArray = coreArray.concat(["Artistry", "Lore"]).sort(); - allskillstitle = "all-skills"; - tempSkillArray = regularBackgroundSkills.concat(skillsWithSubSkills).sort(); - tempMacro = getSkillButtonMacro("background-skills", tempSkillArray, showBonus, isNPC); - setter[skillPrefix + "background_skills-macro"] = baseGenMacro + tempMacro; - tempSkillArray = regularAdventureSkills.concat(["Knowledge"]).sort(); - tempMacro = getSkillButtonMacro("adventure-skills", tempSkillArray, showBonus, isNPC); - setter[skillPrefix + "adventure_skills-macro"] = baseGenMacro + tempMacro; + canshowarray = assembleSkillButtonArray(regularBackgroundSkills, rt, v) || []; + temparray = temparray.concat(canshowarray); + canshowarray = canshowarray.concat(skillsWithSubSkills).sort(); + tempRTMacro = baseGenMacro + getSkillButtonMacro("background-skills", canshowarray, showBonus, isNPC); + if (v[skillPrefix + "background_skills-macro"] !== tempRTMacro) { + setter[skillPrefix + "background_skills-macro"] = tempRTMacro; + } + canshowarray = assembleSkillButtonArray(regularAdventureSkills, rt, v) || []; + temparray = temparray.concat(canshowarray); + canshowarray = canshowarray.concat(["Knowledge", "Misc-Skill"]).sort(); + tempRTMacro = baseGenMacro + getSkillButtonMacro("adventure-skills", canshowarray, showBonus, isNPC); + if (v[skillPrefix + "adventure_skills-macro"] !== tempRTMacro) { + setter[skillPrefix + "adventure_skills-macro"] = tempRTMacro; + } + temparray = temparray.concat(skillsWithSubSkills).sort(); + } else { + canshowarray = assembleSkillButtonArray(regularCoreSkills, rt, v) || []; + temparray = temparray.concat(canshowarray).concat(coreSkillsWithSubSkills).sort(); } - tempMacro = baseGenMacro + getSkillButtonMacro(allskillstitle, coreArray, showBonus, isNPC); - if (v[skillPrefix + "skills-macro"] !== tempMacro) { - setter[skillPrefix + "skills-macro"] = tempMacro; + tempRTMacro = baseGenMacro + getSkillButtonMacro("skills", temparray, showBonus, isNPC); + if (v[skillPrefix + "skills-macro"] !== tempRTMacro) { + setter[skillPrefix + "skills-macro"] = tempRTMacro; } - } catch (errReg) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSkills.resetOneCommandMacro errReg", errReg); + } catch (errRT) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSkills.resetOneCommandMacro errRT", errRT); } finally { - if (_underscore2.default.size(setter > 0)) { + if (_underscore2.default.size(setter) > 0) { setAttrs(setter, _PFConst2.default.silentParams, done); } else { done(); } } - } + }); } else { //consolidated - if (rt) { - getAttrs(SWUtils.cartesianAppend(consolidatedSkills, ["-ReqTrain", "-ranks"]), function (sv) { - var canshowarray, - setter = {}, - tempMacro; - canshowarray = assembleSkillButtonArray(consolidatedSkills, rt, sv); - tempMacro = getSkillButtonMacro("skills", canshowarray, showBonus); - setter[skillPrefix + "consolidated_skills-macro"] = baseGenMacro + tempMacro; - setAttrs(setter, _PFConst2.default.silentParams, done); - }); - } else { - tempMacro = getSkillButtonMacro("skills", consolidatedSkills, showBonus); + getAttrs(SWUtils.cartesianAppend(consolidatedSkills, ["-ReqTrain", "-ranks"]), function (sv) { + var canshowarray, + setter = {}, + tempMacro; + canshowarray = assembleSkillButtonArray(consolidatedSkills, rt, sv); + tempMacro = getSkillButtonMacro("skills", canshowarray, showBonus); setter[skillPrefix + "consolidated_skills-macro"] = baseGenMacro + tempMacro; setAttrs(setter, _PFConst2.default.silentParams, done); - } + }); } }); } @@ -23878,12 +23607,12 @@

    callback(); } }), - doneOne = _underscore2.default.after(3, done), + doneOne = _underscore2.default.after(4, done), /** migrateOldClassSkillValue - converts class skill checkboxes from old autocalc string to number "" or 3. - * @param {function} callback ? - * @param {number} oldversion ? - */ + * @param {function} callback when done + * @param {number} oldversion currversionnumber + */ migrateOldClassSkillValue = function migrateOldClassSkillValue(callback, oldversion) { var done = _underscore2.default.once(function () { if (typeof callback === "function") { @@ -23922,9 +23651,9 @@

    }, /** setAdvancedMacroCheckbox - part of migrate .66 to 1.00 sets checkbox to unhide advanced - * skillmacro (investigator) if character sheet already using it.) - * @param {function} callback ? - */ + * skillmacro (investigator) if character sheet already using it.) + * @param {function} callback whendone + */ setAdvancedMacroCheckbox = function setAdvancedMacroCheckbox(callback) { var done = _underscore2.default.once(function () { if (typeof callback === "function") { @@ -23937,8 +23666,45 @@

    setAttrs({ adv_macro_show: 1 }, _PFConst2.default.silentParams, done); } }); + }, + migrateTake10Dropdown = function migrateTake10Dropdown(callback, oldversion) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }; + getAttrs(['migrated_take10_dropdown', 'skill-query', 'investigator_dice', 'skill-invest-query'], function (v) { + var setter = {}; + //TAS.notice("########################","PFSkills.migrate",v,"################3"); + //TAS.debug("V 13 just to make sure the damn thing is working"); + if ((parseInt(v.migrated_take10_dropdown, 10) || 0) === 0) { + if (v['skill-query'] === '?{Roll or Take 10/20?|1d20,1d20+@{skill-invest-query}|10,10+@{skill-invest-query}|20,20+@{skill-invest-query}}') { + setter['skill-query'] = '?{Roll or Take 10/20?|1d20,1d20|10,10|20,20}+@{skill-invest-query}'; + } else if (v['skill-query'] === '@{skill-invest-query}') { + setter['skill-query'] = '@{skill-invest-query}+@{custom_dice}'; + } else if (!v['skill-query'] || v['skill-query'] == "0") { + setter['skill-query'] = '1d20+@{skill-invest-query}'; + } else if (v['skill-query'] !== '@{skill-invest-query}+@{custom_dice}' && v['skill-query'] !== '?{Roll or Take 10/20?|1d20,1d20|10,10|20,20}+@{skill-invest-query}' && v['skill-query'] !== '1d20+@{skill-invest-query}') { + setter['skill-query'] = '1d20+@{skill-invest-query}'; + } + if (v.investigator_dice === "0" || !v.investigator_dice) { + setter.investigator_dice = "[[ 1d6 ]] [custom bonus]"; + } + if (!v['skill-invest-query']) { + setter['skill-invest-query'] = "0"; + } else if (v['skill-invest-query'] !== '@{investigator_dice}' && v['skill-invest-query'] !== "0") { + setter['skill-invest-query'] = "0"; + } + setter.migrated_take10_dropdown = 1; + //TAS.debug("#####################","PFBuffs.migrate setting",setter); + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + }); }; //TAS.debug("at PFSkills.migrate"); + migrateTake10Dropdown(doneOne); migrateOldClassSkillValue(doneOne); migrateMacros(doneOne); PFMigrate.migrateMaxSkills(doneOne); @@ -24089,7 +23855,7 @@

    _PFLog.PFLog.modulecount++; /***/ }), -/* 20 */ +/* 17 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -24098,11 +23864,16 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.ifSpellClassExists = ifSpellClassExists; -exports.updateMultiClassedCasterFlag = updateMultiClassedCasterFlag; -exports.applyConditions = applyConditions; -exports.setCasterClassFromDropdown = setCasterClassFromDropdown; -exports.updateCasterFromClassLevel = updateCasterFromClassLevel; +exports.classesUsingOtherSpellLists = exports.spellLevels = undefined; +exports.resetCommandMacro = resetCommandMacro; +exports.resetSpellsTotals = resetSpellsTotals; +exports.createAttackEntryFromRow = createAttackEntryFromRow; +exports.updateAssociatedAttack = updateAssociatedAttack; +exports.updateSpellsCasterLevelRelated = updateSpellsCasterLevelRelated; +exports.updateSpellsCasterAbilityRelated = updateSpellsCasterAbilityRelated; +exports.updateSpells = updateSpells; +exports.importFromCompendium = importFromCompendium; +exports.migrateRepeatingMacros = migrateRepeatingMacros; exports.migrate = migrate; exports.recalculate = recalculate; @@ -24128,1410 +23899,1722 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFUtilsAsync = __webpack_require__(8); - -var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); - var _PFMigrate = __webpack_require__(6); var PFMigrate = _interopRequireWildcard(_PFMigrate); -var _PFSpells = __webpack_require__(14); +var _PFMacros = __webpack_require__(10); -var PFSpells = _interopRequireWildcard(_PFSpells); +var PFMacros = _interopRequireWildcard(_PFMacros); + +var _PFSpellOptions = __webpack_require__(39); + +var PFSpellOptions = _interopRequireWildcard(_PFSpellOptions); + +var _PFAttackOptions = __webpack_require__(12); + +var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); + +var _PFAttackGrid = __webpack_require__(7); + +var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); + +var _PFAttacks = __webpack_require__(8); + +var PFAttacks = _interopRequireWildcard(_PFAttacks); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -//the 3 spell classes at top of spells page +var +//spell levels for repeating spell sections +spellLevels = exports.spellLevels = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], -/** returns whether a base spell level is filled in or not -*@param {int} spellclassidx 0,1,2 sellcasting class -*@param {function} callback - to call if exists -*@param {function} noExistCallback - to call if not exists -*/ -function ifSpellClassExists(spellclassidx, callback, noExistCallback) { - getAttrs(["use_spells", "spellclass-" + spellclassidx + "-exists"], function (v) { - try { - if (!parseInt(v.use_spells, 10)) { - if (typeof noExistCallback === "function") { - noExistCallback(); - } - } else if (parseInt(v["spellclass-" + spellclassidx + "-exists"], 10)) { - if (typeof callback === "function") { - callback(); - } - } else { - if (typeof noExistCallback === "function") { - noExistCallback(); - } - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.ifSpellClassExists", err); - if (typeof noExistCallback === "function") { - noExistCallback(); - } - } - }); -} -/** sets {spellclasses_multiclassed} to 1 if more than one spellclass-X-exists is 1 -*@param {nothing} dummy - only here so eventhandlers can call it, since spellclass index is in this position. -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*/ -function updateMultiClassedCasterFlag(dummy, eventInfo, callback) { +//for parsing: classes without their own spell lists plus bloodrager as sorcerer, whose list is not in compendium - hunter handled special +classesUsingOtherSpellLists = exports.classesUsingOtherSpellLists = { + "arcanist": "wizard", + "investigator": "alchemist", + "warpriest": "cleric", + "skald": "bard", + "bloodrager": "sorcerer" +}; +var defaultRepeatingMacro = '&{template:pf_spell} @{toggle_spell_accessible} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_spell}}} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{deafened_note=@{SpellFailureNote}}} @{spell_options}', + defaultRepeatingMacroMap = { + '&{template:': { 'current': 'pf_spell}', old: ['pf_generic}', 'pf_block}'] }, + '@{toggle_spell_accessible}': { 'current': '@{toggle_spell_accessible}' }, + '@{toggle_rounded_flag}': { 'current': '@{toggle_rounded_flag}' }, + '{{color=': { 'current': '@{rolltemplate_color}}}' }, + '{{header_image=': { 'current': '@{header_image-pf_spell}}}' }, + '{{name=': { 'current': '@{name}}}' }, + '{{character_name=': { 'current': '@{character_name}}}' }, + '{{character_id=': { 'current': '@{character_id}}}' }, + '{{subtitle}}': { 'current': '{{subtitle}}' }, + '{{deafened_note=': { 'current': '@{SpellFailureNote}}}' }, + '@{spell_options}': { 'current': '@{spell_options}' } }, + defaultDeletedMacroAttrs = ['@{toggle_accessible_flag}']; + +function resetCommandMacro(eventInfo, callback) { + //TAS.debug("at PFSpells.resetCommandMacro"); var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving updateMultiClassedCasterFlag"); if (typeof callback === "function") { callback(); } - }); - getAttrs(["spellclass-0-exists", "spellclass-1-exists", "spellclass-2-exists"], function (v) { - var multiclassed = parseInt(v["spellclasses_multiclassed"], 10) || 0, - setter = {}; - if ((parseInt(v["spellclass-0-exists"], 10) || 0) + (parseInt(v["spellclass-1-exists"], 10) || 0) + (parseInt(v["spellclass-2-exists"], 10) || 0) > 1) { - if (!multiclassed) { - setter.spellclasses_multiclassed = 1; + }), + repeatingSpellAttrs = ["spell_level", "spellclass_number", "name", "school", "slot", "metamagic", "used", "isDomain", "isMythic"], + class0BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{spellclass-0-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-0-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-0) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", + class1BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{spellclass-1-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-1-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-1) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", + class2BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{spellclass-2-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-2-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-2) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", + npcClass0BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{npc} @{spellclass-0-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-0-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-0) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", + npcClass1BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{npc} @{spellclass-1-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-1-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-1) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", + npcClass2BaseMacro = "&{template:pf_block} @{toggle_spell_accessible} @{toggle_rounded_flag}{{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{npc} @{spellclass-2-name} ^{spells}}} {{row01=**^{checks}**}} {{row02=[^{caster-level-check}](~@{character_id}|Spell-Class-2-CL-Check) [^{concentration-check}](~@{character_id}|Concentration-Check-2) [^{spell-failure}](~@{character_id}|Spell-Fail-Check)}}", + pcBaseMacro = [class0BaseMacro, class1BaseMacro, class2BaseMacro], + npcBaseMacro = [npcClass0BaseMacro, npcClass1BaseMacro, npcClass2BaseMacro], + resetToDefault = function resetToDefault(configV) { + var attrs = [], + i = 0; + for (i = 0; i < 3; i++) { + if (configV["spellclass-" + i + "-book"].slice(13) !== pcBaseMacro[i].slice(13)) { + attrs["spellclass-" + i + "-book"] = pcBaseMacro[i]; + } + if (configV["spellclass-" + i + "-book-npc"].slice(13) !== npcBaseMacro[i].slice(13)) { + attrs["spellclass-" + i + "-book-npc"] = npcBaseMacro[i]; } - } else if (multiclassed) { - setter.spellclasses_multiclassed = 0; } - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, done); + if (_underscore2.default.size(attrs) > 0) { + setAttrs(attrs, { + silent: true + }, done); } else { done(); } - }); -} -/** updates the ranges at the top for this spellcasting class -*@param {int} spellclassidx 0,1,2 the spell casting tab -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*@param {bool} force if true update no matter if new ranges are same or not. -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function updateCasterRanges(spellclassidx, eventInfo, force, callback, silently) { - var done = function done() { - if (typeof callback === "function") { - callback(); - } - }, - prefix = "spellclass-" + spellclassidx, - lvlField = prefix + "-level-total", - closeField = prefix + "-close", - medField = prefix + "-medium", - longField = prefix + "-long"; - getAttrs([lvlField, closeField, medField, longField], function (v) { - var level = parseInt(v[lvlField], 10) || 0, - closeRng = parseInt(v[closeField], 10) || 0, - medRng = parseInt(v[medField], 10) || 0, - longRng = parseInt(v[longField], 10) || 0, - ranges = {}, - setter = {}, - params = {}; + }; + getAttrs(["spellclass-0-casting_type", "spellclass-1-casting_type", "spellclass-2-casting_type", "spellclass-0-hide_unprepared", "spellclass-1-hide_unprepared", "spellclass-2-hide_unprepared", "spellclass-0-book", "spellclass-1-book", "spellclass-2-book", "spellclass-0-book-npc", "spellclass-1-book-npc", "spellclass-2-book-npc", "spellclass-0-show_domain_spells", "spellclass-1-show_domain_spells", "spellclass-2-show_domain_spells", "spellmenu_groupby_school", "spellmenu_show_uses", "mythic-adventures-show"], function (configV) { + var isPrepared = [], + showDomain = [], + hideUnprepared = [], + groupBySchool = 0, + showUses = 0, + usesMythic = 0; try { - ranges = PFUtils.calculateSpellRanges(level); - if (force || ranges.close !== closeRng || ranges.medium !== medRng || ranges["long"] !== longRng) { - setter[closeField] = ranges.close; - setter[medField] = ranges.medium; - setter[longField] = ranges["long"]; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateCasterRanges", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } - } - }); -} -/** updateConcentration - updates concentration for spellclass -*@param {int} classidx 0,1,2 the spellclass -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function updateConcentration(classidx, eventInfo, callback, silently) { - //TAS.debug("at PFSpellCasterClasses.updateConcentration"); - SWUtils.updateRowTotal(["Concentration-" + classidx, "spellclass-" + classidx + "-level-total", "Concentration-" + classidx + "-mod", "Concentration-" + classidx + "-misc"], 0, null, false, callback, silently); -} -/*********************************** SPELLS PER DAY section *************************************/ -/** updateSaveDCs - update save DCs on left column of Spells Per Day grid -*@param {int} classidx 0,1,2 the spellclass -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function updateSaveDCs(classidx, eventInfo, callback, silently) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); + isPrepared = [parseInt(configV["spellclass-0-casting_type"], 10) === 2, parseInt(configV["spellclass-1-casting_type"], 10) === 2, parseInt(configV["spellclass-2-casting_type"], 10) === 2]; + showDomain = [parseInt(configV["spellclass-0-show_domain_spells"], 10) || 0, parseInt(configV["spellclass-1-show_domain_spells"], 10) || 0, parseInt(configV["spellclass-2-show_domain_spells"], 10) || 0]; + hideUnprepared = [parseInt(configV["spellclass-0-hide_unprepared"], 10) || 0, parseInt(configV["spellclass-1-hide_unprepared"], 10) || 0, parseInt(configV["spellclass-2-hide_unprepared"], 10) || 0]; + groupBySchool = parseInt(configV["spellmenu_groupby_school"], 10) || 0; + showUses = parseInt(configV["spellmenu_show_uses"], 10) || 0; + usesMythic = parseInt(configV["mythic-adventures-show"], 10) || 0; + } catch (outererr) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro, error assembling global vars", outererr); + done(); + return; } - }); - getAttrs(["Concentration-" + classidx + "-mod", "spellclass-" + classidx + "-level-0-savedc"], function (v) { - var mod = parseInt(v["Concentration-" + classidx + "-mod"], 10) || 0, - dcLvlZero = 10 + mod, - currDC = parseInt(v["spellclass-" + classidx + "-level-0-savedc"], 10), - setter = {}, - params = {}, - i; - try { - //if 0 is different then rest are different. if 0 is same, rest are same. - if (currDC !== dcLvlZero || isNaN(currDC)) { - setter["spellclass-" + classidx + "-level-0-savedc"] = dcLvlZero; - for (i = 1; i < 10; i++) { - setter["spellclass-" + classidx + "-level-" + i + "-savedc"] = dcLvlZero + i; - } + getSectionIDs("repeating_spells", function (idarray) { + var attrs = {}; + //TAS.debug(idarray); + if (!idarray || idarray.length === 0) { + resetToDefault(configV); + return; } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateSaveDCs", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; + getAttrs(["_reporder_repeating_spells"], function (repValues) { + //TAS.debug("PFSpells.resetCommandMacro order repValues:",repValues); + var spellAttrs; + try { + spellAttrs = _underscore2.default.chain(idarray).map(function (id) { + var prefix = 'repeating_spells_' + SWUtils.getRepeatingIDStr(id), + retVal = []; + _underscore2.default.each(repeatingSpellAttrs, function (attr) { + retVal.push(prefix + attr); + }); + return retVal; + }).flatten().value(); + } catch (errouter2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro errouter", errouter2); + done(); + return; } - setAttrs(setter, params, done); - } else { - done(); - } - } + getAttrs(spellAttrs, function (values) { + //TAS.debug(values); + var orderedList, + repList, + filteredIds, + spellsByClass, + npcSpellsArray, + customSorted = 0, + spellsPC, + spellsNPC, + i, + groups = [], + spellSchoolReg = /[^\(\[]*/, + attrs = {}, + rollTemplateCounter = 0, + tempstr; + try { + if (!_underscore2.default.isUndefined(repValues._reporder_repeating_spells) && repValues._reporder_repeating_spells !== "") { + repList = repValues._reporder_repeating_spells.split(","); + repList = _underscore2.default.map(repList, function (ID) { + return ID.toLowerCase(); + }); + orderedList = _underscore2.default.intersection(_underscore2.default.union(repList, idarray), idarray); + customSorted = 1; + } else { + orderedList = idarray; + } + spellsByClass = _underscore2.default.chain(orderedList).map(function (id) { + var prefix = '', + metaMagic = 0, + spellSlot = 0, + matches, + schoolForGroup = '', + levelstr = '', + rawlevel = 0, + spellClass = '', + classStr = '', + isDomain = 0, + isMythic = 0, + uses = 0, + name = ''; + try { + prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id); + metaMagic = parseInt(values[prefix + "metamagic"], 10) || 0; + spellSlot = metaMagic ? values[prefix + "slot"] || values[prefix + "spell_level"] : values[prefix + "spell_level"]; + schoolForGroup = values[prefix + "school"] || ""; + matches = spellSchoolReg.exec(values[prefix + "school"] || ""); + if (matches && matches[0]) { + schoolForGroup = SWUtils.trimBoth(matches[0]); + schoolForGroup = schoolForGroup[0].toUpperCase() + schoolForGroup.slice(1).toLowerCase(); + } + levelstr = "^{level} " + String(spellSlot); + rawlevel = parseInt(values[prefix + "spell_level"], 10) || 0; + spellClass = parseInt(values[prefix + "spellclass_number"], 10) || 0; + classStr = "class" + (values[prefix + "spellclass_number"] || "0"); + isDomain = parseInt(values[prefix + "isDomain"], 10) || 0; + isMythic = usesMythic * parseInt(values[prefix + "isMythic"], 10) || 0; + uses = parseInt(values[prefix + "used"], 10) || 0; + name = values[prefix + "name"] || ""; + } catch (errmap) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro errmap on id " + id, errmap); + } finally { + return { 'id': id, + 'level': spellSlot, + 'levelstr': levelstr, + 'rawlevel': rawlevel, + 'school': schoolForGroup, + 'spellClass': spellClass, + 'spellClassstr': classStr, + 'isDomain': isDomain, + 'isMythic': isMythic, + 'uses': uses, + 'name': name + }; + } + }).omit(function (spellObj) { + return hideUnprepared[spellObj.spellClass] && isPrepared[spellObj.spellClass] && spellObj.uses === 0 && !(showDomain[spellObj.spellClass] && spellObj.isDomain); + }).map(function (spellObj) { + var spellName = spellObj.name, + usesStr = "", + dstr = "", + mystr = "", + lvlstr = "", + spacestr = ""; + try { + spellName = SWUtils.escapeForChatLinkButton(spellName); + spellName = SWUtils.escapeForRollTemplate(spellName); + spellName = SWUtils.trimBoth(spellName); + usesStr = showUses ? "(" + spellObj.uses + ")" : ""; + if (showUses && isPrepared[spellObj.spellClass] && spellObj.isDomain) { + usesStr = ""; + } + mystr = spellObj.isMythic ? "🄜" : ""; // // "⒨":"";//"(m)":"";// + dstr = spellObj.isDomain ? "🄓" : ""; // ""; //"⒟":"";//"(d)":"";// + lvlstr = groupBySchool ? spellObj.level + ":" : ""; + spacestr = usesStr || mystr || dstr ? " " : ""; + spellName = " [" + lvlstr + spellName + spacestr + dstr + mystr + usesStr + "]"; + } catch (maperr) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro error creating link name:", maperr); + } finally { + spellObj.pcChatLink = spellName + "(~@{character_id}|repeating_spells_" + spellObj.id + "_roll)"; + spellObj.npcChatLink = spellName + "(~@{character_id}|repeating_spells_" + spellObj.id + "_npc-roll)"; + return spellObj; + } + }).value(); + if (!customSorted) { + spellsByClass = _underscore2.default.sortBy(spellsByClass, 'level'); + } + spellsByClass = _underscore2.default.chain(spellsByClass).groupBy('spellClassstr').mapObject(function (classArray) { + return _underscore2.default.chain(classArray).sortBy(groupBySchool ? 'school' : 'levelstr').groupBy(groupBySchool ? 'school' : 'levelstr').value(); + }).value(); + + //TAS.debug("#############################"); + //TAS.debug(spellsByClass); + //TAS.debug("#############################"); + + //was 2 sets of 3 reduces but can do this faster with 3 each loops and populating both at once + spellsPC = {}; + spellsNPC = {}; + rollTemplateCounter = 10; + _underscore2.default.each(spellsByClass, function (groupList, classGroup) { + var pcstr = "", + npcstr = ""; + _underscore2.default.each(groupList, function (spellList, groupName) { + rollTemplateCounter++; + pcstr += " {{row" + rollTemplateCounter + "=**" + groupName + "**}}"; + npcstr += " {{row" + rollTemplateCounter + "=**" + groupName + "**}}"; + rollTemplateCounter++; + pcstr += " {{row" + rollTemplateCounter + "="; + npcstr += " {{row" + rollTemplateCounter + "="; + _underscore2.default.each(spellList, function (spellObj) { + pcstr += spellObj.pcChatLink; + npcstr += spellObj.npcChatLink; + }); + pcstr += "}}"; + npcstr += "}}"; + }); + spellsPC[classGroup] = pcstr; + spellsNPC[classGroup] = npcstr; + }); + //TAS.debug("#############################"); + //TAS.debug(spellsPC,spellsNPC); + //TAS.debug("#############################"); + + for (i = 0; i < 3; i++) { + tempstr = pcBaseMacro[i] + spellsPC['class' + i]; + if (tempstr && configV["spellclass-" + i + "-book"].slice(13) !== tempstr.slice(13)) { + attrs["spellclass-" + i + "-book"] = tempstr; + } else if (!tempstr && configV["spellclass-" + i + "-book"].slice(13) !== pcBaseMacro[i].slice(13)) { + attrs["spellclass-" + i + "-book"] = ""; + } + tempstr = npcBaseMacro[i] + spellsNPC['class' + i]; + if (tempstr && configV["spellclass-" + i + "-book-npc"].slice(13) !== tempstr.slice(13)) { + attrs["spellclass-" + i + "-book-npc"] = tempstr; + } else if (!tempstr && configV["spellclass-" + i + "-book-npc"].slice(13) !== npcBaseMacro[i].slice(13)) { + attrs["spellclass-" + i + "-book-npc"] = ""; + } + } + if (_underscore2.default.size(attrs) > 0) { + setAttrs(attrs, { + silent: true + }, done); + } else { + done(); + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetCommandMacro", err); + done(); + } + }); + }); + }); }); } -/** updateBonusSpells - updates Bonus Spells for the class -* Uses attribute, not the attribute-mod. So it does not change with ability damage or penalties. -*@param {number} classidx 0,1,2 the spellclass -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function updateBonusSpells(classidx, eventInfo, callback, silently) { + +/** update spells if a user changes "uses" on spell row + * @param {string} dummy normally id but not used + * @param {map} eventInfo from event, not used + * @param {function} callbackwhen done + * @param {boolean} silently if you want to update silently + */ +function updateSpellsPerDay(dummy, eventInfo, callback, silently) { var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.updateSpellsPerDay"); if (typeof callback === "function") { callback(); } }), - conAbility = "Concentration-" + classidx + "-ability"; - getAttrs([conAbility, "INT", "WIS", "CHA", "STR", "DEX", "CON"], function (v) { - //eliminate the modifier, we just want @{INT} not @{INT-mod} - var abilityName = PFUtils.findAbilityInString(v[conAbility]).replace("-mod", ""), - abilityVal = parseInt(v[abilityName], 10), - setter = {}, - params = { - silent: true - }, - bonusSpells, - bonusName, - i, - prefix = "spellclass-" + classidx + "-level-"; - try { - if (!isNaN(abilityVal)) { - if (abilityVal >= 12) { - for (i = 1; i < 10; i++) { - bonusSpells = Math.floor(Math.max(Math.floor((abilityVal - 10) / 2) + 4 - i, 0) / 4); - bonusName = prefix + i + "-bonus"; - setter[bonusName] = bonusSpells; - } - } else { - for (i = 1; i < 10; i++) { - bonusName = prefix + i + "-bonus"; - setter[bonusName] = 0; + fields = ['total_spells_manually', 'repeating_spells_used', 'repeating_spells_spellclass_number', 'repeating_spells_spell_level', 'repeating_spells_slot', 'repeating_spells_metamagic']; + getAttrs(fields, function (v) { + var classNum = 0, + spellLevel, + slot = 0, + metamagic = 0, + fieldname = '', + fieldname2 = '', + initialtot = {}; + _exportsLoaderTASTheAaronSheet2.default.debug("PFSpells.updateSpellsPerDay: ", v); + if (!parseInt(v.total_spells_manually, 10)) { + spellLevel = parseInt(v.repeating_spells_spell_level, 10); + _exportsLoaderTASTheAaronSheet2.default.debug("total spells manually is off spellLEvel is " + spellLevel); + if (!isNaN(spellLevel)) { + classNum = parseInt(v.repeating_spells_spellclass_number, 10) || 0; + metamagic = parseInt(v.repeating_spells_metamagic, 10) || 0; + if (metamagic) { + slot = parseInt(v.repeating_spells_slot, 10); + if (!isNaN(slot)) { + spellLevel = slot; } } - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateBonusSpells", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, params, done); + //now update the spells per day for the associated class idx and spell level + fieldname = "spellclass-" + classNum + "-level-" + spellLevel + "-spells-per-day"; + fieldname2 = "spellclass-" + classNum + "-level-" + spellLevel + "-spells-prepared"; + initialtot[fieldname] = 0; + initialtot[fieldname2] = 0; + _exportsLoaderTASTheAaronSheet2.default.debug("about to set " + fieldname + ", and " + fieldname2); + _exportsLoaderTASTheAaronSheet2.default.repeating('spells').attrs(fieldname, fieldname2).fields('row_id', 'used', 'spell_level', 'metamagic', 'slot').reduce(function (m, r) { + try { + if (r.I.spell_level === spellLevel || r.I.metamagic && r.I.slot === spellLevel) { + m += r.I.used; + // m[fieldname2]+=r.I.used; + _exportsLoaderTASTheAaronSheet2.default.debug("adding " + r.I.used); + } + _exportsLoaderTASTheAaronSheet2.default.debug(fieldname + " now at " + m); //, m); + } catch (innererr) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.updateSpellsPerDay innererr", innererr); + } finally { + return m; + } + }, 0, function (m, r, a) { + a.S[fieldname] = m; + a.S[fieldname2] = m; + }).execute(done); } else { done(); } + } else { + done(); } }); } -/* updateMaxSpellsPerDay */ -function updateMaxSpellsPerDay(classidx, spelllvl, callback, silently) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - getAttrs(["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max", "spellclass-" + classidx + "-level-" + spelllvl + "-class", "spellclass-" + classidx + "-level-" + spelllvl + "-bonus", "spellclass-" + classidx + "-level-" + spelllvl + "-misc"], function (v) { - var newCount = 0, - base = 0, - rest = 0, - total = 0, - curr = 0, - setter = {}; - base = parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-class"], 10); - curr = parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max"], 10) || 0; - if (isNaN(base)) { - newCount = 0; - } else { - rest = (parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-bonus"], 10) || 0) + (parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-misc"], 10) || 0); - newCount = base + rest; - } - if (newCount !== curr) { - setter["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max"] = newCount; - setAttrs(setter, {}, done); - } else { - done(); + +function getSpellTotals(ids, v, setter) { + var doNotProcess = 0, + casterTypeMap = { 'spontaneous': 1, 'prepared': 2 }, + casterTypes = [0, 0, 0], + totalPrepped = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]], + totalListed = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]; + try { + doNotProcess = parseInt(v.total_spells_manually, 10) || 0; + casterTypes[0] = parseInt(v['spellclass-0-casting_type'], 10) || 0; + if (parseInt(v.spellclasses_multiclassed, 10)) { + casterTypes[1] = parseInt(v['spellclass-1-casting_type'], 10) || 0; + casterTypes[2] = parseInt(v['spellclass-2-casting_type'], 10) || 0; } - }); - //SWUtils.updateRowTotal(["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max", "spellclass-" + classidx + "-level-" + spelllvl + "-class", "spellclass-" + classidx + "-level-" + spelllvl + "-bonus", "spellclass-" + classidx + "-level-" + spelllvl + "-misc"], 0, [], false, callback, silently); + _underscore2.default.each(ids, function (id) { + var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), + spellLevel, + classNum = 0, + metamagic = 0, + slot, + uses = 0; + try { + spellLevel = parseInt(v[prefix + "spell_level"], 10); + if (!isNaN(spellLevel)) { + classNum = parseInt(v[prefix + "spellclass_number"], 10) || 0; + metamagic = parseInt(v[prefix + "metamagic"], 10) || 0; + slot = parseInt(v[prefix + "slot"], 10); + if (metamagic && !isNaN(slot)) { + spellLevel = slot; + } + totalListed[classNum][spellLevel] += 1; + if (!doNotProcess) { + uses = parseInt(v[prefix + "used"], 10) || 0; + totalPrepped[classNum][spellLevel] += uses; + } + } else { + _exportsLoaderTASTheAaronSheet2.default.warn("PFSpells.getSpellTotals: Spelllevel NAN: spellLevel:" + spellLevel); + } + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.getSpellTotals err2", err2); + } + }); + + _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (classidx) { + _underscore2.default.each(spellLevels, function (spellLevel) { + var prefix = "spellclass-" + classidx + "-level-" + spellLevel, + total = 0, + prepped = 0, + perday = 0; + total = parseInt(v[prefix + "-total-listed"], 10) || 0; + if (total !== totalListed[classidx][spellLevel]) { + setter[prefix + "-total-listed"] = totalListed[classidx][spellLevel]; + } + //prepped = parseInt(v[prefix + "-spells-prepared"], 10) || 0; + perday = parseInt(v[prefix + "-spells-per-day"], 10) || 0; + if (casterTypes[classidx] > 0 && !doNotProcess) { + //if (prepped !== totalPrepped[classidx][spellLevel]) { + // setter[prefix + "-spells-prepared"] = totalPrepped[classidx][spellLevel]; + //} + if (perday !== totalPrepped[classidx][spellLevel]) { + setter[prefix + "-spells-per-day"] = totalPrepped[classidx][spellLevel]; + } + } else { + //if (prepped !== 0){ + // setter[prefix + "-spells-prepared"] =0; + //} + if (perday !== 0) { + setter[prefix + "-spells-per-day"] = 0; + } + } + }); + }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.getSpellTotals", err); + } finally { + return setter; + } } -/** applyConditions - for condition deafened update {SpellFailureNote} on DEFENSE PAGE -* note drain should have already been applied -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function applyConditions(callback, silently) { + +function resetSpellsTotals(dummy, eventInfo, callback, silently) { var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.resetSpellsTotals"); if (typeof callback === "function") { callback(); } }); - //TAS.debug("at PFSpellCasterClasses.applyConditions"); - getAttrs(["condition-Deafened", "SpellFailureNote"], function (v) { - var setter = {}, - params = {}; + + getSectionIDs("repeating_spells", function (ids) { + var fields = ['total_spells_manually', 'spellclasses_multiclassed', 'spellclass-0-casting_type', 'spellclass-1-casting_type', 'spellclass-2-casting_type'], + rowattrs = ['spellclass_number', 'spell_level', 'slot', 'metamagic', 'used']; try { - if (parseInt(v["condition-Deafened"], 10) === 4) { - if (!v["SpellFailureNote"]) { - setter["SpellFailureNote"] = "Yes"; - } - } else { - if (v["SpellFailureNote"]) { - setter["SpellFailureNote"] = ""; + _underscore2.default.each(ids, function (id) { + var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id); + _underscore2.default.each(rowattrs, function (attr) { + fields.push(prefix + attr); + }); + }); + _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (classidx) { + _underscore2.default.each(spellLevels, function (spellLevel) { + fields.push("spellclass-" + classidx + "-level-" + spellLevel + "-total-listed"); + fields.push("spellclass-" + classidx + "-level-" + spellLevel + "-spells-prepared"); + fields.push("spellclass-" + classidx + "-level-" + spellLevel + "-spells-per-day"); + }); + }); + getAttrs(fields, function (v) { + var setter = {}; + try { + setter = getSpellTotals(ids, v, setter); + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + } catch (innererr) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetSpellsTotals innererror:", innererr); + done(); } - } + }); } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.applyConditions", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.resetSpellsTotals:", err); + done(); } }); } -function recalcOneClass(spellClassIdx, callback, silently) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.recalculate.recalcOneClass"); - if (typeof callback === "function") { - callback(); +/* ******************************** REPEATING SPELL FUNCTIONS ********************************** */ +function setAttackEntryVals(spellPrefix, weaponPrefix, v, setter, noName) { + var notes = "", + attackType = ""; + setter = setter || {}; + try { + attackType = PFUtils.findAbilityInString(v[spellPrefix + "spell-attack-type"]); + if (v[spellPrefix + "name"]) { + if (!noName) { + setter[weaponPrefix + "name"] = v[spellPrefix + "name"]; + } + setter[weaponPrefix + "source-spell-name"] = v[spellPrefix + "name"]; + } + if (attackType) { + setter[weaponPrefix + "attack-type"] = v[spellPrefix + "spell-attack-type"]; + if (/CMB/i.test(attackType)) { + setter[weaponPrefix + "vs"] = "cmd"; + } else { + setter[weaponPrefix + "vs"] = "touch"; + } + } + if (v[spellPrefix + "range_numeric"]) { + setter[weaponPrefix + "range"] = v[spellPrefix + "range_numeric"]; + } + if (v[spellPrefix + "range"] && v[spellPrefix + "range_pick"] === "see_text") { + notes += "Range:" + v[spellPrefix + "range"]; } - }), - doneOne = _underscore2.default.after(4, done); - //TAS.debug("at PFSpellCasterClasses.recalcOneClass"); - _underscore2.default.times(10, function (spelllvl) { - updateMaxSpellsPerDay(spellClassIdx, spelllvl); - }); - updateConcentration(spellClassIdx, null, doneOne, silently); - updateSaveDCs(spellClassIdx, null, doneOne, silently); - updateCasterRanges(spellClassIdx, null, true, doneOne, silently); - updateBonusSpells(spellClassIdx, null, doneOne, silently); + if (v[spellPrefix + "damage-macro-text"]) { + setter[weaponPrefix + "precision_dmg_macro"] = v[spellPrefix + "damage-macro-text"]; + if (attackType) { + setter[weaponPrefix + "critical_dmg_macro"] = v[spellPrefix + "damage-macro-text"]; + } + } + if (v[spellPrefix + "damage-type"]) { + setter[weaponPrefix + "precision_dmg_type"] = v[spellPrefix + "damage-type"]; + if (attackType) { + setter[weaponPrefix + "critical_dmg_type"] = v[spellPrefix + "damage-type"]; + } + } + if (v[spellPrefix + "save"]) { + notes += "Save: " + v[spellPrefix + "save"] + " DC: " + v[spellPrefix + "savedc"]; + } + if (v[spellPrefix + "sr"]) { + if (notes) { + notes += ", "; + } + notes += "Spell resist:" + v[spellPrefix + "sr"]; + } + if (notes) { + setter[weaponPrefix + "notes"] = notes; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.setAttackEntryVals", err); + } finally { + return setter; + } } -/** updates {spellclass-X-level-total}, sets minimum of 1 if {spellclass-X-level} is > 0 -*@param {int} spellclassidx 0,1,2 the spell casting tab -*@param {eventInfo} eventInfo unused eventinfo from 'on' method -*@param {int} classlevel optional override for class level, use this if you know it and sheet attribute might not be updated yet. -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function updateCasterLevel(spellclassidx, eventInfo, classlevel, callback, silently) { +/*Triggered from a button in repeating spells */ +function createAttackEntryFromRow(id, callback, silently, eventInfo, weaponId) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving updateCasterLevel " + spellclassidx); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.createAttackEntryFromRow"); if (typeof callback === "function") { callback(); } + }), + attribList = [], + itemId = id || (eventInfo ? SWUtils.getRowId(eventInfo.sourceAttribute) : ""), + idStr = SWUtils.getRepeatingIDStr(id), + item_entry = 'repeating_spells_' + idStr, + attributes = ["range_pick", "range", "range_numeric", "damage-macro-text", "damage-type", "sr", "savedc", "save"], + commonAttributes = ["spell-attack-type", "name"]; + + //TAS.debug("at PFSpells creatattack entry "); + attributes.forEach(function (attr) { + attribList.push(item_entry + attr); }); - getAttrs(["spellclass-" + spellclassidx + "-level", "spellclass-" + spellclassidx + "-level-total", "spellclass-" + spellclassidx + "-level-misc", "buff_CasterLevel-total", "CasterLevel-Penalty", "spellclass-" + spellclassidx + "-exists"], function (v) { - var baseLevel = classlevel || parseInt(v["spellclass-" + spellclassidx + "-level"], 10) || 0, - totalLevel = parseInt(v["spellclass-" + spellclassidx + "-level-total"], 10) || 0, - spellClassExists = parseInt(v["spellclass-" + spellclassidx + "-exists"], 10) || 0, - casterlevel = 0, + commonAttributes.forEach(function (attr) { + attribList.push(item_entry + attr); + }); + //TAS.debug("attribList=" + attribList); + getAttrs(attribList, function (v) { + var newRowId = "", setter = {}, - recalcAfter = 0, + prefix = "repeating_weapon_", + idStr = "", params = {}; try { - casterlevel = baseLevel + (parseInt(v["spellclass-" + spellclassidx + "-level-misc"], 10) || 0) + (parseInt(v["buff_CasterLevel-total"], 10) || 0) + (parseInt(v["CasterLevel-Penalty"], 10) || 0); - //if has spells then minimum level is 1 no matter what minuses apply - if (casterlevel <= 0) { - if (baseLevel > 0) { - casterlevel = 1; + //TAS.debug("at PFSpells.createAttackEntryFromRow",v); + if (!PFUtils.findAbilityInString(v[item_entry + "spell-attack-type"]) && !v[item_entry + "damage-macro-text"]) { + _exportsLoaderTASTheAaronSheet2.default.warn("no attack to create for spell " + v[item_entry + "name"] + ", " + itemId); + } else { + if (!weaponId) { + newRowId = generateRowID(); } else { - casterlevel = 0; - } - } - if (casterlevel !== totalLevel) { - setter["spellclass-" + spellclassidx + "-level-total"] = casterlevel; - if (totalLevel === 0 && eventInfo) { - recalcAfter = 1; - } - } - if (baseLevel > 0) { - if (spellClassExists === 0) { - setter["spellclass-" + spellclassidx + "-exists"] = "1"; - recalcAfter = 1; + newRowId = weaponId; } - } else if (spellClassExists === 1) { - setter["spellclass-" + spellclassidx + "-exists"] = "0"; + idStr = newRowId + "_"; + prefix += idStr; + setter = setAttackEntryVals(item_entry, prefix, v, setter, weaponId); + setter[prefix + "source-spell"] = itemId; + setter[prefix + "group"] = "Spell"; + setter[prefix + 'link_type'] = PFAttacks.linkedAttackType.spell; } } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateCasterLevel", err); + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.createAttackEntryFromRow", err); } finally { if (_underscore2.default.size(setter) > 0) { + setter[item_entry + "create-attack-entry"] = 0; if (silently) { params = _PFConst2.default.silentParams; } - setAttrs(setter, params, function () { - if (recalcAfter) { - recalcOneClass(spellclassidx, done, silently); - } else { - done(); - } + setAttrs(setter, {}, function () { + //can do these in parallel + PFAttackOptions.resetOption(newRowId); + PFAttackGrid.resetCommandMacro(); + done(); }); } else { - done(); + setter[item_entry + "create-attack-entry"] = 0; + setAttrs(setter, _PFConst2.default.silentParams, done); } } }); } -/** updates all 3 caster class levels, usually due to change in buffs or debuffs -*@param {nothing} dummy - only here so eventhandlers can call it, since spellclass index is in this position. -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function updateCasterLevels(dummy, eventInfo, callback, silently) { - updateCasterLevel(0, eventInfo, 0, callback, silently); - updateCasterLevel(1, eventInfo, 0, callback, silently); - updateCasterLevel(2, eventInfo, 0, callback, silently); -} -/** sets {spellclass-X-name} and {spellclass-X-level} from the class dropdown {spellclass-X} -* called when the class dropdown is changed. -*@param {int} spellclassidx 0,1,2 the spell casting tab -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function setCasterClassFromDropdown(spellclassidx, eventInfo, callback, silently) { +function updateAssociatedAttack(id, callback, silently, eventInfo) { var done = _underscore2.default.once(function () { + //TAS.debug("leaving PFSpells.updateAssociatedAttack"); if (typeof callback === "function") { callback(); } }), - spellclassdropdown = "spellclass-" + spellclassidx, - spellclasslevel = "spellclass-" + spellclassidx + "-level"; - getAttrs([spellclassdropdown, spellclasslevel], function (va) { - var classidx = parseInt(va[spellclassdropdown], 10), - currClassLevel = parseInt(va[spellclasslevel], 10), - spellclassname, - classname, - classlevel; - try { - if (isNaN(classidx) || !va[spellclassdropdown] || parseInt(va[spellclassdropdown], 10) === -1) { - done(); - return; - } - spellclassname = "spellclass-" + spellclassidx + "-name"; - classname = "class-" + classidx + "-name"; - classlevel = "class-" + classidx + "-level"; - //if race indicated: use race and HD - if (classidx === 6) { - classname = "race"; - classlevel = "npc-hd-num"; - } - getAttrs([classname, classlevel, spellclassname], function (v) { + itemId = id || (eventInfo ? SWUtils.getRowId(eventInfo.sourceAttribute) : ""), + item_entry = 'repeating_spells_' + SWUtils.getRepeatingIDStr(itemId), + attrib = eventInfo ? SWUtils.getAttributeName(eventInfo.sourceAttribute) : "", + attributes = []; + if (attrib) { + attributes = [item_entry + attrib]; + if (/range/i.test(attrib)) { + attributes = [item_entry + 'range_pick', item_entry + 'range', item_entry + 'range_numeric']; + } + } else { + attributes = ["range_pick", "range", "range_numeric", "damage-macro-text", "damage-type", "sr", "savedc", "save", "spell-attack-type", "name"]; + } + getAttrs(attributes, function (spellVal) { + getSectionIDs("repeating_weapon", function (idarray) { + // get the repeating set + var spellsourcesFields = []; + spellsourcesFields = _underscore2.default.reduce(idarray, function (memo, currentID) { + memo.push("repeating_weapon_" + currentID + "_source-spell"); + return memo; + }, []); + getAttrs(spellsourcesFields, function (v) { var setter = {}, - setAny = 0, - updateLevel = 0, - newClassLevel = parseInt(v[classlevel], 10) || 0; + params = {}, + idlist = []; try { - if (currClassLevel !== newClassLevel || isNaN(currClassLevel)) { - setter[spellclasslevel] = newClassLevel; - updateLevel = 1; - } - if (v[classname] && v[classname] !== v[spellclassname]) { - setter[spellclassname] = v[classname]; + _underscore2.default.each(idarray, function (currentID) { + var prefix = "repeating_weapon_" + currentID + "_"; + if (v[prefix + "source-spell"] === itemId) { + idlist.push(currentID); + setter = setAttackEntryVals(item_entry, prefix, spellVal, setter); + } + }); + if (silently) { + params = _PFConst2.default.silentParams; } } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.setCasterClassFromDropdown", err); + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.updateAssociatedAttack", err); } finally { if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, { - silent: true - }, done); - if (updateLevel) { - updateCasterLevel(spellclassidx, eventInfo, newClassLevel); - } + setAttrs(setter, params, function () { + PFAttackOptions.resetSomeOptions(idlist); + }); } else { done(); } } }); - } catch (errOuter) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.setCasterClassFromDropdown outer", errOuter); - done(); - } + }); }); } -/** update level on SPELL page when updated on CLASS page, but not vice versa -*@param {int} classidx 0..6 the row on the CLASS GRID starting with 0 to grab level from, or 6 if {npc-hd-num} -*@param {eventinfo} eventInfo unused eventinfo from 'on' method -*@param {bool} force if true update no matter if new ranges are same or not. -*@param {function} callback - to call when done. -*@param {bool} silently if true update with PFConst.silentParams -*/ -function updateCasterFromClassLevel(classidx, eventInfo, force, callback, silently) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); +function updatePreparedSpellState(id, eventInfo) { + getAttrs(["repeating_spells_used", "repeating_spells_spellclass_number", "repeating_spells_prepared_state", "spellclass-0-hide_unprepared", "spellclass-1-hide_unprepared", "spellclass-2-hide_unprepared"], function (values) { + var uses = parseInt(values.repeating_spells_used, 10) || 0, + preparedState = parseInt(values.repeating_spells_prepared_state, 10) || 0, + classnum = values["repeating_spells_spellclass_number"], + isPrepared = (parseInt(values["spellclass-" + classnum + "-casting_type"], 10) || 0) === 2 ? 1 : 0, + hideUnprepared = isPrepared * (parseInt(values["spellclass-" + classnum + "-hide_unprepared"], 10) || 0), + setter = {}; + if (uses > 0 && preparedState === 0) { + setter["repeating_spells_prepared_state"] = "1"; + } else if (uses < 1 && preparedState !== 0) { + setter["repeating_spells_prepared_state"] = "0"; } - }), - spellclassdropdown0 = "spellclass-0", - spellclassdropdown1 = "spellclass-1", - spellclassdropdown2 = "spellclass-2"; - if (classidx === "npc-hd-num") { - classidx = 6; - } else { - classidx = parseInt(classidx, 10) || 0; - } - getAttrs([spellclassdropdown0, spellclassdropdown1, spellclassdropdown2], function (va) { - var spellclassidx, spellclasslevelField, classlevelField, prefix, classNameField; - if (parseInt(va[spellclassdropdown0], 10) === classidx) { - spellclassidx = 0; - } else if (parseInt(va[spellclassdropdown1], 10) === classidx) { - spellclassidx = 1; - } else if (parseInt(va[spellclassdropdown2], 10) === classidx) { - spellclassidx = 2; - } else { - return; + if (_underscore2.default.size(setter)) { + if (hideUnprepared) { + setAttrs(setter, _PFConst2.default.silentParams, resetCommandMacro()); + } else { + setAttrs(setter, { + silent: true + }); + } } - prefix = "spellclass-" + spellclassidx; - spellclasslevelField = prefix + "-level"; - classlevelField = "class-" + classidx + "-level"; - classNameField = "class-" + classidx + "-name"; - getAttrs([spellclasslevelField, classlevelField, classNameField], function (v) { - var setter = {}, - newCasterLevel = parseInt(v[classlevelField], 10) || 0, - currCasterLevel = parseInt(v[spellclasslevelField], 10); - if (newCasterLevel !== currCasterLevel || isNaN(currCasterLevel) || force) { - setter[spellclasslevelField] = newCasterLevel; - setter[prefix + "-name"] = v[classNameField]; + }); +} +/** - sets prepared_state to 1 if used has a value > 0 */ +function resetSpellsPrepared() { + getSectionIDs("repeating_spells", function (ids) { + var fieldarray = []; + _underscore2.default.each(ids, function (id) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_spells_" + idStr; + fieldarray.push(prefix + "used"); + fieldarray.push(prefix + "prepared_state"); + }); + getAttrs(fieldarray, function (v) { + var setter = {}; + _underscore2.default.each(ids, function (id) { + var idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_spells_" + idStr, + uses = parseInt(v[prefix + "used"], 10) || 0, + preparedState = parseInt(v[prefix + "prepared_state"], 10) || 0, + setter = {}; + if (uses > 0 && preparedState === 0) { + setter[prefix + "prepared_state"] = "1"; + //TAS.debug("resetSpellsPrepared, setting to 1:" + prefix); + } else if (uses < 1 && preparedState !== 0) { + setter[prefix + "prepared_state"] = "0"; + } + }); + if (_underscore2.default.size(setter)) { setAttrs(setter, { silent: true }); - updateCasterLevel(classidx, eventInfo, newCasterLevel); } }); }); } -function migrate(callback, oldversion) { - //TAS.debug("At PFSpellCasterClasses.migrate"); - PFMigrate.migrateUsesSpellFlag(callback); -} -function recalculate(callback, silently, oldversion) { +/************* SPELL OPTIONS *********************/ +/** updates all spells when level or concentration or spell penetration is updated +*@param {int} classIdx 0..2 +*@param {object} eventInfo from on event +*@param {function} callback when done +*/ +function updateSpellsCasterLevelRelated(classIdx, eventInfo, callback) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.info("leaving PFSpellCasterClasses.recalculate"); if (typeof callback === "function") { callback(); } - }), - recalcTopSection = function recalcTopSection(callback, silently) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpellCasterClasses.recalculate.recalcTopSection"); - if (typeof callback === "function") { - callback(); - } - }), - doneOne = _underscore2.default.after(3, done); - //TAS.debug("at PFSpellCasterClasses.recalculate.recalcTopSection"); - _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (spellClassIdx) { - try { - setCasterClassFromDropdown(spellClassIdx, null, function () { - updateCasterLevel(spellClassIdx, null, 0, function () { - ifSpellClassExists(spellClassIdx, function () { - recalcOneClass(spellClassIdx, doneOne, silently); - }, doneOne); - }, silently); - }, silently); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.recalculate_recalcTopSection", err); - doneOne(); - } - }); - }, - finishAndLeave = _underscore2.default.once(function () { - updateMultiClassedCasterFlag(null, null, function () { - PFSpells.recalculate(done, silently, oldversion); - }); - }), - callTopSection = _underscore2.default.once(function () { - recalcTopSection(finishAndLeave, silently); - }), - callApplyConditions = _underscore2.default.once(function () { - applyConditions(callTopSection, silently); }); - migrate(function () { - callApplyConditions(); - }, oldversion); -} -var events = { - // events for updates to top of class page, each one calls isSpellClassExists - spellcastingClassEventsAuto: { - "change:concentration-REPLACE-mod": [updateBonusSpells, updateSaveDCs, updateConcentration, PFSpells.updateSpellsCasterAbilityRelated], - "change:spellclass-REPLACE-level-total": [updateConcentration, updateCasterRanges, PFSpells.updateSpellsCasterLevelRelated], - "change:spellclass-REPLACE-SP-mod": [PFSpells.updateSpellsCasterLevelRelated] - }, - spellcastingClassEventsPlayer: { - "change:concentration-REPLACE-misc": [updateConcentration, PFSpells.updateSpellsCasterLevelRelated], - "change:concentration-REPLACE-def": [PFSpells.updateSpellsCasterLevelRelated] - }, - // events for updates to top of class page even if no spellcasting class exists - spellcastingClassEventsIgnoreLevel: { - "change:spellclass-REPLACE-level-misc": [updateCasterLevel], - "change:spellclass-REPLACE": [setCasterClassFromDropdown], - "change:spellclass-REPLACE-level": [updateCasterLevel, updateMultiClassedCasterFlag], - "change:buff_CasterLevel-total change:condition-Drained change:CasterLevel-Penalty": [updateCasterLevels] - }, - //events for updateBonusSpells section CLASSIDX is the 0-2 classes, SPELLLEVEL is 0-9 - spellcastingClassEventsPerSpellLevel: "change:spellclass-CLASSIDX-level-SPELLLEVEL-class change:spellclass-CLASSIDX-level-SPELLLEVEL-bonus change:spellclass-CLASSIDX-level-SPELLLEVEL-misc" -}; -function registerEventHandlers() { - //spellclass section (3 tabs at top of spell page) - _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (spellClassIdx) { - var numberIdx = parseInt(spellClassIdx, 10) || 0; - on("change:Concentration-" + numberIdx + "-ability", _exportsLoaderTASTheAaronSheet2.default.callback(function eventChangeSpellDropdown(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - PFUtilsAsync.setDropdownValue("Concentration-" + numberIdx + "-ability", "Concentration-" + numberIdx + "-mod"); - })); - _underscore2.default.each(events.spellcastingClassEventsPlayer, function (functions, event) { - var eventToWatch = event.replace(/REPLACE/g, numberIdx); - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellcasterClassSpecificUpdatePlayerOnly(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - ifSpellClassExists(numberIdx, function () { - methodToCall(numberIdx, eventInfo); - }); + //TAS.debug("updateSpellsCasterLevelRelated", eventInfo); + if (!(classIdx >= 0 && classIdx <= 2) || isNaN(parseInt(classIdx, 10))) { + done(); + return; + } + getAttrs(["spellclass-" + classIdx + "-level-total", "spellclasses_multiclassed", "Concentration-" + classIdx + "-misc", "spellclass-" + classIdx + "-name", "spellclass-" + classIdx + "-SP-mod", "Concentration-" + classIdx + "-def", "Concentration-" + classIdx + "-mod"], function (vout) { + var classLevel = parseInt(vout["spellclass-" + classIdx + "-level-total"], 10) || 0, + abilityMod = parseInt(vout["Concentration-" + classIdx + "-mod"], 10) || 0, + multiclassed = parseInt(vout["spellclasses_multiclassed"], 10) || 0, + defMod = parseInt(vout["Concentration-" + classIdx + "-def"], 10), + classConcentrationMisc = parseInt(vout["Concentration-" + classIdx + "-misc"], 10) || 0, + classSPMisc = parseInt(vout["spellclass-" + classIdx + "-SP-mod"], 10) || 0, + newClassName = vout["spellclass-" + classIdx + "-name"], + updateDefensiveCasting = eventInfo ? /\-def$/i.test(eventInfo.sourceAttribute) : false; + if (classLevel <= 0) { + done(); + return; + } + //TAS.debug("updateSpellsCasterLevelRelated,class:"+classIdx+", class values:",vout); + getSectionIDs("repeating_spells", function (ids) { + var rowFieldAppnd = ['casterlevel', 'CL_misc', 'spell_class_r', 'spellclass_number', 'spellclass', 'range', 'range_numeric', 'range_pick', 'SP-mod', 'SP_misc', 'Concentration_misc', 'Concentration-mod', 'spell_options'], + fields = _underscore2.default.reduce(ids, function (memo, id) { + var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), + row; + row = _underscore2.default.map(rowFieldAppnd, function (field) { + return prefix + field; + }); + return memo.concat(row); + }, ['spellclass-0-name']); + getAttrs(fields, function (v) { + var doneOneRow = _underscore2.default.after(_underscore2.default.size(ids), done), + classNumSetter = {}, + setter = {}; + try { + //TAS.debug("updateSpellsCasterLevelRelated,class:"+classIdx+", spells:",v); + _underscore2.default.each(ids, function (id) { + var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), + classNum = parseInt(v[prefix + "spellclass_number"], 10), + classRadio = parseInt(v[prefix + "spell_class_r"], 10), + chosenRange = v[prefix + "range_pick"] || "", + currRange = parseInt(v[prefix + "range_numeric"], 10) || 0, + spellConcentrationMisc = parseInt(v[prefix + "Concentration_misc"], 10) || 0, + optionText = v[prefix + "spell_options"], + setOption = 0, + tempstr = "", + casterlevel = 0, + newcasterlevel = 0, + newConcentration = 0, + newSP = 0, + newClassName = "", + newRange = 0; + try { + if (isNaN(classNum)) { + classNum = 0; + classNumSetter[prefix + "spellclass_number"] = 0; + classNumSetter[prefix + "spellclass"] = v['spellclass-0-name']; + } else if (!multiclassed || classNum === classIdx) { + if (classNum !== classRadio || isNaN(classRadio)) { + setter[prefix + "spell_class_r"] = classNum; + } + newClassName = v['spellclass-' + classNum + '-name']; + if (newClassName !== v[prefix + "spellclass"]) { + setter[prefix + "spellclass"] = newClassName; + if (optionText) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.spellclass, PFSpellOptions.optionTemplates.spellclass.replace("REPLACE", SWUtils.escapeForRollTemplate(v[prefix + "spellclass"]))); + setOption = 1; + } + } + casterlevel = parseInt(v[prefix + "casterlevel"], 10); + newcasterlevel = classLevel + (parseInt(v[prefix + "CL_misc"], 10) || 0); + if (newcasterlevel < 1) { + newcasterlevel = 1; + } + if (newcasterlevel !== casterlevel || isNaN(casterlevel)) { + casterlevel = newcasterlevel; + setter[prefix + "casterlevel"] = newcasterlevel; + if (optionText) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.casterlevel, PFSpellOptions.optionTemplates.casterlevel.replace("REPLACE", newcasterlevel)); + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.casterlevel_chk, PFSpellOptions.optionTemplates.casterlevel_chk.replace("REPLACE", newcasterlevel)); + setOption = 1; + } + } + newRange = PFUtils.findSpellRange(v[prefix + "range"], chosenRange, casterlevel) || 0; + if (newRange !== currRange) { + setter[prefix + "range_numeric"] = newRange; + if (optionText) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.range, PFSpellOptions.optionTemplates.range.replace("REPLACE", newRange)); + setOption = 1; + } + } + if (updateDefensiveCasting && optionText) { + if (defMod > 0) { + tempstr = PFSpellOptions.optionTemplates.cast_def.replace("REPLACE", defMod); + } else { + tempstr = "{{cast_def=}}"; + } + if (optionText.indexOf("{{cast_def=") >= 0) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.cast_def, tempstr); + } else { + optionText += tempstr; + } + setOption = 1; + } + newConcentration = newcasterlevel + abilityMod + classConcentrationMisc + spellConcentrationMisc; + if (newConcentration !== (parseInt(v[prefix + "Concentration-mod"], 10) || 0)) { + setter[prefix + "Concentration-mod"] = newConcentration; + if (optionText) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration, PFSpellOptions.optionTemplates.Concentration.replace("REPLACE", newConcentration)); + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration_chk, PFSpellOptions.optionTemplates.Concentration_chk.replace("REPLACE", newConcentration)); + setOption = 1; + } + } + newSP = classSPMisc + (parseInt(v[prefix + "SP_misc"], 10) || 0); + if (newSP !== (parseInt(v[prefix + "SP-mod"], 10) || 0)) { + setter[prefix + "SP-mod"] = newSP; + if (optionText) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.spellPen, PFSpellOptions.optionTemplates.spellPen.replace("REPLACE", newSP)); + setOption = 1; + } + } + if (setOption) { + setter[prefix + "spell_options"] = optionText; + } + } + } catch (innererror) { + _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterLevelRelated innererror on id: " + id, innererror); + } + }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterLevelRelated error:", err); + } finally { + if (_underscore2.default.size(setter) > 0 || _underscore2.default.size(classNumSetter) > 0) { + //TAS.debug"updateSpellsCasterLevelRelated, setting:",classNumSetter,setter); + if (_underscore2.default.size(classNumSetter) > 0) { + setAttrs(classNumSetter, {}, done); + } + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } + } else { + done(); } - })); + } }); }); - _underscore2.default.each(events.spellcastingClassEventsAuto, function (functions, event) { - var eventToWatch = event.replace(/REPLACE/g, numberIdx); - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellcasterClassSpecificUpdateAuto(eventInfo) { - if (eventInfo.sourceType === "sheetworker") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - ifSpellClassExists(numberIdx, function () { - methodToCall(numberIdx, eventInfo); + }); +} +/** updates all spells when caster ability or DCs are updated + *@param {int} classIdx 0..2 + *@param {map} eventInfo from on event + *@param {function} callback when done + */ +function updateSpellsCasterAbilityRelated(classIdx, eventInfo, callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + //TAS.debug("updateSpellsCasterAbilityRelated", eventInfo); + if (!(classIdx >= 0 && classIdx <= 2) || isNaN(parseInt(classIdx, 10))) { + done(); + return; + } + getAttrs(["spellclass-" + classIdx + "-level-total", "Concentration-" + classIdx + "-mod", "Concentration-" + classIdx + "-misc", "spellclasses_multiclassed"], function (vout) { + var abilityMod, classConcentrationMisc, multiclassed; + try { + abilityMod = parseInt(vout["Concentration-" + classIdx + "-mod"], 10) || 0; + classConcentrationMisc = parseInt(vout["Concentration-" + classIdx + "-misc"], 10) || 0; + multiclassed = parseInt(vout["spellclasses_multiclassed"], 10) || 0; + if (!parseInt(vout["spellclass-" + classIdx + "-level-total"], 10)) { + done(); + return; + } + //var updateAbilityScore = eventInfo?(/concentration\-[012]\-mod/i.test(eventInfo.sourceAttribute)):true; + getSectionIDs("repeating_spells", function (ids) { + var fields = []; + //TAS.debug("updateSpellsCasterAbilityRelated",classIdx,eventInfo); + //TAS.debug(ids); + _underscore2.default.each(ids, function (id) { + var prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id); + fields = fields.concat([prefix + "spellclass_number", prefix + "spell_level", prefix + "spell_level_r", prefix + "spellclass_number", prefix + "casterlevel", prefix + "DC_misc", prefix + "savedc", prefix + "Concentration-mod", prefix + "Concentration_misc", prefix + "spell_options"]); + }); + getAttrs(fields, function (v) { + var newConcentration = 0, + casterlevel = 0, + setter = {}; + try { + _exportsLoaderTASTheAaronSheet2.default.debug("updateSpellsCasterAbilityRelated,class:" + classIdx + ", spells:", v); + _underscore2.default.each(ids, function (id) { + var spellLevel = 0, + spellLevelRadio = 0, + newDC = 0, + setOption = 0, + currDC = 0, + prefix = "repeating_spells_" + SWUtils.getRepeatingIDStr(id), + optionText = v[prefix + "spell_options"], + spellConcentrationMisc = parseInt(v[prefix + "Concentration_misc"], 10) || 0; + try { + if (!multiclassed || parseInt(v[prefix + "spellclass_number"], 10) === classIdx) { + spellLevel = parseInt(v[prefix + "spell_level"], 10); + spellLevelRadio = parseInt(v[prefix + "spell_level_r"], 10); + if (isNaN(spellLevel)) { + _exportsLoaderTASTheAaronSheet2.default.warn("spell level is NaN for " + prefix); + if (spellLevelRadio !== -1 || isNaN(spellLevelRadio)) { + setter[prefix + "spell_level_r"] = "-1"; + //setter[prefix + "savedc"] = 0; + } + } else { + if (spellLevel !== spellLevelRadio || isNaN(spellLevelRadio)) { + setter[prefix + "spell_level_r"] = spellLevel; + } + newDC = 10 + spellLevel + abilityMod + (parseInt(v[prefix + "DC_misc"], 10) || 0); + currDC = parseInt(v[prefix + "savedc"], 10) || 0; + if (newDC !== currDC) { + setter[prefix + "savedc"] = newDC; + if (optionText) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.dc, PFSpellOptions.optionTemplates.dc.replace("REPLACE", newDC)); + setOption = 1; + } + } + casterlevel = parseInt(v[prefix + "casterlevel"], 10) || 0; + if (!isNaN(casterlevel)) { + newConcentration = casterlevel + abilityMod + classConcentrationMisc + spellConcentrationMisc; + if (newConcentration !== (parseInt(v[prefix + "Concentration-mod"], 10) || 0)) { + setter[prefix + "Concentration-mod"] = newConcentration; + if (optionText) { + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration, PFSpellOptions.optionTemplates.Concentration.replace("REPLACE", newConcentration)); + optionText = optionText.replace(PFSpellOptions.optionTemplateRegexes.Concentration_chk, PFSpellOptions.optionTemplates.Concentration_chk.replace("REPLACE", newConcentration)); + setOption = 1; + } + } + } else { + _exportsLoaderTASTheAaronSheet2.default.warn("spell casterlevel is NaN for " + prefix); + if ((parseInt(v[prefix + "Concentration-mod"], 10) || 0) !== 0) { + setter[prefix + "Concentration-mod"] = ""; + } + } + } + if (setOption) { + //TAS.debug("setting option for id "+ id +" to "+optionText); + setter[prefix + "spell_options"] = optionText; + } + } + } catch (innererror) { + _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterAbilityRelated innererror on id:" + id, innererror); + } }); + } catch (miderr) { + _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterAbilityRelated miderr :", miderr); + } finally { + if (_underscore2.default.size(setter) > 0) { + _exportsLoaderTASTheAaronSheet2.default.debug("updateSpellsCasterAbilityRelated setting:", setter); + setAttrs(setter, _PFConst2.default.silentParams, done()); + } else { + done(); + } } - })); - }); - }); - //ignore level means do not call "ifSpellClassExists" first - _underscore2.default.each(events.spellcastingClassEventsIgnoreLevel, function (functions, event) { - var eventToWatch = event.replace(/REPLACE/g, numberIdx); - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellcasterClassUpdate(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - methodToCall(numberIdx, eventInfo); - })); - }); - }); - //spells per day - _underscore2.default.each(PFSpells.spellLevels, function (spellLevel) { - var spellNumber = parseInt(spellLevel, 10), - eventToWatch = events.spellcastingClassEventsPerSpellLevel.replace(/CLASSIDX/g, numberIdx).replace(/SPELLLEVEL/g, spellNumber); - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellsPerDay(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - ifSpellClassExists(numberIdx, function () { - updateMaxSpellsPerDay(numberIdx, spellNumber); }); - })); - }); - }); //end of spell classes + }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("updateSpellsCasterAbilityRelated outer error:", err); + } + }); } -registerEventHandlers(); -_PFLog.PFConsole.log('PFSpellCasterClasses module loaded'); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 21 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.migrate = migrate; -exports.recalculate = recalculate; - -var _underscore = __webpack_require__(2); - -var _underscore2 = _interopRequireDefault(_underscore); - -var _PFLog = __webpack_require__(0); - -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); - -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); - -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - -var _PFConst = __webpack_require__(3); - -var _PFConst2 = _interopRequireDefault(_PFConst); - -var _PFUtils = __webpack_require__(5); - -var PFUtils = _interopRequireWildcard(_PFUtils); - -var _PFMigrate = __webpack_require__(6); - -var PFMigrate = _interopRequireWildcard(_PFMigrate); - -var _PFDefense = __webpack_require__(12); - -var PFDefense = _interopRequireWildcard(_PFDefense); - -var _PFSize = __webpack_require__(18); - -var PFSize = _interopRequireWildcard(_PFSize); - -var _PFUtilsAsync = __webpack_require__(8); - -var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); - -var _PFInitiative = __webpack_require__(29); - -var PFInitiative = _interopRequireWildcard(_PFInitiative); - -var _PFSkills = __webpack_require__(19); - -var PFSkills = _interopRequireWildcard(_PFSkills); - -var _PFEncumbrance = __webpack_require__(27); - -var PFEncumbrance = _interopRequireWildcard(_PFEncumbrance); - -var _PFInventory = __webpack_require__(30); - -var PFInventory = _interopRequireWildcard(_PFInventory); - -var _PFAbilityScores = __webpack_require__(10); - -var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); - -var _PFBuffs = __webpack_require__(24); - -var PFBuffs = _interopRequireWildcard(_PFBuffs); - -var _PFSaves = __webpack_require__(17); - -var PFSaves = _interopRequireWildcard(_PFSaves); - -var _PFHealth = __webpack_require__(16); - -var PFHealth = _interopRequireWildcard(_PFHealth); - -var _PFChecks = __webpack_require__(15); - -var PFChecks = _interopRequireWildcard(_PFChecks); - -var _PFAbility = __webpack_require__(22); - -var PFAbility = _interopRequireWildcard(_PFAbility); - -var _PFNPC = __webpack_require__(35); - -var PFNPC = _interopRequireWildcard(_PFNPC); - -var _PFAttackGrid = __webpack_require__(7); - -var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); - -var _PFAttackOptions = __webpack_require__(11); - -var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); - -var _PFAttacks = __webpack_require__(23); - -var PFAttacks = _interopRequireWildcard(_PFAttacks); - -var _PFFeatures = __webpack_require__(28); - -var PFFeatures = _interopRequireWildcard(_PFFeatures); - -var _PFSpells = __webpack_require__(14); - -var PFSpells = _interopRequireWildcard(_PFSpells); - -var _PFSpellCasterClasses = __webpack_require__(20); - -var PFSpellCasterClasses = _interopRequireWildcard(_PFSpellCasterClasses); - -var _PFPsionic = __webpack_require__(37); - -var PFPsionic = _interopRequireWildcard(_PFPsionic); - -var _PFMythic = __webpack_require__(34); - -var PFMythic = _interopRequireWildcard(_PFMythic); - -var _PFClassRaceGrid = __webpack_require__(25); - -var PFClassRaceGrid = _interopRequireWildcard(_PFClassRaceGrid); - -var _PFConditions = __webpack_require__(33); - -var PFConditions = _interopRequireWildcard(_PFConditions); - -var _PFNPCParser = __webpack_require__(36); - -var PFNPCParser = _interopRequireWildcard(_PFNPCParser); - -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } - -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } - -//import * as PFMacros from './PFMacros'; -//import * as PFMenus from './PFMenus'; -function expandAll() { - getAttrs(["expandall"], function (v) { - var skilltab = "4", - setter = {}; - if (parseInt(v["expandall"], 10)) { - //set expandall to 0 - //set tabs to "all" - //set conditions and buffs to "show" - //set all others to default (which is "show") - setAttrs({ - "expandall": "0", - pagetab: "99", - abilities_tab: "99", - skills_tab: "99", - spellclass_tab: "99", - spells_tab: "99", - npc_spellclass_tab: "0", - equipment_tab: "99", - "conditions-show": "1", - "buffstop-show": "1", - "character-details-show": "", - "ability-scores-show": "", - "health-and-wounds-show": "", - "initiative-and-speeds-show": "", - "experience-and-hero-points-show": "", - "class-info-show": "", - "mythic-info-show": "", - "psionic-info-show": "", - "abilities-show": "", - "defense-values-show": "", - "special-defenses-show": "", - "armor-penalties-show": "", - "saves-show": "", - "armor-shield-show": "", - "defense-notes-show": "", - "attack-bonuses-show": "", - "attack-notes-show": "", - "attack-options-show": "", - "attacks-show": "", - "skills-show": "", - "skill_options-show": "", - "skill-ranks-show": "", - "skill-notes-show": "", - "artistry-show": "", - "craft-show": "", - "knowledge-show": "", - "lore-show": "", - "perform-show": "", - "profession-show": "", - "misc-show": "", - "currency-show": "", - "inventory-show": "", - "carried-weight-show": "", - "loads-show": "", - "domains0-show": "", - "spellsPerDay0-show": "", - "spell_ranges0-show": "", - "domains1-show": "", - "spellsPerDay1-show": "", - "spell_ranges1-show": "", - "domains2-show": "", - "spellsPerDay2-show": "", - "spell_ranges2-show": "", - "spelloptions-show": "", - "newspells-show": "", - "npc-quick_stats-show": "", - "npc-defense-show": "", - "options_defense_options-show": "", - "npc-offense-show": "", - "npc-speed-show": "", - "npc-space-show": "", - "npc-special-attacks-show": "", - "npc-repeating_weapons-show": "", - "npc-spell-like-abilities-show": "", - "npc-spells-show": "", - "npc-tactics-show": "", - "npc-before-combat-show": "", - "npc-during-combat-show": "", - "npc-morale-show": "", - "npc-base-statistics-show": "", - "npc-statistics-show": "", - "npc-feats-show": "", - "npc-mythic-feats-show": "", - "npc-skills-show": "", - "npc-cgear-show": "", - "npc-ogear-show": "", - "npc-special-abilities-show": "", - "header-image-show": "", - "pathfinder-unchained-show": "", - "pathfinder-mythic-adventures-show": "", - "pathfinder-psionics-show": "", - "roll-template-info-show": "", - "sheet-config-show": "", - "sheetcleanup-show": "", - "buff-min-show": "", - "buff-expand-show": "", - "buff-column-show": "", - "class-ability-min-show": "", - "class-ability-expand-show": "", - "class-ability-column-show": "", - "feat-min-show": "", - "feat-expand-show": "", - "feat-column-show": "", - "racial-trait-min-show": "0", - "racial-trait-expand-show": "", - "racial-trait-column-show": "", - "traits-min-show": "0", - "traits-expand-show": "", - "traits-column-show": "", - "mythic-min-show": "0", - "mythic-expand-show": "", - "mythic-column-show": "", - "mythic-feats-min-show": "", - "mythic-feats-expand-show": "", - "mythic-feats-column-show": "", - "weapon-min-show": "", - "weapon-expand-show": "", - "weapon-column-show": "", - "item-min-show": "", - "item-expand-show": "", - "item-column-show": "", - "newspells-min-show": "", - "newspells-expand-show": "", - "newspells-column-show": "", - "npcweapon-min-show": "", - "npcweapon-expand-show": "", - "npcweapon-column-show": "", - "npc-spell-like-abilities-min-show": "", - "npc-spell-like-abilities-expand-show": "", - "npc-spell-like-abilities-column-show": "", - "npcnewspells-min-show": "", - "npcnewspells-expand-show": "", - "npcnewspells-column-show": "", - "npcfeat-min-show": "", - "npcfeat-expand-show": "", - "npcfeat-column-show": "", - "npcmythic-feats-min-show": "", - "npcmythic-feats-expand-show": "", - "npcmythic-feats-column-show": "", - "npc-special-abilities-min-show": "", - "npc-special-abilities-expand-show": "", - "npc-special-abilities-column-show": "" - }); - //now go through repeating sections and expand those to be sure users can see them. - _underscore2.default.each(_PFConst2.default.repeatingSections, function (section) { - var rsection = "repeating_" + section; - getSectionIDs(rsection, function (ids) { - var setter = _underscore2.default.reduce(ids, function (memo, id) { - var prefix = rsection + "_" + id + "_"; - switch (section) { - case 'weapon': - memo[prefix + "add-damage-show"] = ""; - memo[prefix + "iterative-attacks-show"] = ""; - memo[prefix + "macro-text-show"] = ""; - break; - case 'buff': - memo[prefix + "options-show"] = ""; - memo[prefix + "description-show"] = ""; - break; - case 'spells': - memo[prefix + "spell-misc-show"] = ""; - memo[prefix + "description-show"] = ""; - memo[prefix + "macro-text-show"] = ""; - break; - case 'class-ability': - case 'feat': - case 'racial-trait': - case 'trait': - case 'mythic-ability': - case 'mythic-feat': - case 'item': - memo[prefix + "description-show"] = ""; - memo[prefix + "macro-text-show"] = ""; - break; - case 'npc-spell-like-abilities': - memo[prefix + "macro-text-show"] = ""; - break; - } - memo[prefix + "row-show"] = ""; - memo[prefix + "ids-show"] = ""; - return memo; - }, {}); - setAttrs(setter, { - silent: true - }); - }); - }); - } - }); +//faster smaller than updateSpell +function updateSpellSlot(id, eventInfo, callback) { + var outerdone = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + done = _underscore2.default.once(function () { + resetCommandMacro(eventInfo, outerdone); + }), + idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_spells_" + idStr, + spellLevelRadioField = prefix + "spell_level_r", + spellSlotField = prefix + "slot", + spellLevelField = prefix + "spell_level", + metamagicField = prefix + "metamagic"; + //TAS.debug("updateSpellSlot", eventInfo, id); + getAttrs([spellSlotField, spellLevelField, spellLevelRadioField], function (v) { + var slot = parseInt(v[spellSlotField], 10), + level = parseInt(v[spellLevelField], 10), + metamagic = parseInt(v[metamagicField], 10) || 0, + spellLevelRadio = parseInt(v[spellLevelRadioField], 10) || 0, + setter = {}; + try { + //TAS.debug("updateSpellSlot", v); + if (metamagic) { + if (isNaN(level)) { + slot = -1; + } + if (isNaN(slot)) { + slot = level; + setter[spellSlotField] = level; + setAttrs(setter, { + silent: true + }, done); + return; + } + if (slot !== spellLevelRadio) { + //TAS.debug("updating slot to " + slot); + setter[spellLevelRadioField] = slot; + if (spellLevelRadio === -1) { + setter["spells_tab"] = slot; + } + setAttrs(setter, { + silent: true + }, done); + return; + } + } + outerdone(); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("updateSpellSlot", err); + outerdone(); + } + }); } - -/** Sets any values if sheet created brand new. Makes sure all migrations up to date. -* makes sure NPC value set. -*/ -function setupNewSheet(callback) { - var done = _underscore2.default.once(function () { - setAttrs({ 'is_newsheet': 0, 'is_v1': 1, 'use_advanced_options': 0, 'PFSheet_Version': String(_PFConst2.default.version.toFixed(2)) }, _PFConst2.default.silentParams, function () { - if (typeof callback === "function") { - callback(); - } - }); - }); - - getAttrs(['is_npc', 'set_pfs'], function (v) { - var isNPC = parseInt(v.is_npc, 10) || 0, - isPFS = parseInt(v.set_pfs, 10) || 0; - PFMigrate.setAllMigrateFlags(function () { - if (isNPC) { - PFNPC.setToNPC(done); - } else if (isPFS) { - PFHealth.setToPFS(done); - } else { - done(); - } - }); - }); -} -function recalcExpressions(callback, silently, oldversion) { - var countEqs = _underscore2.default.size(_PFConst2.default.equationMacros), - done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalcExpressions"); - if (typeof callback === "function") { - callback(); - } - }), - doneOne = _underscore2.default.after(countEqs, done); - try { - _underscore2.default.each(_PFConst2.default.equationMacros, function (writeField, readField) { - try { - SWUtils.evaluateAndSetNumber(readField, writeField, 0, doneOne, silently); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcExpressions", err); - doneOne(); - } - }); - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcExpressions OUTER wtf how did this happen?", err2); - } finally { - done(); - } -} -function recalcDropdowns(callback, silently, oldversion) { - var countEqs = _underscore2.default.size(_PFConst2.default.dropdowns), - done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }), - doneOne = _underscore2.default.after(countEqs, done); - try { - _underscore2.default.each(_PFConst2.default.dropdowns, function (writeField, readField) { - try { - PFUtilsAsync.setDropdownValue(readField, writeField, doneOne, silently); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcDropdowns", err); - doneOne(); - } - }); - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcDropdowns OUTER wtf how did this happen?", err2); - } finally { - done(); - } +/** updates a spell + *@param {string} id optional, pass id if looping through list of IDs. Null if context is row itself. + *@param {eventInfo} eventInfo ACTUALLY USED : if not present forces recalc of everything + *@param {function} callback - to call when done. + *@param {bool} doNotUpdateTotals - if true do NOT call resetSpellsTotals() and resetCommandMacro() at end, otherwise do. + */ +function updateSpell(id, eventInfo, callback, doNotUpdateTotals) { + var spellLevelUndefined = false, + classNumWasUndefined = false, + done = _underscore2.default.once(function () { + //TAS.debug("leaving PFSpells.updateSpell: id:" + id + " spelllevelundefined=" + spellLevelUndefined); + //these asynchronous functions can be called at same time as callback. + if (!spellLevelUndefined) { + PFSpellOptions.resetOption(id, eventInfo); + if (!doNotUpdateTotals) { + resetSpellsTotals(); + resetCommandMacro(); + } + } + if (typeof callback === "function") { + callback(); + } + }), + idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_spells_" + idStr, + classNameField = prefix + "spellclass", + classRadioField = prefix + "spell_class_r", + classNumberField = prefix + "spellclass_number", + casterlevelField = prefix + "casterlevel", + spellLevelField = prefix + "spell_level", + spellLevelRadioField = prefix + "spell_level_r", + dcMiscField = prefix + "DC_misc", + currDCField = prefix + "savedc", + fields = [classNumberField, classRadioField, classNameField, casterlevelField, prefix + "CL_misc", prefix + "spellclass_number", prefix + "range_pick", prefix + "range", prefix + "range_numeric", prefix + "SP-mod", prefix + "SP_misc", prefix + "Concentration_misc", prefix + "Concentration-mod", prefix + "spell_options", prefix + "used", prefix + "slot", prefix + "metamagic", spellLevelField, spellLevelRadioField, dcMiscField, currDCField, "spellclass-0-level-total", "spellclass-1-level-total", "spellclass-2-level-total", "spellclass-0-SP-mod", "spellclass-1-SP-mod", "spellclass-2-SP-mod", "Concentration-0-mod", "Concentration-1-mod", "Concentration-2-mod", "Concentration-0-misc", "Concentration-1-misc", "Concentration-2-misc", "Concentration-0-def", "Concentration-1-def", "Concentration-2-def", "spellclass-0-name", "spellclass-1-name", "spellclass-2-name"]; + getAttrs(fields, function (v) { + var setter = {}, + baseClassNum, + classNum = 0, + classRadio, + currClassName = "", + className = "", + baseSpellLevel, + spellLevel, + spellSlot, + metaMagic, + spellLevelRadio, + currCasterLevel, + casterlevel, + spellAbilityMod, + newDC = 10, + levelSlot, + currRange, + currChosenRange, + newSP = 0, + newConcentration = 0, + updateClass = false, + updateClassLevel = false, + updateRange = false, + updateSP = false, + updateConcentration = false, + updateSpellLevel = false, + updateDC = false, + updateSlot = false, + updateStr = "", + tempMatches, + hadToSetClass = false, + newRange = 0; + try { + baseClassNum = parseInt(v[classNumberField], 10); + classNum = baseClassNum || 0; + classRadio = parseInt(v[classRadioField], 10); + baseSpellLevel = parseInt(v[spellLevelField], 10); + spellLevel = baseSpellLevel || 0; + spellSlot = parseInt(v[prefix + "slot"], 10); + metaMagic = parseInt(v[prefix + "metamagic"], 10) || 0; + spellLevelRadio = parseInt(v[spellLevelRadioField], 10); + currCasterLevel = parseInt(v[casterlevelField], 10); + casterlevel = currCasterLevel || 0; + spellAbilityMod = parseInt(v["Concentration-" + classNum + "-mod"], 10) || 0; + levelSlot = metaMagic ? spellSlot : spellLevel; + currRange = parseInt(v[prefix + "range_numeric"], 10) || 0; + currChosenRange = v[prefix + "range_pick"] || "blank"; + //cannot perform calculations + if (isNaN(baseClassNum) && isNaN(baseSpellLevel)) { + _exportsLoaderTASTheAaronSheet2.default.warn("cannot update spell! id:" + id + " both class and level are not numbers", v); + return; + } + //TAS.debug("spell slot:" + spellSlot + ", metamagic:" + metaMagic + ", spelllevel:" + spellLevel + ", radio:" + spellLevelRadio); + //if looping through with id then force update of all fields. + if (!eventInfo) { + updateClass = true; + } + //if class is not set, then set to default class 0 + if (isNaN(baseClassNum)) { + //force to zero? + classNumWasUndefined = true; + _exportsLoaderTASTheAaronSheet2.default.debug("#########################", "Forcing spell " + id + " to class 0"); + setter[classNumberField] = String(classNum); + updateClass = true; + hadToSetClass = true; + } + if (classNum !== classRadio) { + setter[classRadioField] = classNum; + updateClass = true; + } + if (!updateClass && eventInfo && eventInfo.sourceAttribute) { + updateStr = eventInfo.sourceAttribute.toLowerCase(); + tempMatches = updateStr.match(/lvlstr|category|range_pick|range|sp_misc|cl_misc|spellclass_number|spell_level|dc_misc|concen|slot/); + if (tempMatches && tempMatches[0]) { + switch (tempMatches[0]) { + case 'range_pick': + case 'range': + updateRange = true; + break; + case 'sp_misc': + updateSP = true; + break; + case 'cl_misc': + updateClassLevel = true; + break; + case 'spellclass_number': + updateClass = true; + break; + case 'concen': + updateConcentration = true; + break; + case 'spell_level': + updateSpellLevel = true; + break; + case 'dc_misc': + updateDC = true; + break; + case 'slot': + updateSlot = true; + break; + case 'lvlstr': + case 'category': + updateClass = true; + updateClassLevel = true; + updateConcentration = true; + updateSP = true; + updateDC = true; + updateRange = true; + break; + default: + updateClass = true; //unknown just update all + } + } else { + //if we called from importFromCompendium then it's lvlstr + _exportsLoaderTASTheAaronSheet2.default.warn("Unimportant field updated, do not update row: " + eventInfo.sourceAttribute); + done(); + return; + } + } + if (isNaN(baseSpellLevel)) { + if (spellLevelRadio !== -1) { + setter[spellLevelRadioField] = "-1"; + setter[prefix + "slot"] = ""; + } + spellLevelUndefined = true; + } else if (!metaMagic && (updateSpellLevel || spellLevel !== spellLevelRadio)) { + //TAS.debug("reset radio field after spell update"); + setter[spellLevelRadioField] = spellLevel; + if (spellLevelRadio === -1) { + setter["spells_tab"] = spellLevel; + } + updateSpellLevel = true; + } else if (metaMagic && !isNaN(spellSlot) && (updateSlot || spellSlot !== spellLevelRadio)) { + //TAS.debug("reset radio field after spell SLOT update"); + setter[spellLevelRadioField] = spellSlot; + if (spellLevelRadio === -1) { + setter["spells_tab"] = spellSlot; + } + } + //keep slot in sync + if (!spellLevelUndefined) { + if (isNaN(spellSlot)) { + setter[prefix + "slot"] = spellLevel; + spellSlot = spellLevel; + updateSlot = true; + } else if (!metaMagic && (updateSpellLevel || spellSlot !== spellLevel)) { + setter[prefix + "slot"] = spellLevel; + } + } + //classname + className = v["spellclass-" + classNum + "-name"]; + if (updateClass) { + currClassName = v[classNameField]; + if (currClassName !== className) { + _exportsLoaderTASTheAaronSheet2.default.debug("setting class name field, should be doing this if classnum was undefined"); + setter[classNameField] = className; + } + } + if (isNaN(currCasterLevel)) { + updateClassLevel = true; + } + //set caster level + if (updateClass || updateClassLevel) { + casterlevel = (parseInt(v["spellclass-" + classNum + "-level-total"], 10) || 0) + (parseInt(v[prefix + "CL_misc"], 10) || 0); + if (casterlevel < 1) { + casterlevel = 1; + } + if (currCasterLevel !== casterlevel || isNaN(currCasterLevel)) { + setter[prefix + "casterlevel"] = casterlevel; + updateClassLevel = true; + } + } + if (!spellLevelUndefined && (updateClass || updateSpellLevel || updateDC)) { + newDC = 10 + spellLevel + spellAbilityMod + (parseInt(v[dcMiscField], 10) || 0); + if (newDC !== (parseInt(v[currDCField], 10) || 0)) { + setter[currDCField] = newDC; + } + } + if (updateClass || updateClassLevel || updateConcentration) { + newConcentration = casterlevel + spellAbilityMod + (parseInt(v["Concentration-" + classNum + "-misc"], 10) || 0) + (parseInt(v[prefix + "Concentration_misc"], 10) || 0); + if (newConcentration !== (parseInt(v[prefix + "Concentration-mod"], 10) || 0)) { + setter[prefix + "Concentration-mod"] = newConcentration; + } + } + if (updateClass || updateRange || updateClassLevel) { + newRange = PFUtils.findSpellRange(v[prefix + "range"], currChosenRange, casterlevel) || 0; + if (newRange !== currRange) { + setter[prefix + "range_numeric"] = newRange; + } + } + if (updateClass || updateSP || updateClassLevel) { + newSP = (parseInt(v["spellclass-" + classNum + "-SP-mod"], 10) || 0) + (parseInt(v[prefix + "SP_misc"], 10) || 0); + if (newSP !== (parseInt(v[prefix + "SP-mod"], 10) || 0)) { + setter[prefix + "SP-mod"] = newSP; + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.updateSpell:" + id, err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, { + silent: true + }, done); + } else { + done(); + } + } + }); } -function migrate(oldversion, callback, errorCallback) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.migrate"); - if (typeof callback === "function") { - callback(); - } - }), - errorDone = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.warn("leaving migrate ERROR UPGRADE NOT FINISHED"); - if (typeof errorCallback === "function") { - errorCallback(); - } else { - done(); - } - }), - doneOne; - try { - //don't need to check if oldversion > 0 since this is only called if it is. - _exportsLoaderTASTheAaronSheet2.default.debug("At PFSheet.migrate from oldversion:" + oldversion); - if (oldversion < 1.0) { - doneOne = _underscore2.default.after(7, function () { - _exportsLoaderTASTheAaronSheet2.default.info("we finished calling all the migrates"); - done(); - }); - PFMigrate.migrateConfigFlags(_exportsLoaderTASTheAaronSheet2.default.callback(function () { - PFInventory.migrate(doneOne, oldversion); - PFSkills.migrate(doneOne, oldversion); - PFHealth.migrate(doneOne, oldversion); - PFAttacks.migrate(doneOne, oldversion); - PFAbility.migrate(doneOne, oldversion); - PFFeatures.migrate(doneOne, oldversion); - PFSpells.migrate(doneOne, oldversion); - }), oldversion); - } else if (oldversion < 1.17) { - if (oldversion < 1.02) { - PFAbility.migrate(null, oldversion); - PFFeatures.migrate(null, oldversion); - } - if (oldversion < 1.05) { - PFAttackOptions.resetOptions(); - } - if (oldversion < 1.07) { - PFInventory.migrate(null, oldversion); - } - if (oldversion < 1.10) { - PFMigrate.migrateAbilityListFlags(); - PFFeatures.migrate(null, oldversion); - } - if (oldversion < 1.12) { - PFAbility.migrate(null, oldversion); - } - if (oldversion < 1.17) { - PFInventory.migrate(function () { - PFInventory.resetCommandMacro(); - }); - } - } else { - if (oldversion < 1.18) { - //future updates here. any above will recalc whole sheet after callback - PFInitiative.recalculate(null, false, oldversion); - PFHealth.recalculate(null, false, oldversion); - PFMigrate.migrateSpellPointFlag(null, oldversion); - } - if (oldversion < 1.19) { - PFAttackGrid.setTopMacros(); - } - if (oldversion < 1.20) { - PFHealth.recalculate(); - PFSpells.resetSpellsTotals(null, null, null, true); - } - if (oldversion < 1.40) { - PFMigrate.migrateWhisperDropdowns(); - PFInventory.resetCommandMacro(); - PFAttackGrid.resetCommandMacro(); - PFSkills.resetCommandMacro(); - PFAbility.resetCommandMacro(); - PFFeatures.resetCommandMacro(); - PFAttacks.recalculate(); - PFClassRaceGrid.setHitPoints(); - } - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.migrate", err); - //errorDone(); - } finally { - done(); - } +/** - updates all spells + *@param {function} callback when done + *@param {silently} if should call setAttrs with {silent:true} + *@param {object} eventInfo not used + */ +function updateSpells(callback, silently, eventInfo) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.updateSpells"); + if (typeof callback === "function") { + callback(); + } + }), + doneOne = _underscore2.default.after(3, done); + getAttrs(['use_spells', 'spellclass-0-exists', 'spellclass-1-exists', 'spellclass-2-exists'], function (v) { + //TAS.debug"at PFSpells.updateSpells. Existing classes:",v); + if (parseInt(v.use_spells, 10)) { + _underscore2.default.times(3, function (n) { + //TAS.debug("###############", "PFSpells.updateSpells index is: "+n); + if (parseInt(v['spellclass-' + n + '-exists'], 10)) { + updateSpellsCasterAbilityRelated(n, null, function () { + updateSpellsCasterLevelRelated(n, null, doneOne); + }); + } else { + doneOne(); + } + }); + } else { + done(); + } + }); } -function recalculateParallelModules(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalculateParallelModules"); - if (typeof callback === "function") { - callback(); - } - }), - parallelRecalcFuncs = [PFSpellCasterClasses.recalculate, PFSaves.recalculate, PFFeatures.recalculate, PFPsionic.recalculate, PFSkills.recalculate, PFAbility.recalculate, PFInitiative.recalculate, PFAttacks.recalculate], - numberModules = _underscore2.default.size(parallelRecalcFuncs), - doneOneModuleInner = _underscore2.default.after(numberModules, done), - curr = 0, - currstarted = 0, - doneOneModule = function doneOneModule() { - curr++; - _exportsLoaderTASTheAaronSheet2.default.info("PFSheet.recalculateParallelModules, finished " + curr + " modules"); - doneOneModuleInner(); - }; - _exportsLoaderTASTheAaronSheet2.default.debug("at recalculateParallelModules! there are " + numberModules + " modules"); - try { - _underscore2.default.each(parallelRecalcFuncs, function (methodToCall) { - try { - currstarted++; - _exportsLoaderTASTheAaronSheet2.default.info("starting " + currstarted + " parallel modules"); - methodToCall(doneOneModule, silently, oldversion); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalculateParallelModules", err); - doneOneModule(); - } - }); - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalculateParallelModules OUTER error!", err2); - done(); - } -} -function recalculateDefenseAndEncumbrance(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalculateDefenseAndEncumbrance"); - if (typeof callback === "function") { - callback(); - } - }), - callEncumbrance = function callEncumbrance() { - PFEncumbrance.recalculate(done, silently, oldversion); - }, - doneBeforeEncumbrance = _underscore2.default.after(2, callEncumbrance); - try { - PFInventory.recalculate(doneBeforeEncumbrance, silently, oldversion); - PFDefense.recalculate(doneBeforeEncumbrance, silently, oldversion); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("pfsheet.recalculateDefenseAndEncumbrance", err); - callEncumbrance(); - } +function updateSpellsOld(callback, silently, eventInfo) { + getSectionIDs("repeating_spells", function (ids) { + var done = _underscore2.default.after(_underscore2.default.size(ids), function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.updateSpells after " + _underscore2.default.size(ids) + " rows"); + if (typeof callback === "function") { + callback(); + } + }); + _underscore2.default.each(ids, function (id) { + try { + updateSpell(id, eventInfo, done, true); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpells.updateSpells error - should never happen!", err); + done(); + } + }); + }); } -function recalculateCore(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalculateCore"); - if (typeof callback === "function") { - callback(); - } - }), - sizeOnce = _underscore2.default.once(function () { - PFSize.recalculate(done, silently, oldversion); - }), - healthOnce = _underscore2.default.once(function () { - PFHealth.recalculate(sizeOnce, silently, oldversion); - }), - npcOnce = _underscore2.default.once(function () { - PFNPC.recalculate(healthOnce, silently, oldversion); - }), - mythicOnce = _underscore2.default.once(function () { - PFMythic.recalculate(npcOnce, silently, oldversion); - }), - expressionsOnce = _underscore2.default.once(function () { - recalcExpressions(mythicOnce, silently, oldversion); - }), - dropdownsOnce = _underscore2.default.once(function () { - recalcDropdowns(expressionsOnce, silently, oldversion); - }), - conditioncheckOnce = _underscore2.default.once(function () { - PFChecks.applyConditions(dropdownsOnce, silently, oldversion); - }), - classOnce = _underscore2.default.once(function () { - PFClassRaceGrid.recalculate(conditioncheckOnce, silently, oldversion); - }), - abilityScoresOnce = _underscore2.default.once(function () { - PFAbilityScores.recalculate(classOnce, silently, oldversion); - }), - abilityAffectingConditionsOnce = _underscore2.default.once(function () { - PFConditions.recalculate(abilityScoresOnce, silently, oldversion); - }), - buffsOnce = _underscore2.default.once(function () { - PFBuffs.recalculate(abilityAffectingConditionsOnce, silently, oldversion); - }); - PFMigrate.migrateConfigFlags(buffsOnce, oldversion); +/** gets level and class from repeating_spells_spell_lvlstr then updates spell + * matches class name in compendium against current spell classes in this order: + * spell class already selected by spell dropdown, spellclass0, spellclass1, spellclass2 + * then sets spell level to the matching level for that class + * if it cannot find then sets class name to the class level string and updates silently. + *@param {string} id the id of the row + *@param {object} eventInfo used to find row id since id param will be null + */ +function importFromCompendium(id, eventInfo) { + var trueId = ""; - //TAS.debug("at recalculateCore!!!!"); + trueId = id || (eventInfo ? SWUtils.getRowId(eventInfo.sourceAttribute) : ""); + + getAttrs(["repeating_spells_compendium_category", "repeating_spells_spell_lvlstr", "spellclass-0-name", "spellclass-1-name", "spellclass-2-name", "repeating_spells_range_from_compendium", "repeating_spells_target_from_compendium", "repeating_spells_area_from_compendium", "repeating_spells_effect_from_compendium", "repeating_spells_description"], function (v) { + var levelStrBase = v["repeating_spells_spell_lvlstr"], + rangeText = v["repeating_spells_range_from_compendium"], + areaEffectText = (v["repeating_spells_target_from_compendium"] || "") + (v["repeating_spells_area_from_compendium"] || "") + (v["repeating_spells_effect_from_compendium"] || ""), + classesInital = [], + classes = [], + originalClasses = ["", "", ""], + classMatch = "", + level = 0, + idx = -1, + foundMatch = false, + setSilent = {}, + i = 0, + classesToMatch = {}, + tempclassname = "", + newRangeSettings, + hasHunter = false, + hasDruid = false, + hasRanger = false, + minHunterSpellLevel = 99, + hunterIdx = 99, + isAttack = false, + allSame = 1, + modeLevel = -1, + counter = 0, + callUpdateSpell = true; + //TAS.debug("at pfspells.importFromCompendium",v); + if (levelStrBase) { + try { + levelStrBase = levelStrBase.toLowerCase(); + //get first word in names of classes (since users may put archetypes or other variables in) + //if (currClass) {classesToMatch[0]=currClass.toLowerCase().replace(/^\s+/,"").match(/\w[^\d]+/)[0];} + if (v["spellclass-0-name"]) { + tempclassname = v["spellclass-0-name"].toLowerCase().replace(/^\s+/, "").match(/\w+/)[0]; + classesToMatch[tempclassname] = 0; + originalClasses[0] = tempclassname; + if (/hunter/.test(tempclassname)) { + hasHunter = true; + hunterIdx = 0; + } else if (/druid/.test(tempclassname)) { + hasDruid = true; + } else if (/ranger/.test(tempclassname)) { + hasRanger = true; + } + } + if (v["spellclass-1-name"]) { + tempclassname = v["spellclass-1-name"].toLowerCase().replace(/^\s+/, "").match(/\w+/)[0]; + classesToMatch[tempclassname] = 1; + originalClasses[1] = tempclassname; + if (/hunter/.test(tempclassname)) { + hasHunter = true; + hunterIdx = 1; + } else if (/druid/.test(tempclassname)) { + hasDruid = true; + } else if (/ranger/.test(tempclassname)) { + hasRanger = true; + } + } + if (v["spellclass-2-name"]) { + tempclassname = v["spellclass-2-name"].toLowerCase().replace(/^\s+/, "").match(/\w+/)[0]; + classesToMatch[tempclassname] = 2; + originalClasses[2] = tempclassname; + if (/hunter/.test(tempclassname)) { + hasHunter = true; + hunterIdx = 2; + } else if (/druid/.test(tempclassname)) { + hasDruid = true; + } else if (/ranger/.test(tempclassname)) { + hasRanger = true; + } + } + if (!(hasHunter && (hasDruid || hasRanger))) { + //if user is hunter AND other class it's based on then can't tell. + if (_underscore2.default.size(classesToMatch) > 0) { + //add the translated classes from classesUsingOtherSpellLists + _underscore2.default.each(classesToMatch, function (classindex, classname) { + _underscore2.default.each(classesUsingOtherSpellLists, function (toclass, fromclass) { + if (classname.indexOf(fromclass) >= 0) { + classesToMatch[toclass] = classindex; + } + }); + }); + //from spell: first split on comma between classes, then on spaces between classname and level + classesInital = levelStrBase.split(/\s*,\s*/); + classes = _underscore2.default.map(classesInital, function (a) { + return a.split(/\s+/); + }); + for (i = 0; i < classes.length; i++) { + classes[i][1] = parseInt(classes[i][1], 10) || 0; + if (i === 0) { + modeLevel = classes[i][1]; + } else { + if (modeLevel !== classes[i][1]) { + allSame = 0; + } + } + } + //classes example: [["sorcerer/wizard","2"],["summoner","1"],["inquisitor","3"],["magus","2"]] + if (hasHunter) { + for (i = 0; i < classes.length; i++) { + if (/druid|ranger/.test(classes[i][0]) && classes[i][1] < minHunterSpellLevel) { + minHunterSpellLevel = classes[i][1]; + classMatch = classes[i][0]; + } + } + if (minHunterSpellLevel < 99) { + counter++; + foundMatch = true; + level = minHunterSpellLevel; + idx = hunterIdx; + } + } + _underscore2.default.each(classesToMatch, function (classindex, classname) { + for (i = 0; i < classes.length; i++) { + //classes on left because it can be longer and have multiple class names such as cleric/druid + if (classes[i][0].indexOf(classname) >= 0) { + counter++; + if (!foundMatch) { + classMatch = originalClasses[classindex]; + level = classes[i][1]; + idx = classindex; + foundMatch = true; + } + } + } + }); + } + } + } catch (err) { + classMatch = ""; + } + if (!foundMatch) { + //get mode + // IF FOODS IS AN ARRAY then : so how to do it with + var levels = _underscore2.default.map(classes, function (oneclass) { + return oneclass[1]; + }); + level = _underscore2.default.chain(levels).countBy().pairs().max(_underscore2.default.last).head().value(); + idx = 0; + classMatch = originalClasses[0]; + setSilent['repeating_spells_description'] = 'Original spell level:' + v['repeating_spells_spell_lvlstr'] + ' \r\n' + v['repeating_spells_description']; + } + if (counter > 1 || !foundMatch) { + _exportsLoaderTASTheAaronSheet2.default.warn("importFromCompendium: did not find class match"); + //leave at current choice if there is one + setSilent["repeating_spells_spell_level"] = ""; + setSilent["repeating_spells_spell_level_r"] = -1; + setSilent["repeating_spells_spell_class_r"] = -1; + setSilent["repeating_spells_spellclass_number"] = ""; + setSilent["repeating_spells_spellclass"] = levelStrBase; + callUpdateSpell = false; + } else { + setSilent["repeating_spells_spellclass_number"] = idx; + setSilent["repeating_spells_spell_level"] = level; + setSilent["repeating_spells_spell_level_r"] = level; + setSilent["repeating_spells_spellclass"] = classMatch; + setSilent["repeating_spells_spell_class_r"] = idx; + //change tab so spell doesn't disappear. + setSilent["spells_tab"] = level; + } + } + if (rangeText) { + try { + newRangeSettings = PFUtils.parseSpellRangeText(rangeText, areaEffectText); + setSilent["repeating_spells_range_pick"] = newRangeSettings.dropdown; + setSilent["repeating_spells_range"] = newRangeSettings.rangetext; + if (newRangeSettings.dropdown === 'touch') { + isAttack = true; + setSilent["repeating_spells_spell-attack-type"] = 'attk-melee'; + } else if (/ranged touch|ray\s/i.test(v["repeating_spells_description"])) { + isAttack = true; + setSilent["repeating_spells_spell-attack-type"] = 'attk-ranged'; + } + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error(err2); + setSilent["repeating_spells_range"] = rangeText.replace(/\s*\(..*/, ''); + setSilent["repeating_spells_range_pick"] = "unknownrange"; + } + } + if (areaEffectText) { + setSilent["repeating_spells_targets"] = areaEffectText; + } + setSilent["repeating_spells_spell_lvlstr"] = ""; + setSilent["repeating_spells_range_from_compendium"] = ""; + setSilent["repeating_spells_target_from_compendium"] = ""; + setSilent["repeating_spells_area_from_compendium"] = ""; + setSilent["repeating_spells_effect_from_compendium"] = ""; + if (_underscore2.default.size(setSilent) > 0) { + setAttrs(setSilent, _PFConst2.default.silentParams, function () { + if (callUpdateSpell) { + updateSpell(null, eventInfo); + } + }); + } + }); } -/** recalculate - all pages in sheet! -*@param {number} oldversion the current version attribute -*@param {function} callback when done if no errors -*@param {function} errorCallback call this if we get an error -*/ -function recalculate(oldversion, callback, silently) { - var done = function done() { - _exportsLoaderTASTheAaronSheet2.default.info("leaving PFSheet.recalculate"); - if (typeof callback === "function") { - callback(); - } - }, - callParallel = _exportsLoaderTASTheAaronSheet2.default.callback(function callRecalculateParallelModules() { - recalculateParallelModules(_exportsLoaderTASTheAaronSheet2.default.callback(done), silently, oldversion); - }), - callEncumbrance = _exportsLoaderTASTheAaronSheet2.default.callback(function callRecalculateDefenseAndEncumbrance() { - recalculateDefenseAndEncumbrance(_exportsLoaderTASTheAaronSheet2.default.callback(callParallel), silently, oldversion); - }); - silently = true; - recalculateCore(callEncumbrance, silently, oldversion); +function migrateRepeatingMacros(callback) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.migrateRepeatingMacros"); + if (typeof callback === "function") { + callback(); + } + }), + migrated = _underscore2.default.after(2, function () { + resetCommandMacro(); + setAttrs({ 'migrated_spells_macrosv1': 1 }, _PFConst2.default.silentParams, done); + }); + //TAS.debug("at PFSpells.migrateRepeatingMacros"); + getAttrs(['migrated_spells_macrosv1'], function (v) { + if (parseInt(v.migrated_spells_macrosv1, 10) !== 1) { + PFMacros.migrateRepeatingMacros(migrated, 'spells', 'npc-macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{NPC-Whisper}'); + PFMacros.migrateRepeatingMacros(migrated, 'spells', 'macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{PC-Whisper}'); + } else { + done(); + } + }); } -/* checkForUpdate looks at current version of page in PFSheet_Version and compares to code PFConst.version -* calls recalulateSheet if versions don't match or if recalculate button was pressed.*/ -function checkForUpdate() { - var done = function done() { - setAttrs({ recalc1: 0, migrate1: 0, is_newsheet: 0 }, _PFConst2.default.silentParams); - }, - errorDone = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.warn("leaving checkForUpdate ERROR UPGRADE NOT FINISHED DO NOT RESET VERSION"); - setAttrs({ recalc1: 0, migrate1: 0 }, { silent: true }); - }); - getAttrs(['PFSheet_Version', 'migrate1', 'recalc1', 'is_newsheet', 'is_v1', 'hp', 'hp_max', 'npc-hd', 'npc-hd-num', 'race', 'class-0-name', 'npc-type', 'level'], function (v) { - var setter = {}, - setAny = 0, - migrateSheet = false, - newSheet = false, - recalc = false, - currVer = parseFloat(v.PFSheet_Version, 10) || 0, - setUpgradeFinished = function setUpgradeFinished() { - setAttrs({ recalc1: 0, migrate1: 0, is_newsheet: 0, - character_sheet: 'Pathinder_Neceros v' + String(_PFConst2.default.version), - PFSheet_Version: String(_PFConst2.default.version.toFixed(2)) }, _PFConst2.default.silentParams, function () { - if (currVer < 1.17) { - recalculate(currVer, null, false); - } - }); - }; - _exportsLoaderTASTheAaronSheet2.default.notice("Attributes at version: " + currVer); - if (parseInt(v["recalc1"], 10)) { - //HIT RECALC - recalc = true; - } - if (parseInt(v["migrate1"], 10)) { - migrateSheet = true; - } - if (parseInt(v["is_newsheet"], 10) || currVer === 0 && (parseInt(v.is_v1, 10) || !(parseInt(v.hp, 10) || parseInt(v.hp_max, 10) || parseInt(v['npc-hd'], 10) || parseInt(v['npc-hd-num'], 10) || v.race || v['class-0-name'] || v['npc-type'] || parseInt(v['level'], 10)))) { - //NEW SHEET: - newSheet = true; - } - if (currVer !== _PFConst2.default.version) { - migrateSheet = true; - } - if (newSheet) { - setupNewSheet(done); - } else if (migrateSheet) { - migrate(currVer, setUpgradeFinished, errorDone); - } else if (recalc) { - currVer = -1; - recalculate(currVer, done, true); - } else { - done(); - } - }); +function migrate(callback) { + PFMigrate.migrateSpells(function () { + PFMigrate.migrateSpellRanges(function () { + migrateRepeatingMacros(function () { + if (typeof callback === "function") { + callback(); + } + }); + }); + }); +} + +function recalculate(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.recalculate"); + if (typeof callback === "function") { + callback(); + } + }), + recalcTotals = _underscore2.default.once(function () { + //TAS.debug("at PFSpells.recalculate.recalcTotals"); + resetSpellsPrepared(); + resetSpellsTotals(null, null, null, silently); + resetCommandMacro(); + //do not call because updateSpells already calls update options + done(); + }), + callUpdateSpells = _underscore2.default.once(function () { + getAttrs(["use_spells"], function (v) { + if (parseInt(v.use_spells, 10)) { + updateSpells(recalcTotals, silently); + } else { + done(); + } + }); + }); + migrate(callUpdateSpells); } +var events = { + //events for spell repeating rows + repeatingSpellEventsPlayer: { + "change:repeating_spells:DC_misc change:repeating_spells:slot change:repeating_spells:Concentration_misc change:repeating_spells:range change:repeating_spells:range_pick change:repeating_spells:CL_misc change:repeating_spells:SP_misc": [updateSpell], + "change:repeating_spells:spell_lvlstr": [importFromCompendium], + "change:repeating_spells:used": [updateSpellsPerDay, updatePreparedSpellState], + "change:repeating_spells:slot": [updateSpellSlot] + }, + repeatingSpellEventsEither: { + "change:repeating_spells:spellclass_number change:repeating_spells:spell_level": [updateSpell] + }, + repeatingSpellAttackEvents: ["range_pick", "range", "range_numeric", "damage-macro-text", "damage-type", "sr", "savedc", "save", "spell-attack-type", "name"] +}; function registerEventHandlers() { - on("sheet:opened", _exportsLoaderTASTheAaronSheet2.default.callback(function eventSheetOpened() { - //eventInfo has undefined values for this event. - checkForUpdate(); - })); - on("change:recalc1 change:migrate1", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRecaluateSheet(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - checkForUpdate(); - } - })); - on("change:expandall", function (eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - expandAll(); - } - }); - //GENERIC DROPDOWNS - _underscore2.default.each(_PFConst2.default.dropdowns, function (write, read) { - on("change:" + read, _exportsLoaderTASTheAaronSheet2.default.callback(function eventGenericDropdowns(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - PFUtilsAsync.setDropdownValue(read, write); - })); - }); - //GENERIC EQUATIONS - _underscore2.default.each(_PFConst2.default.equationMacros, function (write, read) { - on("change:" + read, _exportsLoaderTASTheAaronSheet2.default.callback(function eventGenericEquationMacro(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - SWUtils.evaluateAndSetNumber(read, write); - })); - }); - on("change:repeating_weapon:source-item", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackSourceItem(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - getAttrs([eventInfo.sourceAttribute], function (v) { - var weaponId = SWUtils.getRowId(eventInfo.sourceAttribute), - sourceId = v[eventInfo.sourceAttribute]; - //TAS.debug("PFSheet new item id: " + sourceId + " this row weapon id: "+weaponId, v); - if (sourceId) { - sourceId = 'repeating_item_' + sourceId + '_create-attack-entry'; - PFInventory.createAttackEntryFromRow(sourceId, null, false, weaponId); - } - }); - } - })); - on("change:repeating_weapon:source-ability", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackSourceAbility(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - getAttrs([eventInfo.sourceAttribute], function (v) { - var weaponId = SWUtils.getRowId(eventInfo.sourceAttribute), - sourceId = v[eventInfo.sourceAttribute]; - if (sourceId) { - PFAbility.createAttackEntryFromRow(sourceId, null, false, null, weaponId); - } - }); - } - })); - on("change:repeating_weapon:source-spell", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackSourceSpell(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - getAttrs([eventInfo.sourceAttribute], function (v) { - var weaponId = SWUtils.getRowId(eventInfo.sourceAttribute), - sourceId = v[eventInfo.sourceAttribute]; - if (sourceId) { - PFSpells.createAttackEntryFromRow(sourceId, null, false, null, weaponId); - } - }); - } - })); + //SPELLS + //all repeating spell updates + var tempstr = ""; + _underscore2.default.each(events.repeatingSpellEventsPlayer, function (functions, eventToWatch) { + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellsPlayer(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + methodToCall(null, eventInfo); + } + })); + }); + }); + _underscore2.default.each(events.repeatingSpellEventsEither, function (functions, eventToWatch) { + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellsEither(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + methodToCall(null, eventInfo); + })); + }); + }); + on("change:spellmenu_groupby_school change:spellmenu_show_uses change:spellclass-0-hide_unprepared change:spellclass-1-hide_unprepared change:spellclass-2-hide_unprepared change:spellclass-0-show_domain_spells change:spellclass-1-show_domain_spells change:spellclass-2-show_domain_spells", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUnpreparedSpellCommandChange(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + resetCommandMacro(); + } + })); - // PARSE CREATE NPC MONSTER - on("change:npc_import_now", _exportsLoaderTASTheAaronSheet2.default.callback(function eventParseMonsterImport(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - getAttrs(['npc_import_now'], function (v) { - if ((parseInt(v.npc_import_now, 10) || 0) === 1) { - PFNPCParser.importFromCompendium(eventInfo, function () { - //instead of just calling recalculate set recalc button and call checkforupdate - //so users sees something is happening. - setAttrs({ recalc1: 1 }, _PFConst2.default.silentParams, function () { - checkForUpdate(); - }); - }); - } - }); - } - })); + on("remove:repeating_spells", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRemoveLinkedSpell(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + PFAttacks.removeLinkedAttack(null, PFAttacks.linkedAttackType.spell, SWUtils.getRowId(eventInfo.sourceAttribute)); + })); + + on("remove:repeating_spells change:repeating_spells:spellclass_number change:repeating_spells:spell_level change:repeating_spells:slot change:repeating_spells:used change:repeating_spells:school change:repeating_spells:metamagic change:repeating_spells:isDomain change:repeating_spells:isMythic change:_reporder_repeating_spells", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellAffectingMenu(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + resetCommandMacro(); + } + })); + on("remove:repeating_spells change:repeating_spells:spellclass_number change:repeating_spells:spell_level", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingSpellsTotals(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + resetSpellsTotals(); + } + })); + on("change:repeating_spells:create-attack-entry", _exportsLoaderTASTheAaronSheet2.default.callback(function eventcreateAttackEntryFromSpell(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + createAttackEntryFromRow(null, null, false, eventInfo); + } + })); + tempstr = _underscore2.default.reduce(events.repeatingSpellAttackEvents, function (memo, attr) { + memo += "change:repeating_spells:" + attr + " "; + return memo; + }, ""); + on(tempstr, _exportsLoaderTASTheAaronSheet2.default.callback(function eventupdateAssociatedSpellAttack(eventInfo) { + var attr; + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event" + eventInfo.sourceType); + attr = SWUtils.getAttributeName(eventInfo.sourceAttribute); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || attr === 'spell-attack-type') { + updateAssociatedAttack(null, null, null, eventInfo); + } + })); } registerEventHandlers(); +_PFLog.PFConsole.log(' PFSpells module loaded '); +_PFLog.PFLog.modulecount++; /***/ }), -/* 22 */ +/* 18 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -25540,6 +25623,7 @@

    Object.defineProperty(exports, "__esModule", { value: true }); +exports.copyToAbilities = copyToAbilities; exports.resetCommandMacro = resetCommandMacro; exports.importFromCompendium = importFromCompendium; exports.setAttackEntryVals = setAttackEntryVals; @@ -25571,23 +25655,23 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFUtilsAsync = __webpack_require__(8); +var _PFUtilsAsync = __webpack_require__(9); var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); -var _PFMacros = __webpack_require__(9); +var _PFMacros = __webpack_require__(10); var PFMacros = _interopRequireWildcard(_PFMacros); -var _PFMenus = __webpack_require__(13); +var _PFMenus = __webpack_require__(14); var PFMenus = _interopRequireWildcard(_PFMenus); -var _PFDB = __webpack_require__(26); +var _PFDB = __webpack_require__(28); var PFDB = _interopRequireWildcard(_PFDB); -var _PFAttackOptions = __webpack_require__(11); +var _PFAttackOptions = __webpack_require__(12); var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); @@ -25595,10 +25679,14 @@

    var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); -var _PFFeatures = __webpack_require__(28); +var _PFFeatures = __webpack_require__(29); var PFFeatures = _interopRequireWildcard(_PFFeatures); +var _PFAttacks = __webpack_require__(8); + +var PFAttacks = _interopRequireWildcard(_PFAttacks); + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } @@ -25736,11 +25824,11 @@

    } /** returns all rule_category and ability_type used - * @returns {jsobj} {'rules':[values of rule_category], 'types':[valuesof ability_type]} + * @returns {'rules':[values of rule_category], 'types':[valuesof ability_type]} object of rules */ function getAbilityTypes(callback) { var done = function done(typeObj) { - //TAS.debug('PFFeatures.getAbilityTypes returning with ',typeObj); + //TAS.debug('Ability.getAbilityTypes returning with ',typeObj); if (typeof callback === "function") { callback(typeObj); } @@ -25788,6 +25876,82 @@

    }); }); } +function getNewAbilityAttrs(ability) { + var setter = {}, + id = '', + prefix = '', + matches; + try { + id = generateRowID(); + prefix = 'repeating_ability_' + id + '_'; + setter[prefix + 'row_id'] = id; + setter[prefix + 'showinmenu'] = ability['showinmenu'] || 0; + setter[prefix + 'name'] = ability.name || ''; + setter[prefix + 'used'] = ability['used'] || ''; + setter[prefix + 'used_max'] = ability['used_max'] || ''; + setter[prefix + 'max-calculation'] = ability['max-calculation'] || ''; + setter[prefix + 'short-description'] = ability['short-description'] || ''; + setter[prefix + 'description'] = ability['description'] || ''; + setter[prefix + 'rule_category'] = ability['rule_category'] || ''; + setter[prefix + 'CL-basis'] = ability['CL-basis'] || '0'; + setter[prefix + 'class-name'] = ability['class-name'] || ''; + if (ability.rule_category === 'spell-like-abilities') { + setter[prefix + 'ability_type'] = 'Sp'; + if (ability['spell_level-misc']) { + setter[prefix + 'spell_level-misc'] = ability['spell_level-misc']; + setter[prefix + 'spell_level-misc-mod'] = ability['spell_level-misc-mod']; + setter[prefix + 'spell_level-basis'] = ability['spell_level-basis']; + } + if (ability['range_numeric']) { + setter[prefix + 'range'] = ability['range']; + setter[prefix + 'range_numeric'] = ability['range_numeric']; + setter[prefix + 'range_pick'] = ability['range_pick']; + } + if (ability["abil-sr"]) { + setter[prefix + 'abil-sr'] = ability["abil-sr"]; + } + if (ability['save']) { + setter[prefix + 'save'] = ability['save']; + } + } else { + matches = ability.name.match(/\b(Sp|Su|Ex)\b/i); + if (matches && matches[1]) { + setter[prefix + 'ability_type'] = matches[0][0].toUpperCase() + matches[0][1].toLowerCase(); + } else { + setter[prefix + 'ability_type'] = ''; + } + } + setter[prefix + 'macro-text'] = ability['macro-text'] || ''; + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFAbility.getNewAbilityAttrs", err, ability); + } finally { + return setter; + } +} +function copyToAbilities(callback, abilities) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAbility.copyToAbilities"); + if (typeof callback === "function") { + callback(); + } + }), + setter = {}; + _exportsLoaderTASTheAaronSheet2.default.debug("At PFAbility.copyToAbilities"); + if (_underscore2.default.size(abilities)) { + _underscore2.default.each(abilities, function (ability) { + var xtra = getNewAbilityAttrs(ability); + _exportsLoaderTASTheAaronSheet2.default.debug("PFAbility.copyToAbilities adding ", xtra); + _underscore2.default.extend(setter, xtra); + }); + _exportsLoaderTASTheAaronSheet2.default.debug("##########################", "PFAbility.copyToAbilities setting", setter); + } + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } +} + /** resetTopCommandMacro sets all-abilities_buttons_macro (menu of ability menus) *@param {function} callback call when done */ @@ -26028,7 +26192,7 @@

    if (!noName) { setter[weaponPrefix + "name"] = v[spellPrefix + "name"]; } - setter[weaponPrefix + "source-spell-name"] = v[spellPrefix + "name"]; + setter[weaponPrefix + "source-ability-name"] = v[spellPrefix + "name"]; } if (attackType) { setter[weaponPrefix + "attack-type"] = v[spellPrefix + "abil-attack-type"]; @@ -26037,9 +26201,10 @@

    } else if (/ranged/i.test(attackType)) { setter[weaponPrefix + "vs"] = "touch"; setter[weaponPrefix + "isranged"] = 1; - setter[weaponPrefix + "range"] = v[spellPrefix + "range_numeric"]; + setter[weaponPrefix + "range"] = v[spellPrefix + "range_numeric"] || 0; } else { setter[weaponPrefix + "vs"] = "touch"; + setter[weaponPrefix + "range"] = 0; } } @@ -26066,7 +26231,7 @@

    } notes += "Save: " + v[spellPrefix + "save"] + " DC: [[@{" + spellPrefix + "savedc}]]"; } - if (v[spellPrefix + "sr"]) { + if (v[spellPrefix + "abil-sr"]) { if (notes) { notes += ", "; } @@ -26128,9 +26293,10 @@

    } idStr = newRowId + "_"; prefix += idStr; - setter = setAttackEntryVals(item_entry, prefix, v, setter, weaponId); + setter = setAttackEntryVals(slaPrefix, prefix, v, setter, weaponId); setter[prefix + "source-ability"] = itemId; setter[prefix + "group"] = "Special"; + setter[prefix + 'link_type'] = PFAttacks.linkedAttackType.ability; } } catch (err) { _exportsLoaderTASTheAaronSheet2.default.error("PFAbility.createAttackEntryFromRow", err); @@ -26167,7 +26333,7 @@

    attrib = "", attributes = []; itemId = id || (eventInfo ? SWUtils.getRowId(eventInfo.sourceAttribute) : ""); - item_entry = 'repeating_spells_' + SWUtils.getRepeatingIDStr(itemId); + item_entry = 'repeating_ability_' + SWUtils.getRepeatingIDStr(itemId); attrib = eventInfo ? SWUtils.getAttributeName(eventInfo.sourceAttribute) : ""; attributes = []; //TAS.debug("at PF Spell like abilities updateAssociatedAttack: for row" + id ); @@ -26401,6 +26567,7 @@

    } }); } + function recalcAbilities(callback, silently, eventInfo, levelOnly) { var done = _underscore2.default.once(function () { _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAbility.recalcAbilities"); @@ -26423,7 +26590,7 @@

    PFUtilsAsync.setRepeatingDropdownValue('ability', id, 'CL-basis', 'CL-basis-mod', function () { //TAS.debug("PFAbility.recalcAbilities calling updateCharLevel for "+id); updateCharLevel(id, function () { - _exportsLoaderTASTheAaronSheet2.default.debug("PFAbility.recalcAbilities calling updateAbilityRange for " + id); + //TAS.debug("PFAbility.recalcAbilities calling updateAbilityRange for "+id); updateAbilityRange(id, function () { // TAS.debug("PFAbility.recalcAbilities calling updateAssociatedAttack for "+id); // updateAssociatedAttack(id,null,false,null); @@ -26515,12 +26682,17 @@

    macroEvent = "remove:repeating_ability ", singleEvent = "change:repeating_ability:"; + on("remove:repeating_ability", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRemoveAbility(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + PFAttacks.removeLinkedAttack(null, PFAttacks.linkedAttackType.ability, SWUtils.getRowId(eventInfo.sourceAttribute)); + })); macroEvent = _underscore2.default.reduce(events.commandMacroFields, function (m, a) { m += singleEvent + a + " "; return m; }, macroEvent); on(macroEvent, _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingCommandMacroUpdate(eventInfo) { var attr; + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); attr = SWUtils.getAttributeName(eventInfo.sourceAttribute); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || eventInfo.sourceType === "sheetworker" && attr === 'used_max') { PFFeatures.resetTopCommandMacro(null, eventInfo); @@ -26585,9 +26757,7 @@

    }, ""); on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventupdateAssociatedSLAttackAttack(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event" + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || eventInfo.sourceType === "sheetworker" && !/attack\-type/i.test(eventInfo.sourceAttribute)) { - updateAssociatedAttack(null, null, null, eventInfo); - } + updateAssociatedAttack(null, null, null, eventInfo); })); on("change:repeating_ability:rule_category change:repeating_ability:ability_type", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateSLARuleCat(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event" + eventInfo.sourceType); @@ -26599,7 +26769,7 @@

    _PFLog.PFLog.modulecount++; /***/ }), -/* 23 */ +/* 19 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -26608,17 +26778,7 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.updateCharAttrs = exports.sizeFieldsLU = exports.sizeFields = exports.updateRowAttrsLU = exports.updateRowAttrs = exports.damageRowAttrsLU = exports.damageRowAttrs = undefined; -exports.updateAssociatedAttacksFromParents = updateAssociatedAttacksFromParents; -exports.getRecalculatedAttack = getRecalculatedAttack; -exports.syncAllDefaultDamageDiceAsync = syncAllDefaultDamageDiceAsync; -exports.adjustAllDamageDiceAsync = adjustAllDamageDiceAsync; -exports.recalculateRepeatingWeapons = recalculateRepeatingWeapons; -exports.getNewDefaults = getNewDefaults; -exports.setNewDefaults = setNewDefaults; -exports.migrateRepeatingMacro = migrateRepeatingMacro; -exports.migrate = migrate; -exports.recalculate = recalculate; +exports.applyConditions = applyConditions; var _underscore = __webpack_require__(2); @@ -26630,1088 +26790,1223 @@

    var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - -var _PFConst = __webpack_require__(3); - -var _PFConst2 = _interopRequireDefault(_PFConst); - var _PFUtils = __webpack_require__(5); var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFUtilsAsync = __webpack_require__(8); - -var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); - -var _PFMacros = __webpack_require__(9); - -var PFMacros = _interopRequireWildcard(_PFMacros); - -var _PFMenus = __webpack_require__(13); +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } -var PFMenus = _interopRequireWildcard(_PFMenus); +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var _PFMigrate = __webpack_require__(6); +/* PFChecks.applyConditions - handles changes to skill and ability checks due to conditions AND buffs. + * Reads in condition that affect Ability and Skill checks and updates condition fields. + * checks-cond, Phys-skills-cond, Perception-cond. + */ +function applyConditions(callback, silently) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }; + getAttrs(["condition-Blinded", "condition-Fear", "condition-Drained", "condition-Sickened", "condition-Wounds", "has_endurance_feat", "wounds_gritty_mode", "checks-cond", "Phys-skills-cond", "Perception-cond", "wound_threshold-show", "CasterLevel-Penalty"], function (v) { + //there is no Fascinated, if we add it then: + //,"condition-Fascinated" -4 to perception + var setter = {}, + params = {}, + drained = 0, + fear = 0, + sick = 0, + woundPenalty = 0, + wounds = 0, + allSkillsMod = 0, + casterlevel = 0, + blindedMod = 0, + currAllSkills = 0, + currPhysSkills = 0, + currPerSkills = 0, + currCaster = 0; + try { + drained = parseInt(v["condition-Drained"], 10) || 0; + fear = -1 * (parseInt(v["condition-Fear"], 10) || 0); + sick = -1 * (parseInt(v["condition-Sickened"], 10) || 0); + woundPenalty = PFUtils.getWoundPenalty(parseInt(v["condition-Wounds"], 10) || 0, parseInt(v.has_endurance_feat, 10) || 0, parseInt(v.wounds_gritty_mode, 10) || 0); + wounds = (parseInt(v["wound_threshold-show"], 10) || 0) * woundPenalty; + allSkillsMod = drained + fear + sick + wounds; + casterlevel = drained + wounds; + blindedMod = -2 * (parseInt(v["condition-Blinded"], 10) || 0); + currAllSkills = parseInt(v["checks-cond"], 10) || 0; + currPhysSkills = parseInt(v["Phys-skills-cond"], 10) || 0; + currPerSkills = parseInt(v["Perception-cond"], 10) || 0; + currCaster = parseInt(v["CasterLevel-Penalty"], 10) || 0; + if (allSkillsMod !== currAllSkills || isNaN(currAllSkills)) { + setter["checks-cond"] = allSkillsMod; + } + if (blindedMod !== currPhysSkills || isNaN(currPhysSkills)) { + setter["Phys-skills-cond"] = blindedMod; + } + if (blindedMod !== currPerSkills || isNaN(currPerSkills)) { + setter["Perception-cond"] = blindedMod; + } + if (casterlevel !== currCaster || isNaN(currCaster)) { + setter["CasterLevel-Penalty"] = casterlevel; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFChecks.applyConditions", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, {}, done); + } else { + done(); + } + } + }); +} +_PFLog.PFConsole.log(' PFChecks module loaded '); +_PFLog.PFLog.modulecount++; -var PFMigrate = _interopRequireWildcard(_PFMigrate); +/***/ }), +/* 20 */ +/***/ (function(module, exports, __webpack_require__) { -var _PFAttackOptions = __webpack_require__(11); +"use strict"; -var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); -var _PFAttackGrid = __webpack_require__(7); +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.updateLoadsAndLift = updateLoadsAndLift; +exports.updateModifiedSpeed = updateModifiedSpeed; +exports.migrate = migrate; +exports.recalculate = recalculate; -var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); +var _underscore = __webpack_require__(2); -var _PFInventory = __webpack_require__(30); +var _underscore2 = _interopRequireDefault(_underscore); -var PFInventory = _interopRequireWildcard(_PFInventory); +var _PFLog = __webpack_require__(0); -var _PFSpells = __webpack_require__(14); +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); -var PFSpells = _interopRequireWildcard(_PFSpells); +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); -var _PFAbility = __webpack_require__(22); +var _PFConst = __webpack_require__(3); -var PFAbility = _interopRequireWildcard(_PFAbility); +var _PFConst2 = _interopRequireDefault(_PFConst); -var _PFSize = __webpack_require__(18); +var _PFDefense = __webpack_require__(13); -var PFSize = _interopRequireWildcard(_PFSize); +var PFDefense = _interopRequireWildcard(_PFDefense); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -/** module for repeating_weapon section */ -/* **********************************ATTACKS PAGE ********************************** */ -var damageRowAttrs = exports.damageRowAttrs = ["damage-ability-max", "damage-ability-mod", "damage-mod", "damage_ability_mult", "enhance", "total-damage"], - damageRowAttrsLU = exports.damageRowAttrsLU = _underscore2.default.map(damageRowAttrs, function (a) { - return '_' + a; -}), - updateRowAttrs = exports.updateRowAttrs = ["attack-mod", "attack-type", "attack-type-mod", "crit_conf_mod", "crit_confirm", "isranged", "masterwork", "proficiency", "total-attack", "attack-type_macro_insert", "damage-type_macro_insert"].concat(damageRowAttrs), - updateRowAttrsLU = exports.updateRowAttrsLU = _underscore2.default.map(updateRowAttrs, function (a) { - return '_' + a; -}), - sizeFields = exports.sizeFields = ['default_damage-dice-num', 'default_damage-die', 'default_size', 'not_default_size', 'damage-dice-num', 'damage-die', 'size_affects'], - sizeFieldsLU = exports.sizeFieldsLU = ['_default_damage-dice-num', '_default_damage-die', '_default_size', '_not_default_size', '_damage-dice-num', '_damage-die', '_size_affects'], - updateCharAttrs = exports.updateCharAttrs = ["attk_ranged_crit_conf", "attk_ranged2_crit_conf", "attk_melee_crit_conf", "attk_melee2_crit_conf", "attk_cmb_crit_conf", "attk_cmb2_crit_conf", "DMG-mod", "size", "modify_dmg_by_size"]; +// Returns the carrying capacity for a given strength score and load type +// Will recursively calculate for strength scores over 29 +function getCarryingCapacity(str, load) { + var l, m, h, r; + switch (str) { + case 0: + l = 0; + m = 0; + h = 0; + break; + case 1: + l = 3; + m = 6; + h = 10; + break; + case 2: + l = 6; + m = 13; + h = 20; + break; + case 3: + l = 10; + m = 20; + h = 30; + break; + case 4: + l = 13; + m = 26; + h = 40; + break; + case 5: + l = 16; + m = 33; + h = 50; + break; + case 6: + l = 20; + m = 40; + h = 60; + break; + case 7: + l = 23; + m = 46; + h = 70; + break; + case 8: + l = 26; + m = 53; + h = 80; + break; + case 9: + l = 30; + m = 60; + h = 90; + break; + case 10: + l = 33; + m = 66; + h = 100; + break; + case 11: + l = 38; + m = 76; + h = 115; + break; + case 12: + l = 43; + m = 86; + h = 130; + break; + case 13: + l = 50; + m = 100; + h = 150; + break; + case 14: + l = 58; + m = 116; + h = 175; + break; + case 15: + l = 66; + m = 133; + h = 200; + break; + case 16: + l = 76; + m = 153; + h = 230; + break; + case 17: + l = 86; + m = 173; + h = 260; + break; + case 18: + l = 100; + m = 200; + h = 300; + break; + case 19: + l = 116; + m = 233; + h = 350; + break; + case 20: + l = 133; + m = 266; + h = 400; + break; + case 21: + l = 153; + m = 306; + h = 460; + break; + case 22: + l = 173; + m = 346; + h = 520; + break; + case 23: + l = 200; + m = 400; + h = 600; + break; + case 24: + l = 233; + m = 466; + h = 700; + break; + case 25: + l = 266; + m = 533; + h = 800; + break; + case 26: + l = 306; + m = 613; + h = 920; + break; + case 27: + l = 346; + m = 693; + h = 1040; + break; + case 28: + l = 400; + m = 800; + h = 1200; + break; + case 29: + l = 466; + m = 933; + h = 1400; + break; + default: + l = getCarryingCapacity(str - 10, "light") * 4; + m = getCarryingCapacity(str - 10, "medium") * 4; + h = getCarryingCapacity(str - 10, "heavy") * 4; + break; + } + switch (load) { + case "light": + r = l; + break; + case "medium": + r = m; + break; + case "heavy": + r = h; + break; + } + return r; +} + +/* updateCurrentLoad-updates the current load radio button */ +function updateCurrentLoad(callback, silently) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }; + getAttrs(["load-light", "load-medium", "load-heavy", "load-max", "current-load", "carried-total", "max-dex-source"], function (v) { + var curr = 0, + carried = 0, + light = 0, + medium = 0, + heavy = 0, + max = 0, + maxDexSource = 0, + ignoreEncumbrance = 0, + newLoad = 0, + setter = {}, + params = {}; + try { + //TAS.debug("at updateCurrentLoad",v); + maxDexSource = parseInt(v["max-dex-source"], 10) || 0; + ignoreEncumbrance = maxDexSource === 1 || maxDexSource === 3 ? 1 : 0; + curr = parseInt(v["current-load"], 10) || 0; + if (ignoreEncumbrance) { + newLoad = 0; + } else { -var defaultRepeatingMacro = '&{template:pf_attack} @{toggle_attack_accessible} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{name}}} {{attack=[[ 1d20cs>[[ @{crit-target} ]] + @{attack_macro} ]]}} {{damage=[[@{damage-dice-num}d@{damage-die} + @{damage_macro}]]}} {{crit_confirm=[[ 1d20 + @{attack_macro} + [[ @{crit_conf_mod} ]] ]]}} {{crit_damage=[[ [[ @{damage-dice-num} * (@{crit-multiplier} - 1) ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}} {{type=@{type}}} {{weapon_notes=@{notes}}} @{iterative_attacks} @{macro_options} {{vs=@{vs}}} {{vs@{vs}=@{vs}}} {{precision_dmg1=@{precision_dmg_macro}}} {{precision_dmg1_type=@{precision_dmg_type}}} {{precision_dmg2=@{global_precision_dmg_macro}}} {{precision_dmg2_type=@{global_precision_dmg_type}}} {{critical_dmg1=@{critical_dmg_macro}}} {{critical_dmg1_type=@{critical_dmg_type}}} {{critical_dmg2=@{global_critical_dmg_macro}}} {{critical_dmg2_type=@{global_critical_dmg_type}}} {{attack1name=@{iterative_attack1_name}}}', - defaultRepeatingMacroMap = { - '&{template:': { 'current': 'pf_attack}', old: ['pf_generic}', 'pf_block}'] }, - '@{toggle_attack_accessible}': { 'current': '@{toggle_attack_accessible}' }, - '@{toggle_rounded_flag}': { 'current': '@{toggle_rounded_flag}' }, - '{{color=': { 'current': '@{rolltemplate_color}}}' }, - '{{character_name=': { 'current': '@{character_name}}}' }, - '{{character_id=': { 'current': '@{character_id}}}' }, - '{{subtitle}}': { 'current': '{{subtitle}}' }, - '{{name=': { 'current': '@{name}}}' }, - '{{attack=': { 'current': '[[ 1d20cs>[[ @{crit-target} ]] + @{attack_macro} ]]}}', 'old': ['{{attack=[[ 1d20cs>[[ @{crit-target} ]] + [[ @{total-attack} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} ]]', 'to': '@{attack_macro}' }, { 'from': '@{total-attack}', 'to': '@{attack_macro}' }] }, - '{{damage=': { 'current': '[[@{damage-dice-num}d@{damage-die} + @{damage_macro}]]}}', 'old': ['[[ @{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-damage} ]]', 'to': '@{damage_macro}' }, { 'from': '@{total-damage}', 'to': '@{damage_macro}' }] }, - '{{crit_confirm=': { 'current': '[[ 1d20 + @{attack_macro} + [[ @{crit_conf_mod} ]] ]]}}', 'old': ['[[ 1d20 + [[ @{total-attack} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} ]]', 'to': '@{attack_macro} + [[ @{crit_conf_mod} ]]' }, { 'from': '@{total-attack}', 'to': '@{attack_macro} + [[ @{crit_conf_mod} ]]' }] }, - '{{crit_damage=': { 'current': '[[ [[ @{damage-dice-num} * (@{crit-multiplier} - 1) ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}}', 'old': ['[[ [[ (@{damage-dice-num} * (@{crit-multiplier} - 1)) ]]d@{damage-die} + [[ (@{total-damage} * (@{crit-multiplier} - 1)) ]] ]]}}'], 'replacements': [{ 'from': '@{total-damage}', 'to': '(@{damage_macro})' }] }, - '{{type=': { 'current': '@{type}}}' }, - '{{weapon_notes=': { 'current': '@{notes}}}' }, - '@{iterative_attacks}': { 'current': '@{iterative_attacks}' }, - '@{macro_options}': { 'current': '@{macro_options}' }, - '{{vs=': { 'current': '@{vs}}}' }, - '{{vs@{vs}=': { 'current': '@{vs}}}' }, - '{{precision_dmg1=': { 'current': '@{precision_dmg_macro}}}' }, - '{{precision_dmg1_type=': { 'current': '@{precision_dmg_type}}}' }, - '{{precision_dmg2=': { 'current': '@{global_precision_dmg_macro}}}' }, - '{{precision_dmg2_type=': { 'current': '@{global_precision_dmg_type}}}' }, - '{{critical_dmg1=': { 'current': '@{critical_dmg_macro}}}' }, - '{{critical_dmg1_type=': { 'current': '@{critical_dmg_type}}}' }, - '{{critical_dmg2=': { 'current': '@{global_critical_dmg_macro}}}' }, - '{{critical_dmg2_type=': { 'current': '@{global_critical_dmg_type}}}' }, - '{{attack1name=': { 'current': '@{iterative_attack1_name}}}' } -}, - defaultDeletedMacroAttrs = ['{{description=@{notes}}}', '@{toggle_accessible_flag}'], - defaultIterativeRepeatingMacro = '{{attackREPLACE=[[ 1d20cs>[[ @{crit-target} ]] + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] ]]}} {{damageREPLACE=[[ @{damage-dice-num}d@{damage-die} + @{damage_macro} ]]}} {{crit_confirmREPLACE=[[ 1d20 + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] + [[ @{crit_conf_mod} ]] ]]}} {{crit_damageREPLACE=[[ [[ @{damage-dice-num} * [[ @{crit-multiplier} - 1 ]] ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}} {{precision_dmgREPLACE1=@{precision_dmg_macro}}} {{precision_dmgREPLACE2=@{global_precision_dmg_macro}}} {{critical_dmgREPLACE1=@{critical_dmg_macro}}} {{critical_dmgREPLACE2=@{global_critical_dmg_macro}}} {{attackREPLACEname=@{iterative_attackREPLACE_name}}}', - defaultIterativeRepeatingMacroMap = { - '{{attackREPLACE=': { 'current': '[[ 1d20cs>[[ @{crit-target} ]] + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] ]]}}', 'old': ['[[ 1d20cs>[[ @{crit-target} ]] + [[ @{total-attack} + @{iterative_attackREPLACE_value} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} ]]', 'to': '@{attack_macro}' }, { 'from': '@{total-attack}', 'to': '@{attack_macro}' }] }, - '{{damageREPLACE=': { 'current': '[[ @{damage-dice-num}d@{damage-die} + @{damage_macro} ]]}}', 'old': ['[[ @{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-damage} ]]', 'to': '@{damage_macro}' }, { 'from': '@{total-damage}', 'to': '@{damage_macro}' }] }, - '{{crit_confirmREPLACE=': { 'current': '[[ 1d20 + [[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] + [[ @{crit_conf_mod} ]] ]]}}', 'old': ['[[ 1d20 + [[ @{total-attack} + @{iterative_attackREPLACE_value} ]] ]]}}'], 'replacements': [{ 'from': '[[ @{total-attack} + @{iterative_attackREPLACE_value} ]]', 'to': '[[ @{attack_macro} + @{iterative_attackREPLACE_value} ]] [iterative] + [[ @{crit_conf_mod} ]]' }, { 'from': '@{total-attack} + @{iterative_attackREPLACE_value}', 'to': '@{attack_macro} + @{iterative_attackREPLACE_value} + @{crit_conf_mod}' }] }, - '{{crit_damageREPLACE=': { 'current': '[[ [[ @{damage-dice-num} * [[ @{crit-multiplier} - 1 ]] ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}}', 'old': ['[[ [[ (@{damage-dice-num} * (@{crit-multiplier} - 1)) ]]d@{damage-die} + [[ (@{total-damage} * (@{crit-multiplier} - 1)) ]] ]]}}'], 'replacements': [{ 'from': '@{total-damage}', 'to': '(@{damage_macro})' }] }, - '{{precision_dmgREPLACE1=': { 'current': '@{precision_dmg_macro}}}' }, - '{{precision_dmgREPLACE2=': { 'current': '@{global_precision_dmg_macro}}}' }, - '{{critical_dmgREPLACE1=': { 'current': '@{critical_dmg_macro}}}' }, - '{{critical_dmgREPLACE2=': { 'current': '@{global_critical_dmg_macro}}}' }, - '{{attackREPLACEname=': { 'current': '@{iterative_attackREPLACE_name}}}' } -}, - defaultIterativeDeletedMacroAttrs = null, - defaultIterativeAttrName = 'var_iterative_attackREPLACE_macro', - defaultIterativeReplaceArray = ['2', '3', '4', '5', '6', '7', '8']; + carried = parseInt(v["carried-total"], 10) || 0; + light = parseInt(v["load-light"], 10) || 0; + medium = parseInt(v["load-medium"], 10) || 0; + heavy = parseInt(v["load-heavy"], 10) || 0; + max = heavy * 2; -function getRepeatingAddInMacroPortion(macro, toggle, portion) { - if (!(macro === "" || macro === "0" || macro === undefined || macro === null || toggle === "" || toggle === "0" || toggle === undefined || toggle === null)) { - return " " + portion; - } - return ""; -} -function updateRepeatingAddInMacro(id, eventInfo) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_weapon_" + idStr, - attackType = prefix + "attack-type", - tattackPlusNm = prefix + "toggle_attack_macro_insert", - tdamagePlusNm = prefix + "toggle_damage_macro_insert", - attackPlusNm = prefix + "attack_macro_insert", - damagePlusNm = prefix + "damage_macro_insert", - tattackGlobalNm = "toggle_global_attack_macro_insert", - tdamageGlobalNm = "toggle_global_damage_macro_insert", - attackGlobalNm = "global_attack_macro_insert", - damageGlobalNm = "global_damage_macro_insert", - attackMacroNm = prefix + "attack_macro", - damageMacroNm = prefix + "damage_macro", - fields = ["adv_macro_show", attackType, attackGlobalNm, damageGlobalNm, attackPlusNm, damagePlusNm, attackMacroNm, damageMacroNm]; - getAttrs(fields, function (v) { - var showMacros = parseInt(v.adv_macro_show, 10) || 0, - newAtkMacro = "[[ @{total-attack} ]]", - newDmgMacro = "[[ @{total-damage} ]]", - setter = {}; - if (showMacros) { - newAtkMacro += getRepeatingAddInMacroPortion(v[attackPlusNm], v[tattackPlusNm], "@{toggle_attack_macro_insert}"); - newAtkMacro += " @{attack-type_macro_insert}"; - newAtkMacro += getRepeatingAddInMacroPortion(v[attackGlobalNm], v[tattackGlobalNm], "@{toggle_global_attack_macro_insert}"); - newDmgMacro += " @{damage-type_macro_insert}"; - newDmgMacro += getRepeatingAddInMacroPortion(v[damagePlusNm], v[tdamagePlusNm], "@{toggle_damage_macro_insert}"); - newDmgMacro += getRepeatingAddInMacroPortion(v[damageGlobalNm], v[tdamageGlobalNm], "@{toggle_global_damage_macro_insert}"); - } - if (newAtkMacro !== v[attackMacroNm]) { - setter[attackMacroNm] = newAtkMacro; - } - if (newDmgMacro !== v[damageMacroNm]) { - setter[damageMacroNm] = newDmgMacro; - } - if (_underscore2.default.size(setter)) { - setAttrs(setter); - } - }); -} -function setAdvancedMacroCheckbox() { - getAttrs(["adv_macro_show", "global_melee_macro_insert", "global_ranged_macro_insert", "global_cmb_macro_insert", "global_attack_macro_insert", "global_melee_damage_macro_insert", "global_ranged_damage_macro_insert", "global_cmb_damage_macro_insert", "global_damage_macro_insert"], function (v) { - var showAdv = parseInt(v.adv_macro_show, 10) || 0, - hasAnyMacros = _underscore2.default.reduce(v, function (tot, value, fieldname) { - if (fieldname !== "adv_macro_show" && !(value === "" || value === "0" || value === undefined || value === null)) { - tot += 1; - } - return tot; - }, 0); - //TAS.debug("setAdvancedMacroCheckbox, checked:" + showAdv + " , has macros:" + hasAnyMacros); - if (hasAnyMacros && !showAdv) { - setAttrs({ - adv_macro_show: 1 - }, _PFConst2.default.silentParams); - } - }); -} -/********* REPEATING WEAPON FIELDSET *********/ -function setRepeatingWeaponInsertMacro(id, eventInfo) { - var done = function done() {}, - //updateRepeatingAddInMacro(id,eventInfo);}, - idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_weapon_" + idStr, - attkTypeField = prefix + "attack-type"; - getAttrs([attkTypeField], function (v) { - var attkType = PFUtils.findAbilityInString(v[attkTypeField]), - setter = {}; - if (attkType) { - attkType = attkType.replace('attk-', ''); - setter[prefix + "attack-type_macro_insert"] = PFAttackGrid.attackGridFields[attkType].attackmacro; - setter[prefix + "damage-type_macro_insert"] = PFAttackGrid.attackGridFields[attkType].damagemacro; - } else { - setter[prefix + "attack-type_macro_insert"] = "0"; - } - //TAS.debug("setRepeatingWeaponInsertMacro",setter); - setAttrs(setter, { - silent: true - }, done); - }); + //TAS.debug"current-load=" + curr + ", carried-total=" + carried + ", load-light=" + light + ", load-medium=" + medium); + if (carried <= light) { + //TAS.debug("light load"); + newLoad = 0; + } else if (carried <= medium) { + //TAS.debug("medium load"); + newLoad = 1; + } else if (carried <= heavy) { + //TAS.debug("heavy load"); + newLoad = 2; + } else if (carried <= max) { + //TAS.debug"over heavy but under max"); + newLoad = 3; + } else if (carried > max) { + //TAS.debug"maximum load"); + newLoad = 4; + } + } + if (curr !== newLoad) { + setter["current-load"] = newLoad; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFEncumbrance.updateCurrentLoad", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + } + }); } -/* updateRepeatingWeaponAttack - calculates total-attack - * also updates attk-effect-total-copy - * @id {string} optional = id of row, if blank we are within the context of the row - * @overrideAttr {string} optional = if we are passing in a value this is the fieldname after "repeating_weapon_" - * @overrideValue {number} optional = if overrideAttr then this should be a number usually int but it won't check +/* updateLoadsAndLift + * updates the load and lift numbers */ -function updateRepeatingWeaponAttack(id, eventInfo) { - //is it faster to not do the idstr each time? try it with ?: - var resetOptionsWhenDone = function resetOptionsWhenDone() { - PFAttackOptions.resetOption(id, eventInfo); - }, - idStr = SWUtils.getRepeatingIDStr(id), - enhanceField = "repeating_weapon_" + idStr + "enhance", - mwkField = "repeating_weapon_" + idStr + "masterwork", - attkTypeModField = "repeating_weapon_" + idStr + "attack-type-mod", - profField = "repeating_weapon_" + idStr + "proficiency", - attkMacroModField = "repeating_weapon_" + idStr + "attack-mod", - totalAttackField = "repeating_weapon_" + idStr + "total-attack"; - getAttrs([enhanceField, mwkField, attkTypeModField, profField, attkMacroModField, totalAttackField], function (v) { - var enhance = parseInt(v[enhanceField], 10) || 0, - masterwork = parseInt(v[mwkField], 10) || 0, - attkTypeMod = parseInt(v[attkTypeModField], 10) || 0, - prof = parseInt(v[profField], 10) || 0, - attkMacroMod = parseInt(v[attkMacroModField], 10) || 0, - currTotalAttack = parseInt(v[totalAttackField], 10) || 0, - newTotalAttack = 0, - setter = {}; - newTotalAttack = Math.max(enhance, masterwork) + attkTypeMod + prof + attkMacroMod; - if (newTotalAttack !== currTotalAttack || isNaN(currTotalAttack)) { - setter[totalAttackField] = newTotalAttack; - setAttrs(setter, _PFConst2.default.silentParams, resetOptionsWhenDone); - } - }); -} -/* updateRepeatingWeaponDamage - updates total-damage*/ -function updateRepeatingWeaponDamage(id, eventInfo) { - var resetOptionsWhenDone = function resetOptionsWhenDone() { - PFAttackOptions.resetOption(id, eventInfo); - }, - idStr = SWUtils.getRepeatingIDStr(id), - maxname = "repeating_weapon_" + idStr + "damage-ability-max", - modname = "repeating_weapon_" + idStr + "damage-ability-mod", - totalDamageField = "repeating_weapon_" + idStr + "total-damage", - enhanceField = "repeating_weapon_" + idStr + "enhance", - miscDmgField = "repeating_weapon_" + idStr + "damage-mod", - abilityMultField = "repeating_weapon_" + idStr + "damage_ability_mult"; - getAttrs([maxname, modname, "DMG-mod", totalDamageField, enhanceField, miscDmgField, abilityMultField], function (v) { - var maxA, - ability = parseInt(v[modname], 10) || 0, - abilityMult = parseFloat(v[abilityMultField], 10) || 1, - abilityTot, - globalBuffConds = parseInt(v["DMG-mod"], 10) || 0, - currTotalDmg = parseInt(v[totalDamageField], 10), - miscDmg = parseInt(v[miscDmgField], 10) || 0, - enhance = parseInt(v[enhanceField], 10) || 0, - totalDamage, - setter = {}; - maxA = parseInt(v[maxname], 10); - if (isNaN(maxA)) { - maxA = 99; - } - abilityTot = Math.floor(Math.min(abilityMult * ability, maxA)); - totalDamage = abilityTot + globalBuffConds + miscDmg + enhance; - - if (totalDamage !== currTotalDmg || isNaN(currTotalDmg)) { - //TAS.debug("setting damage to "+totalDamage); - setter[totalDamageField] = totalDamage; - } - if (_underscore2.default.size(setter)) { - setAttrs(setter, _PFConst2.default.silentParams, resetOptionsWhenDone); - } - }); -} -function updateRepeatingWeaponCrit(id, eventInfo) { - var idStr = SWUtils.getRepeatingIDStr(id), - critConfirmTotalField = "repeating_weapon_" + idStr + "crit_conf_mod", - critConfirmField = "repeating_weapon_" + idStr + "crit_confirm", - attkTypeField = "repeating_weapon_" + idStr + "attack-type", - attrs = ["attk_ranged_crit_conf", "attk_ranged2_crit_conf", "attk_melee_crit_conf", "attk_melee2_crit_conf", "attk_cmb_crit_conf", "attk_cmb2_crit_conf", critConfirmTotalField, critConfirmField, attkTypeField]; - getAttrs(attrs, function (v) { - try { - var currCritBonus = parseInt(v[critConfirmTotalField], 10) || 0, - critConfirmBonus = parseInt(v[critConfirmField], 10) || 0, - attkType = PFUtils.findAbilityInString(v[attkTypeField]), - attkTypeForGrid = !attkType ? "" : attkType.replace('attk-', ''), - attackTypeBonusField = !attkTypeForGrid ? "" : PFAttackGrid.attackGridFields[attkTypeForGrid].crit, - attackTypeBonus = !attackTypeBonusField ? 0 : parseInt(v[attackTypeBonusField], 10) || 0, - newBonus = critConfirmBonus + attackTypeBonus, - setter = {}; - if (newBonus !== currCritBonus) { - setter[critConfirmTotalField] = newBonus; - setAttrs(setter, { - silent: true - }); - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateRepeatingWeaponCrit:cannot find " + v[attkTypeField] + " in grid"); - } - }); +function updateLoadsAndLift(callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(["STR", "size", "size-multiplier", "legs", "load-light", "load-medium", "load-heavy", "load-max", "lift-above-head", "lift-off-ground", "lift-drag-and-push", "load-str-bonus", "load-multiplier", "total-load-multiplier", "load-misc"], function (v) { + var str = 10, + size = 1, + sizeMult = 1, + currSizeMult = 1, + currTotalLoadMult = 1, + legs = 2, + light = 0, + medium = 0, + heavy = 0, + max = 0, + aboveHead = 0, + offGround = 0, + drag = 0, + strMod = 0, + loadMult = 1, + mult = 1, + misc = 0, + l = 0, + m = 0, + h = 0, + a = 0, + o = 0, + d = 0, + setter = {}, + params = {}; + try { + str = parseInt(v["STR"], 10) || 0; + size = parseInt(v["size"], 10) || 0; + sizeMult = parseInt(v["size-multiplier"], 10) || 0; + currSizeMult = sizeMult; + currTotalLoadMult = parseInt(v["total-load-multiplier"], 10) || 0; + legs = parseInt(v["legs"], 10) || 0; + if (legs !== 4) { + legs = 2; + } + light = parseInt(v["load-light"], 10) || 0; + medium = parseInt(v["load-medium"], 10) || 0; + heavy = parseInt(v["load-heavy"], 10) || 0; + max = parseInt(v["load-max"], 10) || 0; + aboveHead = parseInt(v["lift-above-head"], 10) || 0; + offGround = parseInt(v["lift-off-ground"], 10) || 0; + drag = parseInt(v["lift-drag-and-push"], 10) || 0; + strMod = parseInt(v["load-str-bonus"], 10) || 0; + loadMult = parseInt(v["load-multiplier"], 10) || 0; + mult = 1; + misc = parseInt(v["load-misc"], 10) || 0; + l = getCarryingCapacity(str + strMod, "light") + misc; + m = getCarryingCapacity(str + strMod, "medium") + misc; + h = getCarryingCapacity(str + strMod, "heavy") + misc; + if (loadMult < 1) { + loadMult = 1; + } + loadMult--; + //TAS.debug("STR=" + str + ", legs=" + legs + ", load-light=" + light + ", load-medium=" + medium + ", load-heavy=" + heavy + ", lift-above-head=" + aboveHead + ", lift-off-ground=" + offGround + ", lift-drag-and-push=" + drag + ", load-str-bonus=" + strMod + ", load-multiplier=" + loadMult + ", load-misc=" + misc); + if (legs !== 4) { + switch (size) { + case -8: + sizeMult = 16; + break; + case -4: + sizeMult = 8; + break; + case -2: + sizeMult = 4; + break; + case -1: + sizeMult = 2; + break; + case 1: + sizeMult = 3 / 4; + break; + case 2: + sizeMult = 1 / 2; + break; + case 4: + sizeMult = 1 / 4; + break; + case 8: + sizeMult = 1 / 8; + break; + default: + sizeMult = 1; + } + } else if (legs === 4) { + switch (size) { + case -8: + sizeMult = 24; + break; + case -4: + sizeMult = 12; + break; + case -2: + sizeMult = 6; + break; + case -1: + sizeMult = 3; + break; + case 0: + sizeMult = 1.5; + break; + case 1: + sizeMult = 1; + break; + case 2: + sizeMult = 3 / 4; + break; + case 4: + sizeMult = 1 / 2; + break; + case 8: + sizeMult = 1 / 4; + break; + default: + sizeMult = 1.5; + } + } + mult += loadMult; + mult *= sizeMult; + l *= mult; + m *= mult; + h *= mult; + a = h; + o = h * 2; + d = h * 5; + //TAS.debug("new light load=" + l + ", new medium load=" + m + ", new heavy load=" + h + ", new above head=" + a + ", new off ground=" + o + ", new drag=" + d); + if (currSizeMult !== sizeMult) { + setter["size-multiplier"] = sizeMult; + } + if (currTotalLoadMult !== mult) { + setter["total-load-multiplier"] = mult; + } + if (light !== l) { + setter["load-light"] = l; + } + if (medium !== m) { + setter["load-medium"] = m; + } + if (heavy !== h) { + setter["load-heavy"] = h; + } + if (max !== h * 2) { + setter["load-max"] = h * 2; + } + if (aboveHead !== a) { + setter["lift-above-head"] = a; + } + if (offGround !== o) { + setter["lift-off-ground"] = o; + } + if (drag !== d) { + setter["lift-drag-and-push"] = d; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("updateLoadsAndLift", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + } + }); } -function updateRepeatingWeaponsFromCrit(attacktype, eventInfo) { - var globalCritBonusField = PFAttackGrid.attackGridFields[attacktype].crit; - getSectionIDs("repeating_weapon", function (ids) { - var attrs = [globalCritBonusField]; - _underscore2.default.each(ids, function (id) { - var idStr = SWUtils.getRepeatingIDStr(id); - attrs.push("repeating_weapon_" + idStr + "crit_conf_mod"); - attrs.push("repeating_weapon_" + idStr + "crit_confirm"); - attrs.push("repeating_weapon_" + idStr + "attack-type"); - }); - //TAS.debug("about to get ",attrs); - getAttrs(attrs, function (v) { - var globalCritBonus = parseInt(v[globalCritBonusField], 10) || 0, - setter = {}; - _underscore2.default.each(ids, function (id) { - var idStr = SWUtils.getRepeatingIDStr(id), - attackTypeField = "repeating_weapon_" + idStr + "attack-type", - rowCritTotField = "", - rowCrit = 0, - rowTot = 0, - currRowTot = 0; - //TAS.debug("row:"+id+" attacktypefield:"+v[attackTypeField]+", ability:"+ PFUtils.findAbilityInString(v[attackTypeField]) +", type is:"+attacktype); - if (PFUtils.findAbilityInString(v[attackTypeField]) === "attk-" + attacktype) { - //TAS.debug("this row equal"); - rowCritTotField = "repeating_weapon_" + idStr + "crit_conf_mod"; - currRowTot = parseInt(v[rowCritTotField], 10) || 0; - rowTot = globalCritBonus + (parseInt(v["repeating_weapon_" + idStr + "crit_confirm"], 10) || 0); - //TAS.debug("global:"+globalCritBonus+", this row:"+currRowTot+", plus "+v["repeating_weapon_" + idStr + "crit_confirm"] ); - if (rowTot !== currRowTot) { - setter[rowCritTotField] = rowTot; - } - } - }); - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, { - silent: true - }); - } - }); - }); +/* updateModifiedSpeed + * updates the modified speed and run values */ +function updateModifiedSpeed(callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + attribList = ["current-load", "speed-base", "speed-modified", "speed-run", "race", "is_dwarf", "max-dex-source", "run-mult", "buff_speed-total"]; + _underscore2.default.each(PFDefense.defenseArmorShieldRows, function (row) { + attribList.push(row + "-equipped"); + attribList.push(row + "-type"); + }); + getAttrs(attribList, function (v) { + var currSpeed = parseInt(v["speed-modified"], 10) || 0, + currRun = parseInt(v["speed-run"], 10) || 0, + currLoad = parseInt(v["current-load"], 10) || 0, + base = parseInt(v["speed-base"], 10) || 0, + speedDropdown = parseInt(v["max-dex-source"], 10) || 0, + origRunMult = isNaN(parseInt(v["run-mult"], 10)) ? 4 : parseInt(v["run-mult"], 10), + buff = parseInt(v["buff_speed-total"], 10) || 0, + newSpeed = base, + runMult = origRunMult, + newRun = base * runMult, + combinedLoad = 0, + isDwarf = false, + inHeavy = false, + inMedium = false, + armor3Equipped = 0, + armorLoad = 0, + setter = {}; + try { + base = base + buff; + newSpeed = newSpeed + buff; + //TAS.debug("speed-modified=" + currSpeed + ", speed-run=" + currRun + ", current-load=" + currLoad + ", speed-base=" + base + ", load-heavy=" + heavy + ", carried-total=" + carried); + // #0: Armor, Shield & Load + // #1: Armor & Shield only + // #2: Load only + // #3: None + if (speedDropdown !== 3) { + armor3Equipped = parseInt(v["armor3-equipped"], 10) || 0; + //dwarf base speed not lowered but run multiplier can be. + isDwarf = parseInt(v.is_dwarf, 10) || 0; + if (!isDwarf) { + isDwarf = typeof v.race === "undefined" ? false : v.race.toLowerCase().indexOf("dwarf") >= 0; + if (isDwarf) { + setter["is_dwarf"] = 1; + } + } + if (speedDropdown === 0 || speedDropdown === 1) { + if (armor3Equipped) { + if (v["armor3-type"] === "Heavy") { + armorLoad = 2; + } else if (v["armor3-type"] === "Medium") { + armorLoad = 1; + } + } + } + combinedLoad = Math.max(armorLoad, currLoad); + if (combinedLoad === 4) { + newSpeed = 0; + newRun = 0; + runMult = 0; + } else if (combinedLoad === 3) { + newSpeed = 5; + newRun = 0; + runMult = 0; + } else if (combinedLoad === 2 || combinedLoad === 1) { + if (!isDwarf) { + if (base <= 5) { + newSpeed = 5; + } else if (base % 15 === 0) { + newSpeed = base * 2 / 3; + } else if ((base + 5) % 15 === 0) { + newSpeed = (base + 5) * 2 / 3; + } else { + newSpeed = (base + 10) * 2 / 3 - 5; + } + } + runMult--; + } else { + newSpeed = base; + } + } + newRun = newSpeed * runMult; + if (currSpeed !== newSpeed) { + setter["speed-modified"] = newSpeed; + } + if (currRun !== newRun) { + setter["speed-run"] = newRun; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFEncumbrance.updateModifiedSpeed", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, {}, done); + } else { + done(); + } + } + }); } -function setRepeatingWeaponRangedFlag(id) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_weapon_" + idStr, - attypeAttr = prefix + "attack-type", - isRangedAttr = prefix + "isranged"; - getAttrs([attypeAttr, isRangedAttr], function (v) { - var setter = {}, - newIsRanged = 0, - attackType = ""; - attackType = PFUtils.findAbilityInString(v[attypeAttr]); - if (/ranged/i.test(attackType)) { - newIsRanged = 1; - } - if ((parseInt(v[isRangedAttr], 10) || 0) !== newIsRanged) { - setter[isRangedAttr] = newIsRanged; - setAttrs(setter, _PFConst2.default.silentParams); - } - }); +function migrate(callback) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }; + getAttrs(['max-dex-source'], function (v) { + var val = parseInt(v['max-dex-source'], 10); + if (isNaN(val)) { + setAttrs({ 'max-dex-source': 0 }, _PFConst2.default.silentParams, done); + } else { + done(); + } + }); } -function getRecalculatedDamageOnly(id, v) { - var prefix = 'repeating_weapon_' + SWUtils.getRepeatingIDStr(id), - enhance = parseInt(v[prefix + "enhance"], 10) || 0, - abilitydmg = parseInt(v[prefix + "damage-ability-mod"], 10) || 0, - abilityMult = parseFloat(v[prefix + "damage_ability_mult"], 10) || 1, - currTotalDmg = parseInt(v[prefix + "total-damage"], 10), - dmgMacroMod = parseInt(v[prefix + "damage-mod"], 10) || 0, - maxAbility = parseInt(v[prefix + "damage-ability-max"], 10), - globalBuffConds = v["DMG-mod"], - abilityTotDmg = 0, - newTotalDamage = 0, - localsetter = {}; - try { - if (isNaN(maxAbility)) { - maxAbility = 99; - } - abilityTotDmg = Math.floor(Math.min(abilityMult * abilitydmg, maxAbility)); - newTotalDamage = abilityTotDmg + globalBuffConds + dmgMacroMod + enhance; - if (newTotalDamage !== currTotalDmg || isNaN(currTotalDmg)) { - localsetter[prefix + "total-damage"] = newTotalDamage; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.recalculateAttack for id " + id, err); - } finally { - return localsetter; - } +function recalculate(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFEncumbrance.recalculate"); + if (typeof callback === "function") { + callback(); + } + }), + setSpeedWhenDone = _underscore2.default.once(function () { + updateModifiedSpeed(done); + }), + setEncumbrance = _underscore2.default.once(function () { + updateCurrentLoad(setSpeedWhenDone); + }), + setLoadCapability = _underscore2.default.once(function () { + updateLoadsAndLift(setEncumbrance, silently); + }); + try { + migrate(setLoadCapability); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFEncumbrance.recalculate", err); + done(); + } } -/* updateRepeatingWeaponDamages - updates all attacks when DMG-mod changes */ -function updateRepeatingWeaponDamages(callback) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - getSectionIDs("repeating_weapon", function (ids) { - var fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, damageRowAttrsLU); - fields.push("DMG-mod"); - getAttrs(fields, function (v) { - var setter; - v["DMG-mod"] = parseInt(v["DMG-mod"], 10) || 0; - setter = _underscore2.default.reduce(ids, function (m, id) { - var xtra = getRecalculatedDamageOnly(id, v); - _underscore2.default.extend(m, xtra); - return m; - }, {}); - if (_underscore2.default.size(setter)) { - setAttrs(setter, {}, done); - } else { - done(); - } - }); - }); +function registerEventHandlers() { + on("change:current-load change:speed-base change:race change:armor3-equipped change:armor3-type change:max-dex-source change:run-mult", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateModifiedSpeed(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateModifiedSpeed(); + })); + on('change:load-light change:carried-total', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateCurrentLoad(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + updateCurrentLoad(); + } + })); + on("change:STR change:legs change:load-str-bonus change:load-multiplier change:load-misc", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateLoadsAndLift(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateLoadsAndLift(); + })); } +registerEventHandlers(); +_PFLog.PFConsole.log(' PFEncumbrance module loaded '); +_PFLog.PFLog.modulecount++; -/* this is faster than looping through the 3 parent lists */ -function updateAssociatedAttacksFromParents(callback) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }); - getSectionIDs('repeating_weapon', function (ids) { - var doneOne = _underscore2.default.after(_underscore2.default.size(ids), function () { - done(); - }), - attrs = _underscore2.default.map(ids, function (id) { - return ['repeating_weapon_' + id + '_source-item', 'repeating_weapon_' + id + '_source-spell', 'repeating_weapon_' + id + '_source-ability']; - }); - attrs = _underscore2.default.flatten(attrs); - getAttrs(attrs, function (v) { - _underscore2.default.each(ids, function (id) { - doneOne(); - if (v['repeating_weapon_' + id + '_source-spell']) { - PFInventory.createAttackEntryFromRow('repeating_item_' + v['repeating_weapon_' + id + '_source-item'] + '_create-attack-entry', doneOne, true, id); - } else if (v['repeating_weapon_' + id + '_source-item']) { - PFSpells.createAttackEntryFromRow('repeating_spells_' + v['repeating_weapon_' + id + '_source-spell'] + '_create-attack-entry', doneOne, true, id); - } else if (v['repeating_weapon_' + id + '_source-item']) { - PFAbility.createAttackEntryFromRow('repeating_ability_' + v['repeating_weapon_' + id + '_source-ability'] + '_create-attack-entry', doneOne, true, id); - } else { - doneOne(); - } - }); - }); - }); -} +/***/ }), +/* 21 */ +/***/ (function(module, exports, __webpack_require__) { -function getRecalculatedAttack(id, v, setter) { - var prefix = 'repeating_weapon_' + id + '_', - isRanged = parseInt(v[prefix + "isranged"], 10) || 0, - enhance = parseInt(v[prefix + "enhance"], 10) || 0, - masterwork = parseInt(v[prefix + "masterwork"], 10) || 0, - attkTypeMod = parseInt(v[prefix + "attack-type-mod"], 10) || 0, - prof = parseInt(v[prefix + "proficiency"], 10) || 0, - attkMacroMod = parseInt(v[prefix + "attack-mod"], 10) || 0, - currTotalAttack = parseInt(v[prefix + "total-attack"], 10), - abilitydmg = parseInt(v[prefix + "damage-ability-mod"], 10) || 0, - abilityMult = parseFloat(v[prefix + "damage_ability_mult"], 10) || 1, - currTotalDmg = parseInt(v[prefix + "total-damage"], 10), - dmgMacroMod = parseInt(v[prefix + "damage-mod"], 10) || 0, - maxAbility = parseInt(v[prefix + "damage-ability-max"], 10), - currCritBonus = parseInt(v[prefix + "crit_conf_mod"], 10) || 0, - critConfirmBonus = parseInt(v[prefix + "crit_confirm"], 10) || 0, - attkType = PFUtils.findAbilityInString(v[prefix + "attack-type"]), - globalBuffConds = v["DMG-mod"], - attkTypeForGrid = '', - attackTypeCritBonusField = '', - attackTypeCritBonus = 0, - newCritBonus = 0, - abilityTotDmg = 0, - newTotalDamage = 0, - newTotalAttack = 0, - localsetter; - try { - localsetter = setter || {}; - newTotalAttack = Math.max(enhance, masterwork) + attkTypeMod + prof + attkMacroMod; - if (newTotalAttack !== currTotalAttack || isNaN(currTotalAttack)) { - localsetter[prefix + "total-attack"] = newTotalAttack; - } - if (isNaN(maxAbility)) { - maxAbility = 99; - } - abilityTotDmg = Math.floor(Math.min(abilityMult * abilitydmg, maxAbility)); - newTotalDamage = abilityTotDmg + globalBuffConds + dmgMacroMod + enhance; - if (newTotalDamage !== currTotalDmg || isNaN(currTotalDmg)) { - //TAS.debug("setting damage to "+newTotalDamage); - localsetter[prefix + "total-damage"] = newTotalDamage; - } - if (attkType) { - if (/range/i.test(attkType)) { - if (!isRanged) { - localsetter[prefix + "isranged"] = 1; - } - } else if (isRanged) { - localsetter[prefix + "isranged"] = 0; - } - attkTypeForGrid = attkType.replace('attk-', ''); - //TAS.debug("at update attack attkTypeForGrid="+attkTypeForGrid+", comparing to:",PFAttackGrid.attackGridFields); - if (attkTypeForGrid) { - attackTypeCritBonusField = PFAttackGrid.attackGridFields[attkTypeForGrid].crit; - attackTypeCritBonus = !attackTypeCritBonusField ? 0 : v[attackTypeCritBonusField]; - if (v[prefix + "attack-type_macro_insert"] !== PFAttackGrid.attackGridFields[attkTypeForGrid].attackmacro) { - localsetter[prefix + "attack-type_macro_insert"] = PFAttackGrid.attackGridFields[attkTypeForGrid].attackmacro; - } - if (v[prefix + "damage-type_macro_insert"] !== PFAttackGrid.attackGridFields[attkTypeForGrid].damagemacro) { - localsetter[prefix + "damage-type_macro_insert"] = PFAttackGrid.attackGridFields[attkTypeForGrid].damagemacro; - } - } - } - newCritBonus = critConfirmBonus + attackTypeCritBonus; - if (newCritBonus !== currCritBonus) { - localsetter[prefix + "crit_conf_mod"] = newCritBonus; - } - if (!attkTypeForGrid) { - if (v[prefix + "attack-type_macro_insert"] !== "0") { - localsetter[prefix + "attack-type_macro_insert"] = "0"; - } - if (v[prefix + "damage-type_macro_insert"] !== "0") { - localsetter[prefix + "damage-type_macro_insert"] = "0"; - } - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.getRecalculatedAttack for id " + id, err); - } finally { - return localsetter; - } -} -/**ONLY CALL IF modify_dmg_by_size = 0 - * - * @param {*} id - * @param {*} v - * @param {*} setter +"use strict"; + + +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.setWoundThreshholdsLookup = setWoundThreshholdsLookup; +exports.updateCurrHPLookup = updateCurrHPLookup; +exports.updateMaxHPLookup = updateMaxHPLookup; +exports.updateTempMaxHP = updateTempMaxHP; +exports.setToPFS = setToPFS; +exports.ensureNPCHPZero = ensureNPCHPZero; +exports.migrate = migrate; +exports.recalculate = recalculate; + +var _underscore = __webpack_require__(2); + +var _underscore2 = _interopRequireDefault(_underscore); + +var _PFLog = __webpack_require__(0); + +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); + +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + +var _PFMigrate = __webpack_require__(6); + +var PFMigrate = _interopRequireWildcard(_PFMigrate); + +var _PFClassRaceGrid = __webpack_require__(27); + +var PFClassRaceGrid = _interopRequireWildcard(_PFClassRaceGrid); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/*setWoundLevel sets would level based on current HP when you already have all fields. + * sets @{condition-Wounds} based on : + *@hp current hp + *@grazed {int} hp value for grazed level + *@wounded {int} hp value for wounded level + *@critical {int} hp value for critical level + *@currWounds {int} value of @{condition-Wounds} */ -function syncDefaultDamageDice(id, v, setter, useSizeMod, prefix) { - if (!prefix) { - prefix = 'repeating_weapon_' + SWUtils.getRepeatingIDStr(id); +function setWoundLevel(hp, grazed, wounded, critical, currWounds) { + var setWounds = 0; + _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundLevel, hp is " + hp); + if (hp <= grazed) { + if (hp > wounded) { + setWounds = 1; + } else if (hp > critical) { + setWounds = 2; + } else { + setWounds = 3; + } } - if (!useSizeMod || !parseInt(v[prefix + 'size_affects'], 10)) { - setter[prefix + 'default_damage-dice-num'] = v[prefix + 'damage-dice-num']; - setter[prefix + 'default_damage-die'] = v[prefix + 'damage-die']; + //TAS.debug("PFHealth.setWoundLevel, hp:"+hp+", currWounds:"+currWounds+", setWounds:"+setWounds); + if (setWounds !== currWounds) { + setAttrs({ + "condition-Wounds": setWounds + }); } - return setter; } -/** Called when updating damage dice on a row - * - * @param {string} id +/*setWoundLevelLookup - looks up data needed to set current would level. + * calls setWoundLevel + * @hp {int} the current hit points. will look up if this is not set. */ -function syncDefaultDamageDiceAsync(id, eventInfo) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = 'repeating_weapon_' + idStr; - getAttrs(['modify_dmg_by_size', prefix + 'size_affects', prefix + 'damage-dice-num', prefix + 'damage-die'], function (v) { - var setter = {}, - useSizeMod = 0; - useSizeMod = parseInt(v.modify_dmg_by_size, 10) || 0; - syncDefaultDamageDice(id, v, setter, useSizeMod, prefix); - if (_underscore2.default.size(setter)) { - setAttrs(setter, _PFConst2.default.silentParams); - } - }); -} -function syncAllDefaultDamageDiceAsync() { - getAttrs(['modify_dmg_by_size'], function (vout) { - var modifyDMG = parseInt(vout.modify_dmg_by_size, 10) || 0; - getSectionIDs('repeating_weapons', function (ids) { - var setter = {}, - fields; - if (_underscore2.default.size(ids)) { - fields = SWUtils.cartesianAppend(['repeating_weapon_', ids, ['_damage-dice-num', '_damage-die', '_size_affects']]); - getAttrs(fields, function (v) { - _underscore2.default.each(ids, function (id) { - syncDefaultDamageDice(id, v, setter, modifyDMG); - }); - if (_underscore2.default.size(setter)) { - setAttrs(setter, _PFConst2.default.silentParams); - } - }); +function setWoundLevelLookup(hp) { + //TAS.debug"PFHealth.setWoundLevelLookup, hp passed in is:" + hp); + _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundLevelLookup, hp is " + hp); + getAttrs(["HP", "HP_grazed", "HP_wounded", "HP_critical", "condition-Wounds", "wound_threshold-show"], function (v) { + if (parseInt(v["wound_threshold-show"], 10)) { + if (isNaN(parseInt(hp, 10))) { + hp = parseInt(v["HP"], 10) || 0; } - }); + //TAS.debug("PFHealth.setWoundLevelLookup",v); + setWoundLevel(hp, parseInt(v["HP_grazed"], 10) || 0, parseInt(v["HP_wounded"], 10) || 0, parseInt(v["HP_critical"], 10) || 0, parseInt(v["condition-Wounds"], 10) || 0); + } }); } -/** ONLY CALL IF modify_dmg_by_size = 1. - * - * @param {*} id - * @param {*} currCharSize - * @param {*} v - * @param {*} setter - * @param {*} eventInfo +/*setWoundThreshholds - sets wound thresholds when you already have hp data. + * Also calls setWoundLevel + * @hp {int} = current hit points @{HP} + * @maxHP {int} = max hp @{HP|max} + * @currWoundLevel {int} = @{condition-Wounds} + * @abilityMod {int} = usually @{CON-mod} or mod of whataver ability is used. 0 if no ability (like undead) */ -function adjustDamageDice(id, currCharSize, v, setter, prefix) { - var currDice = 0, - defDice = 0, - currDie = 0, - defDie = 0, - defWeaponSize = 0, - sizeDiff = 0, - newDice = {}; +function setWoundThreshholds(hp, maxHP, currWoundLevel, abilityMod, v) { + var setter = {}, + grazed = 0, + wounded = 0, + critical = 0, + disabled = 0; try { - if (!prefix) { - prefix = 'repeating_weapon_' + SWUtils.getRepeatingIDStr(id); - } - _exportsLoaderTASTheAaronSheet2.default.debug("#########", "PFAttacks.adjustDamageDice for " + prefix, v); - if (parseInt(v[prefix + 'size_affects'], 10)) { - currDice = parseInt(v[prefix + 'damage-dice-num'], 10) || 0; - currDie = parseInt(v[prefix + 'damage-die'], 10) || 0; - _exportsLoaderTASTheAaronSheet2.default.debug("PFAttacks.adjustDamageDice curr size:" + currCharSize + " and current dmg: " + currDice + "d" + currDie); - if (!(currDice === 0 || currDie === 0)) { - defWeaponSize = parseInt(v[prefix + 'default_size'], 10); - defDice = parseInt(v[prefix + 'default_damage-dice-num'], 10) || 0; - defDie = parseInt(v[prefix + 'default_damage-die'], 10) || 0; - _exportsLoaderTASTheAaronSheet2.default.debug("PFAttacks.adjustDamageDice default is:" + defDice + "d" + defDie + ", for size:" + defWeaponSize); - //check for errors - if (isNaN(defWeaponSize)) { - defWeaponSize = currCharSize; - setter[prefix + 'default_size'] = defWeaponSize; - } - if (defDice === 0 || defDie === 0) { - defDice = currDice; - defDie = currDie; - setter[prefix + 'default_damage-dice-num'] = defDice; - setter[prefix + 'default_damage-die'] = defDie; - } - //check for change - if (currCharSize !== defWeaponSize) { - setter[prefix + 'not_default_size'] = 1; - sizeDiff = PFSize.getSizeLevelChange(defWeaponSize, currCharSize); - newDice = PFSize.updateDamageDice(sizeDiff, defWeaponSize, defDice, defDie); - _exportsLoaderTASTheAaronSheet2.default.debug("###########", "PFAttacks.adjustDamageDice NEW DAMAGE is:" + newDice.dice + "d" + newDice.die + ", for sizeDiff:" + sizeDiff); - if (currDice !== newDice.dice || currDie !== newDice.die) { - setter[prefix + 'damage-dice-num'] = newDice.dice; - setter[prefix + 'damage-die'] = newDice.die; - } - } else { - if (parseInt(v[prefix + 'not_default_size'], 10)) { - setter[prefix + 'not_default_size'] = 0; - } - if (currDice !== defDice || currDie !== defDie) { - setter[prefix + 'damage-dice-num'] = defDice; - setter[prefix + 'damage-die'] = defDie; - } - } - } else { - //size affects was 1, but no damage dice - setter[prefix + 'size_affects'] = 0; - } - } else { - _exportsLoaderTASTheAaronSheet2.default.debug("PFAttacks.adjustDamageDice: size_affects is blank so reset regular to default"); - setter[prefix + 'damage-dice-num'] = v[prefix + 'default_damage-dice-num']; - setter[prefix + 'damage-die'] = v[prefix + 'default_damage-die']; - /* currDice=parseInt(v[prefix+'damage-dice-num'],10)||0; - currDie=parseInt(v[prefix+'damage-die'],10)||0; - defDice=parseInt(v[prefix+'default_damage-dice-num'],10)||0; - defDie=parseInt(v[prefix+'default_damage-die'],10)||0; - if (currDice !== defDice || currDie !== currDie){ - setter[prefix+'damage-dice-num']=v[prefix+'default_damage-dice-num']; - setter[prefix+'damage-die']=v[prefix+'default_damage-die']; - }*/ + _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundThreshholds, hp is" + hp); + grazed = Math.floor(maxHP * 0.75); + wounded = Math.floor(maxHP * 0.5); + critical = Math.floor(maxHP * 0.25); + disabled = (abilityMod > 0 ? abilityMod : 0) * -1; + if ((parseInt(v["HP_grazed"], 10) || 0) !== grazed) { + setter["HP_grazed"] = grazed; } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.adjustDamageDice", err); - } finally { - _exportsLoaderTASTheAaronSheet2.default.debug("PFAttacks.adjustDamageDice returning with ", setter); - return setter; - } -} -/** Only called when updating the size dropdown, default damage dice, or size affects checkbox on a row. - * - * @param {string} id - * @param {function} callback - */ -function adjustDamageDiceAsync(id, callback) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = 'repeating_weapon_' + idStr; - getAttrs(['modify_dmg_by_size', 'size', prefix + 'size_affects', prefix + 'default_damage-dice-num', prefix + 'default_damage-die', prefix + 'default_size', prefix + 'not_default_size', prefix + 'damage-dice-num', prefix + 'damage-die'], function (v) { - var setter = {}, - currCharSize = 0; - try { - _exportsLoaderTASTheAaronSheet2.default.debug("at PFAttacks.adjustDamageDiceAsync for id " + id + ", got ", v); - if (parseInt(v['modify_dmg_by_size'], 10)) { - currCharSize = parseInt(v.size, 10) || 0; - adjustDamageDice(id, currCharSize, v, setter, prefix); - } - } finally { - if (_underscore2.default.size(setter)) { - setAttrs(setter); - } + if ((parseInt(v["HP_wounded"], 10) || 0) !== wounded) { + setter["HP_wounded"] = wounded; } - }); -} - -function adjustAllDamageDiceAsync(callback, eventInfo) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); + if ((parseInt(v["HP_critical"], 10) || 0) !== critical) { + setter["HP_critical"] = critical; } - }); - _exportsLoaderTASTheAaronSheet2.default.debug("at PFAttacks.adjustAllDamageDiceAsync"); - getAttrs(['modify_dmg_by_size', 'size'], function (vout) { - var currCharSize = 0; - if (parseInt(vout['modify_dmg_by_size'], 10)) { - currCharSize = parseInt(vout.size, 10) || 0; - getSectionIDs('repeating_weapon', function (ids) { - var fields; - if (_underscore2.default.size(ids)) { - fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, sizeFieldsLU); - getAttrs(fields, function (v) { - var setter = {}; - _underscore2.default.each(ids, function (id) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = 'repeating_weapon_' + idStr; - adjustDamageDice(id, currCharSize, v, setter); - }); - if (_underscore2.default.size(setter)) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } - }); - } + if ((parseInt(v["HP_disabled"], 10) || 0) !== disabled) { + setter["HP_disabled"] = disabled; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFHealth.setWoundThresholds", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, _PFConst2.default.silentParams, function () { + setWoundLevel(hp, grazed, wounded, critical, currWoundLevel); }); + } else { + setWoundLevel(hp, grazed, wounded, critical, currWoundLevel); } - }); -} -function resetWeaponSizeAndDamage(id, currCharSize, v, setter, useSizeMod) { - var idStr = SWUtils.getRepeatingIDStr(id), - prefix = 'repeating_weapon_' + idStr; - if (useSizeMod) { - adjustDamageDice(id, currCharSize, v, setter, prefix); - } else { - syncDefaultDamageDice(id, v, setter, useSizeMod, prefix); } - return setter; } -/** - * @param {[string]} ids - * @param {function} callback +/*setWoundThreshholdsLookup + * Sets wound thresholds by looking up values for "are we even useing wound threshold rules?" and the max hit points. + * Calls the other setWoundThresholds + * If Wound Threshholds are not used, makes sure that condition-Wounds is set to 0. */ -function recalcOtherFields(ids, callback) { - var done = function done() { - if (typeof callback === "function") { - callback(); +function setWoundThreshholdsLookup() { + _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.setWoundThreshholdsLookup"); + getAttrs(["HP", "HP_max", "wound_threshold-show", "condition-Wounds", "HP-ability-mod", "HP_grazed", "HP_wounded", "HP_critical", "HP_disabled"], function (v) { + if (parseInt(v["wound_threshold-show"], 10) === 1) { + setWoundThreshholds(parseInt(v["HP"], 10) || 0, parseInt(v["HP_max"], 10) || 0, parseInt(v["condition-Wounds"], 10) || 0, parseInt(v["HP-ability-mod"], 10) || 0, v); + } else if ((parseInt(v["condition-Wounds"], 10) || 0) !== 0) { + setAttrs({ + "condition-Wounds": "0" + }); } - }, - doneWithAllRows, - fields; - if (!ids || _underscore2.default.size(ids) === 0) { - done(); - return; - } - doneWithAllRows = _underscore2.default.after(_underscore2.default.size(ids), done); - fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, updateRowAttrsLU); - fields = fields.concat(SWUtils.cartesianAppend(['repeating_weapon_'], ids, sizeFieldsLU)); - fields = fields.concat(updateCharAttrs); - getAttrs(fields, function (v) { - var charAttMap = {}, - setter; - //set global values to int so we don't have to do it over and over per row. - charAttMap = _underscore2.default.object(_underscore2.default.map(updateCharAttrs, function (attr) { - return [attr, parseInt(v[attr], 10) || 0]; - })); - _underscore2.default.extend(v, charAttMap); - - setter = _underscore2.default.reduce(ids, function (m, id) { - var xtra = {}; - try { - xtra = getRecalculatedAttack(id, v); - resetWeaponSizeAndDamage(id, v.size, v, xtra, v.modify_dmg_by_size); - _underscore2.default.extend(m, xtra); - } catch (erri) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.recalcOtherFields erri", erri); - } finally { - return m; - } - }, {}); - if (_underscore2.default.size(setter)) { - setAttrs(setter, {}, done); - } else { - done(); + }); +} +/** updateCurrHP- when updating hp, check nonLethalDmg level and wound threshold levels + * + * @param {int} hp + * @param {int} temphp + * @param {int} nonLethalDmg + * @param {boolean} usesWounds + * @param {string} hpAbility value of hp dropdown + * @param {int} hpAbilityMod + * @param {boolean} staggered + */ +function updateCurrHP(hp, temphp, nonLethalDmg, usesWounds, hpAbility, hpAbilityMod, staggered) { + if (hpAbility !== "0") { + if (nonLethalDmg >= hp + temphp + (usesWounds ? 1 + hpAbilityMod : 0)) { + setAttrs({ + "condition-Staggered": "1" + }, _PFConst2.default.silentParams); + } else if (staggered) { + setAttrs({ + "condition-Staggered": "0" + }, _PFConst2.default.silentParams); } + } + if (usesWounds) { + setWoundLevelLookup(hp); + } +} +/* updateCurrHPLookup - looks up data and calls updateCurrHP */ +function updateCurrHPLookup() { + getAttrs(["HP", "HP-temp", "non-lethal-damage", "wound_threshold-show", "HP-ability", "HP-ability-mod", "condition-Staggered"], function (v) { + //TAS.debug("PFHealth.updateCurrHPLookup",v); + updateCurrHP(parseInt(v["HP"], 10) || 0, parseInt(v["HP-temp"], 10) || 0, parseInt(v["non-lethal-damage"], 10) || 0, parseInt(v["wound_threshold-show"], 10) || 0, v["HP-ability"], parseInt(v["HP-ability-mod"], 10) || 0, parseInt(v["condition-Staggered"], 10) || 0); }); } -function recalcEquationFields(ids, callback) { +/** updateMaxHPLookup + * sets max HP + * @param {function} callback when done + * @param {boolean} silently if T then call setAttrs with {silent:True} + * @param {boolean} forceReset recalculates max HP and sets HP to it. + * @param {object} eventInfo unused + */ +function updateMaxHPLookup(callback, silently, eventInfo, forceReset) { var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving updateMaxHPLookup"); if (typeof callback === "function") { callback(); } - }), - doneWithCalculatedFields = _underscore2.default.after(_underscore2.default.size(ids), done), - fields; - fields = _underscore2.default.chain(ids).map(function (id) { - var prefix = "repeating_weapon_" + id + "_"; - return [prefix + "damage", prefix + "attack", prefix + "damage-mod", prefix + "attack-mod"]; - }).flatten().value(); - getAttrs(fields, function (v) { + }); + getAttrs(["HP", "HP_max", "HP-ability", "HP-ability-mod", "level", "total-hp", "total-mythic-hp", "condition-Drained", "HP-formula-mod", "HP-temp", "mythic-adventures-show", "wound_threshold-show", "condition-Wounds", "non-lethal-damage", "non-lethal-damage_max", "condition-Staggered", "hp_ability_bonus", "HP_grazed", "HP_wounded", "HP_critical", "HP_disabled", "increase_hp"], function (v) { + var abilityMod = 0, + abilityBonus = 0, + currHPMax = 0, + currHP = 0, + tempHP = 0, + newHP = 0, + increaseHPWhenMaxHPIncreases = 0, + nonLethal = 0, + newHPMax = 0, + mythic = 0, + currWoundLevel = 0, + usesWounds = 0, + setter = {}; try { - _underscore2.default.each(ids, function (id) { - var doneWithField = _underscore2.default.after(4, doneWithCalculatedFields), - prefix = "repeating_weapon_" + id + "_"; - if ((!v[prefix + "damage"] || v[prefix + "damage"] === "0" || v[prefix + "damage"] === "+0") && parseInt(v[prefix + "damage-mod"], 10) === 0) { - doneWithField(); - } else { - SWUtils.evaluateAndSetNumber(prefix + "damage", prefix + "damage-mod", 0, doneWithField, true); + increaseHPWhenMaxHPIncreases = parseInt(v.increase_hp, 10) || 0; + abilityMod = parseInt(v["HP-ability-mod"], 10) || 0; + abilityBonus = abilityMod * (parseInt(v["level"], 10) || 0); + currHPMax = parseInt(v["HP_max"], 10) || 0; + currHP = parseInt(v["HP"], 10) || 0; + tempHP = parseInt(v["HP-temp"], 10) || 0; + usesWounds = parseInt(v["wound_threshold-show"], 10) || 0; + newHP = currHP; + nonLethal = parseInt(v["non-lethal-damage"], 10) || 0; + mythic = parseInt(v["mythic-adventures-show"], 10) || 0; + //TAS.debug("at updateMaxHPLookup",v); + newHPMax = abilityBonus + (parseInt(v["total-hp"], 10) || 0) + (parseInt(v["HP-formula-mod"], 10) || 0) + 5 * (parseInt(v["condition-Drained"], 10) || 0) + (mythic ? parseInt(v["total-mythic-hp"], 10) || 0 : 0); + if (usesWounds) { + currWoundLevel = parseInt(v["condition-Wounds"], 10) || 0; + } + if (forceReset) { + newHP = newHPMax; + if (nonLethal !== 0) { + setter["non-lethal-damage"] = 0; + setter["condition-Staggered"] = 0; } - if ((!v[prefix + "attack"] || v[prefix + "attack"] === "0" || v[prefix + "attack"] === "+0") && parseInt(v[prefix + "attack-mod"], 10) === 0) { - doneWithField(); - } else { - SWUtils.evaluateAndSetNumber(prefix + "attack", prefix + "attack-mod", 0, doneWithField, true); + if (usesWounds) { + setter["condition-Wounds"] = 0; } - SWUtils.setDropdownValue(prefix + "attack-type", prefix + "attack-type-mod", PFUtils.findAbilityInString, doneWithField, true); - SWUtils.setDropdownValue(prefix + "damage-ability", prefix + "damage-ability-mod", PFUtils.findAbilityInString, doneWithField, true); - }); + } else { + newHP = currHP + newHPMax - currHPMax; + } + if (abilityBonus !== parseInt(v.hp_ability_bonus, 10)) { + setter["hp_ability_bonus"] = abilityBonus; + } + if (increaseHPWhenMaxHPIncreases && newHP !== currHP) { + setter.HP = newHP; + } else if (!increaseHPWhenMaxHPIncreases) { + newHP = currHP; + } + if (currHPMax !== newHPMax) { + setter.HP_max = newHPMax; + } + if (newHPMax !== parseInt(v["non-lethal-damage_max"], 10)) { + setter["non-lethal-damage_max"] = newHPMax; + } } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("recalcEquationFields", err); - done(); + _exportsLoaderTASTheAaronSheet2.default.error("PFHealth.updateMaxHPLookup", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, _PFConst2.default.silentParams, function () { + if (increaseHPWhenMaxHPIncreases && !(forceReset || currHPMax === newHPMax)) { + updateCurrHP(newHP, tempHP, nonLethal, 0, v["HP-ability"], abilityMod, v["condition-Staggered"]); + if (usesWounds) { + setWoundThreshholds(newHP + tempHP, newHPMax, currWoundLevel, abilityMod, v); + } + } + done(); + }); + } else { + done(); + } } }); } -function recalculateRepeatingWeapons(callback) { +/* updateTempMaxHP + * sets temp hp + */ +function updateTempMaxHP(callback, silently, forceReset) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAttacks.recalculateRepeatingWeapons"); if (typeof callback === "function") { callback(); } }); - getSectionIDs("repeating_weapon", function (ids) { - recalcEquationFields(ids, function () { - recalcOtherFields(ids, done); - }); - }); -} -function getNewDefaults(ids, v, setter) { - var localsetter, defaultSize; - try { - setter = setter || {}; - defaultSize = parseInt(v['size'], 10) || 0; - localsetter = _underscore2.default.reduce(ids, function (m, id) { - var prefix = 'repeating_weapon_' + id + '_'; - try { - m[prefix + 'default_size'] = defaultSize; - if (v[prefix + 'damage-dice-num']) { - m[prefix + 'default_damage-dice-num'] = v[prefix + 'damage-dice-num']; - } else { - m[prefix + 'default_damage-dice-num'] = 0; - m[prefix + 'damage-dice-num'] = 0; - } - if (v[prefix + 'damage-die']) { - m[prefix + 'default_damage-die'] = v[prefix + 'damage-die']; - } else { - m[prefix + 'default_damage-die'] = 0; - m[prefix + 'damage-die'] = 0; + getAttrs(["HP-temp", "HP-temp_max", "HP-temp-misc", "buff_HP-temp-total"], function (v) { + var newHPTempMax, + currHPTemp, + newHPTemp, + params = {}; + try { + //TAS.debug("at updateTempMaxHP",v); + newHPTempMax = (parseInt(v["HP-temp-misc"], 10) || 0) + (parseInt(v["buff_HP-temp-total"], 10) || 0); + currHPTemp = parseInt(v["HP-temp"], 10) || 0; + newHPTemp = forceReset ? newHPTempMax : currHPTemp + newHPTempMax - currHPTemp; + if (forceReset || newHPTemp !== currHPTemp) { + if (silently) { + params = _PFConst2.default.silentParams; } - } catch (errin) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.setNewDefaultsSync errin id " + id, errin); - } finally { - return m; + setAttrs({ + "HP-temp": newHPTemp, + "HP-temp_max": newHPTempMax + }, params, function () { + updateCurrHPLookup(); //check for change due to non lethal + done(); + }); + } else { + done(); } - }, {}); - _underscore2.default.extend(setter, localsetter); - } catch (errout) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.getNewDefaults errout ", errout); - } finally { - return setter; - } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("updateTempMaxHP", err); + done(); + } + }); } -function setNewDefaults(callback) { +function setToPFS(callback, eventInfo) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAttacks.setNewDefaults"); if (typeof callback === "function") { callback(); } - }), - finishedMigrating = _underscore2.default.once(function () { - setAttrs({ 'migrated_attacklist_defaults111': 1 }, _PFConst2.default.silentParams, done); }); - //TAS.debug("At PFAttacks.setNewDefaults"); - getAttrs(['migrated_attacklist_defaults111'], function (vsize) { - if (parseInt(vsize['migrated_attacklist_defaults111'], 10)) { - done(); - return; + setAttrs({ 'use_prestige_fame': 1, 'auto_calc_hp': 1, 'autohp_percent': 1, 'maxhp_lvl1': 1 }, _PFConst2.default.silentParams, function () { + if (eventInfo) { + PFClassRaceGrid.setHitPoints(done, false, eventInfo); } - getSectionIDs('repeating_weapon', function (ids) { - var fields; - if (!(ids || _underscore2.default.size(ids))) { - finishedMigrating(); - return; - } - fields = SWUtils.cartesianAppend(['repeating_weapon_'], ids, ['_damage-dice-num', '_damage-die']); - fields.push('size'); - getAttrs(fields, function (v) { - var setter = {}; - try { - setter = getNewDefaults(ids, v, setter); - } catch (errout) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.setNewDefaults errout ", errout); - } finally { - if (_underscore2.default.size(setter)) { - setAttrs(setter, _PFConst2.default.silentParams, finishedMigrating); - } else { - done(); - } - } - }); - }); }); } -function migrateRepeatingMacro(callback) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); +function ensureNPCHPZero(callback) { + getAttrs(['npc-hd', 'npc-hd-num', 'NPC-HP', 'is_npc'], function (v) { + var npcHD = parseInt(v['npc-hd'], 10) || 0, + npcLevels = parseInt(v['npc-hd-num'], 10) || 0, + npcHP = parseInt(v['NPC-HP'], 10) || 0, + isNPC = parseInt(v.is_npc, 10) || 0; + if (!isNPC) { + if (!npcHD && !npcLevels && npcHP) { + setAttrs({ 'npc-hd-num': '', 'NPC-HP': 0 }); + } + } else { + setAttrs({ + 'npc-hd-num2': 0, + 'npc-hd2': 0, + 'HP-misc': '', + 'HP-misc-mod': 0 + }); } - }), - migratedIteratives = function migratedIteratives() { - setAttrs({ 'migrated_attack_macrosv1': 1 }, _PFConst2.default.silentParams, done); - }, - migrated = _underscore2.default.after(2, function () { - PFMacros.migrateRepeatingMacrosMult(migratedIteratives, 'weapon', defaultIterativeAttrName, defaultIterativeRepeatingMacro, defaultIterativeRepeatingMacroMap, defaultIterativeDeletedMacroAttrs, defaultIterativeReplaceArray); }); - PFMacros.migrateRepeatingMacros(migrated, 'weapon', 'macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{PC-Whisper}'); - PFMacros.migrateRepeatingMacros(migrated, 'weapon', 'npc-macro-text', defaultRepeatingMacro, defaultRepeatingMacroMap, defaultDeletedMacroAttrs, '@{NPC-Whisper}'); } function migrate(callback, oldversion) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFAttacks.migrate"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFHealth.migrate 2"); if (typeof callback === "function") { callback(); } }); - getAttrs(["migrated_damage-multiplier", "migrated_attack_macrosv1"], function (v) { - var migrateDamage = 0, - migrateMacrosv1 = 0, - migrateIteratives = 0; - migrateDamage = parseInt(v["migrated_damage-multiplier"], 10) || 0; - migrateMacrosv1 = parseInt(v["migrated_attack_macrosv1"], 10) || 0; - getSectionIDs('repeating_weapon', function (ids) { - var callmigrateMacrostov1, callmigrateMacrostov64, callmigrateRepeatingDamage, callSetDefaults; - try { - if (!ids || _underscore2.default.size(ids) <= 0) { - setAttrs({ "migrated_damage-multiplier": 1, 'migrated_attack_macrosv1': 1, 'migrated_attacklist_defaults111': 1 }, _PFConst2.default.silentParams, done); - return; - } - callSetDefaults = function callSetDefaults() { - setNewDefaults(done); - }; - callmigrateMacrostov1 = function callmigrateMacrostov1() { - if (!migrateMacrosv1) { - migrateRepeatingMacro(callSetDefaults); - } else { - callSetDefaults(); - } - }; - callmigrateRepeatingDamage = function callmigrateRepeatingDamage() { - if (!migrateDamage) { - PFMigrate.migrateRepeatingDamage(ids, callmigrateMacrostov1); - } else { - callmigrateMacrostov1(); - } - }; - callmigrateRepeatingDamage(); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFAttacks.migrate", err); - done(); - } finally {} - }); - }); + PFMigrate.migrateHPMisc(done); + if (oldversion < 1.18) { + ensureNPCHPZero(); + } } function recalculate(callback, silently, oldversion) { - var done = function done() { - _exportsLoaderTASTheAaronSheet2.default.info("leaving PFAttacks.recalculate"); + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFHealth.recalculate"); if (typeof callback === "function") { callback(); } - }; - _exportsLoaderTASTheAaronSheet2.default.debug("at PFAttacks.recalculate"); - PFAttackGrid.recalculate(function () { - migrate(function () { - setAdvancedMacroCheckbox(); - recalculateRepeatingWeapons(); - PFAttackGrid.resetCommandMacro(); - PFAttackOptions.recalculate(); - updateAssociatedAttacksFromParents(); - done(); - }, oldversion); - }, silently, oldversion); + }), + resetWounds = _underscore2.default.once(function () { + setWoundThreshholdsLookup(); + done(); + }), + callUpdateMaxHPLookup = _underscore2.default.once(function () { + updateMaxHPLookup(resetWounds, silently); + }), + callUpdateTempHP = _underscore2.default.once(function () { + updateTempMaxHP(callUpdateMaxHPLookup); + }); + _exportsLoaderTASTheAaronSheet2.default.debug("at PFHealth.recalculate"); + migrate(callUpdateTempHP, oldversion); } function registerEventHandlers() { - _underscore2.default.each(PFAttackGrid.attackGridFields, function (attackFields, attack) { - on("change:" + attackFields.crit, _exportsLoaderTASTheAaronSheet2.default.callback(function eventAttackCrit(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateRepeatingWeaponsFromCrit(attack, eventInfo); - } - })); - }); - on("change:repeating_weapon:attack-type-mod change:repeating_weapon:attack-mod", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponAttackSheet(eventInfo) { - if (eventInfo.sourceType === "sheetworker") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateRepeatingWeaponAttack(null, eventInfo); - } - })); - on("change:repeating_weapon:masterwork change:repeating_weapon:proficiency", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponAttackPlayer(eventInfo) { + on("change:set_pfs", _exportsLoaderTASTheAaronSheet2.default.callback(function eventsetPFSFlag(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateRepeatingWeaponAttack(null, eventInfo); + getAttrs(["set_pfs"], function (v) { + if (parseInt(v.set_pfs, 10)) { + setToPFS(null, eventInfo); + } + }); } })); - on("change:repeating_weapon:damage-ability-mod change:repeating_weapon:damage-mod", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponDamageSheet(eventInfo) { - if (eventInfo.sourceType === "sheetworker") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateRepeatingWeaponDamage(null, eventInfo); + //hp************************************************************************ + on("change:hp-ability-mod change:level change:total-hp change:total-mythic-hp change:hp-formula-mod change:HP-misc", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateHPPlayerMisc(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || eventInfo.sourceType === "sheetworker" && eventInfo.sourceAttribute !== "hp-misc") { + updateMaxHPLookup(); } })); - on("change:repeating_weapon:damage_ability_mult change:repeating_weapon:damage-ability-max", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponDamagePlayer(eventInfo) { + on("change:mythic-adventures-show", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateHPPlayer(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateRepeatingWeaponDamage(null, eventInfo); + getAttrs(["total-mythic-hp"], function (v) { + if ((parseInt(v["total-mythic-hp"], 10) || 0) > 0) { + updateMaxHPLookup(); + } + }); } })); - on("change:repeating_weapon:attack-type", _exportsLoaderTASTheAaronSheet2.default.callback(function eventHandleRepeatingAttackDropdown(eventInfo) { + on("change:hp-temp-misc", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateTempHP(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - PFUtilsAsync.setRepeatingDropdownValue("weapon", null, "attack-type", "attack-type-mod"); - updateRepeatingWeaponCrit(null, eventInfo); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - setRepeatingWeaponInsertMacro(null, eventInfo); - setRepeatingWeaponRangedFlag(); + updateTempMaxHP(); } })); - on("change:repeating_weapon:damage-ability", _exportsLoaderTASTheAaronSheet2.default.callback(function eventHandleRepeatingDamageDropdown(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - PFUtilsAsync.setRepeatingDropdownValue("weapon", null, "damage-ability", "damage-ability-mod"); - })); - on("change:repeating_weapon:damage", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingWeaponDamage(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - SWUtils.evaluateAndSetNumber("repeating_weapon_damage", "repeating_weapon_damage-mod"); - })); - on("change:repeating_weapon:attack", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingWeaponAttack(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - SWUtils.evaluateAndSetNumber("repeating_weapon_attack", "repeating_weapon_attack-mod"); - })); - on("change:repeating_weapon:enhance", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponAttackAndDamage(eventInfo) { + on("change:HP_reset", _exportsLoaderTASTheAaronSheet2.default.callback(function eventResetHP(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateRepeatingWeaponAttack(null, eventInfo); - updateRepeatingWeaponDamage(); + updateMaxHPLookup(null, null, eventInfo, true); + updateTempMaxHP(null, null, true); + setAttrs({ + "HP_reset": "0" + }, _PFConst2.default.silentParams); } })); - on("change:repeating_weapon:crit_confirm", _exportsLoaderTASTheAaronSheet2.default.callback(function eventWeaponCritConfirmBonus(eventInfo) { + on("change:HP change:non-lethal-damage", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateHPCurr(eventInfo) { if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateRepeatingWeaponCrit(null, eventInfo); + updateCurrHPLookup(eventInfo); + } + })); + on("change:wound_threshold-show", _exportsLoaderTASTheAaronSheet2.default.callback(function eventResetConditionWounds(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + setWoundThreshholdsLookup(eventInfo); } })); +} +registerEventHandlers(); +_PFLog.PFConsole.log(' PFHealth module loaded '); +_PFLog.PFLog.modulecount++; + +/***/ }), +/* 22 */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.updateInitiative = updateInitiative; +exports.migrate = migrate; +exports.recalculate = recalculate; + +var _underscore = __webpack_require__(2); + +var _underscore2 = _interopRequireDefault(_underscore); - on("change:repeating_weapon:default_damage-dice-num change:repeating_weapon:default_damage-die change:repeating_weapon:default_size change:repeating_weapon:size_affects", _exportsLoaderTASTheAaronSheet2.default.callback(function eventWeaponDice(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - adjustDamageDiceAsync(); +var _PFLog = __webpack_require__(0); + +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); + +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** Updates @{init} + * @param {function} callback when done + * @param {boolean} silently if call setAttrs with silent:true + * @param {boolean} force pass to SWUtils.updateRowTotal + */ +function updateInitiative(callback, silently, force) { + getAttrs(['nodex-toggle'], function (v) { + if (parseInt(v['nodex-toggle'], 10)) { + //if lose dex then lose ability mod no matter what ability it is, since init is a dex check: + //http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9tga + SWUtils.updateRowTotal(["init", "init-trait", "init-misc-mod", "checks-cond", "buff_initiative-total", "buff-Check-total"], 0, ["condition-Deafened"], false, callback, silently, force); + } else { + SWUtils.updateRowTotal(["init", "init-ability-mod", "init-trait", "init-misc-mod", "checks-cond", "buff_initiative-total", "buff-Check-total"], 0, ["condition-Deafened"], false, callback, silently, force); } - })); - on("change:repeating_weapon:damage-dice-num change:repeating_weapon:damage-die", _exportsLoaderTASTheAaronSheet2.default.callback(function eventWeaponDice(eventInfo) { - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - syncDefaultDamageDiceAsync(); + }); +} +function migrate(callback, oldversion) { + var done = function done() { + if (typeof callback === "function") { + callback(); } - })); - on("remove:repeating_weapon change:repeating_weapon:attack-type change:_reporder_repeating_weapon change:repeating_weapon:group change:repeating_weapon:name change:include_attack_totals", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingWeaponChange(eventInfo) { + }; + if (oldversion < 1.18) { + updateInitiative(done, false, true); + } else { + done(); + } +} +function recalculate(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.info("Leaving PFInitiative.recalculate"); + if (typeof callback === "function") { + callback(); + } + }); + migrate(function () { + updateInitiative(done, silently); + }, oldversion); +} +function registerEventHandlers() { + on("change:init-trait change:condition-Deafened ", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateInitPlayer(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - PFAttackGrid.resetCommandMacro(); + updateInitiative(); } })); - - on("change:dmg-mod", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRepeatingWeaponDamageTotal(eventInfo) { + on("change:init-ability-mod change:init-misc-mod change:checks-cond change:nodex-toggle", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateInitSheet(eventInfo) { if (eventInfo.sourceType === "sheetworker") { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateRepeatingWeaponDamages(eventInfo); + updateInitiative(); } })); } registerEventHandlers(); -_PFLog.PFConsole.log(' PFAttacks module loaded '); +_PFLog.PFConsole.log(' PFInitiative module loaded '); _PFLog.PFLog.modulecount++; /***/ }), -/* 24 */ +/* 23 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -27720,8 +28015,9 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.migrate = migrate; -exports.createTotalBuffEntry = createTotalBuffEntry; +exports.saveTypes = undefined; +exports.applyConditions = applyConditions; +exports.updateSave = updateSave; exports.recalculate = recalculate; var _underscore = __webpack_require__(2); @@ -27746,376 +28042,811 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFAbilityScores = __webpack_require__(10); +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } -var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var _PFSaves = __webpack_require__(17); +var saveTypes = exports.saveTypes = ["Fort", "Ref", "Will"]; +var events = { + saveEventsAuto: "change:saves-cond change:total-REPLACE change:REPLACE-ability-mod", + saveEventsPlayer: "change:REPLACE-trait change:REPLACE-enhance change:REPLACE-resist change:REPLACE-misc" +}; -var PFSaves = _interopRequireWildcard(_PFSaves); +function applyConditions(callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(["condition-Fear", "condition-Sickened", "condition-Drained", "condition-Wounds", "saves-cond", "has_endurance_feat", "wounds_gritty_mode", "wound_threshold-show"], function (v) { + var fear = 0, + sickened = 0, + drained = 0, + wounds = 0, + currCond = 0, + newCond = 0, + params = {}, + setter = {}; + try { + fear = parseInt(v["condition-Fear"], 10) || 0; + sickened = parseInt(v["condition-Sickened"], 10) || 0; + drained = parseInt(v["condition-Drained"], 10) || 0; + wounds = (parseInt(v["wound_threshold-show"], 10) || 0) * PFUtils.getWoundPenalty(parseInt(v["condition-Wounds"], 10) || 0, parseInt(v.has_endurance_feat, 10) || 0, parseInt(v.wounds_gritty_mode, 10) || 0); + currCond = parseInt(v["saves-cond"], 10) || 0; + newCond = drained - fear - sickened + wounds; + if (currCond !== newCond) { + setter["saves-cond"] = newCond; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSaves.applyConditions", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + } + }); +} +/* updateSave - updates the saves for a character +* @save = type of save: Fort, Ref, Will (first character capitalized) +*/ +function updateSave(save, callback, silently) { + var fields = [save, "total-" + save, save + "-ability-mod", save + "-trait", save + "-enhance", save + "-resist", save + "-misc", "saves-cond", "buff_" + save + "-total"]; + SWUtils.updateRowTotal(fields, 0, [], false, callback, silently); +} +function recalculate(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.info("leaving PFSaves.recalculate"); + if (typeof callback === "function") { + callback(); + } + }), + saved = _underscore2.default.after(3, function () { + //TAS.debug"finished 3 saves"); + done(); + }); + _exportsLoaderTASTheAaronSheet2.default.debug("at PFSaves.recalculate"); + try { + applyConditions(function () { + try { + updateSave("Fort", saved, silently); + updateSave("Ref", saved, silently); + updateSave("Will", saved, silently); + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSaves.recalculate inner saves", err2); + done(); + } + }, silently); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSaves.recalculate OUTER", err); + done(); + } +} +function registerEventHandlers() { + _underscore2.default.each(saveTypes, function (save) { + var eventToWatch = events.saveEventsAuto.replace(/REPLACE/g, save); + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateSaveAuto(eventInfo) { + if (eventInfo.sourceType === "sheetworker") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event for " + save + ": " + eventInfo.sourceType); + updateSave(save, eventInfo); + } + })); + }); + _underscore2.default.each(saveTypes, function (save) { + var eventToWatch = events.saveEventsPlayer.replace(/REPLACE/g, save); + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateSavePlayer(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event for " + save + ": " + eventInfo.sourceType); + updateSave(save, eventInfo); + } + })); + }); +} +registerEventHandlers(); +_PFLog.PFConsole.log(' PFSaves module loaded '); +_PFLog.PFLog.modulecount++; -var _PFAttackGrid = __webpack_require__(7); +/***/ }), +/* 24 */ +/***/ (function(module, exports, __webpack_require__) { -var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); +"use strict"; -var _PFDefense = __webpack_require__(12); -var PFDefense = _interopRequireWildcard(_PFDefense); +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.ifSpellClassExists = ifSpellClassExists; +exports.updateMultiClassedCasterFlag = updateMultiClassedCasterFlag; +exports.applyConditions = applyConditions; +exports.setCasterClassFromDropdown = setCasterClassFromDropdown; +exports.updateCasterFromClassLevel = updateCasterFromClassLevel; +exports.migrate = migrate; +exports.recalculate = recalculate; -var _PFHealth = __webpack_require__(16); +var _underscore = __webpack_require__(2); -var PFHealth = _interopRequireWildcard(_PFHealth); +var _underscore2 = _interopRequireDefault(_underscore); -var _PFChecks = __webpack_require__(15); +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); -var PFChecks = _interopRequireWildcard(_PFChecks); +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _PFLog = __webpack_require__(0); + +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + +var _PFUtils = __webpack_require__(5); + +var PFUtils = _interopRequireWildcard(_PFUtils); + +var _PFUtilsAsync = __webpack_require__(9); + +var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); + +var _PFMigrate = __webpack_require__(6); + +var PFMigrate = _interopRequireWildcard(_PFMigrate); + +var _PFSpells = __webpack_require__(17); + +var PFSpells = _interopRequireWildcard(_PFSpells); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var buffColumns = PFAbilityScores.abilities.concat(["Ranged", "Melee", "DMG", "AC", "Touch", "CMD", "HP-temp", "Fort", "Will", "Ref", "Check", "CasterLevel"]), - events = { - // events pass in the column updated macro-text is "either", buffs are auto only - buffTotalNonAbilityEvents: { - //ranged and attack are in the PFAttackGrid module - "Fort": [PFSaves.updateSave], - "Will": [PFSaves.updateSave], - "Ref": [PFSaves.updateSave] - }, - buffTotalAbilityEvents: { - "STR": [PFAbilityScores.updateAbilityScore], - "DEX": [PFAbilityScores.updateAbilityScore], - "CON": [PFAbilityScores.updateAbilityScore], - "INT": [PFAbilityScores.updateAbilityScore], - "WIS": [PFAbilityScores.updateAbilityScore], - "CHA": [PFAbilityScores.updateAbilityScore] - }, - // events do NOT pass in column updated - buffTotalEventsNoParam: { - "DMG": [PFAttackGrid.updateDamage], - "AC": [PFDefense.updateDefenses], - "Touch": [PFDefense.updateDefenses], - "CMD": [PFDefense.updateDefenses], - "HP-temp": [PFHealth.updateTempMaxHP], - "Check": [PFChecks.applyConditions] - } -}, +//the 3 spell classes at top of spells page + +/** returns whether a base spell level is filled in or not +*@param {int} spellclassidx 0,1,2 sellcasting class +*@param {function} callback - to call if exists +*@param {function} noExistCallback - to call if not exists +*/ +function ifSpellClassExists(spellclassidx, callback, noExistCallback) { + getAttrs(["use_spells", "spellclass-" + spellclassidx + "-exists"], function (v) { + try { + if (!parseInt(v.use_spells, 10)) { + if (typeof noExistCallback === "function") { + noExistCallback(); + } + } else if (parseInt(v["spellclass-" + spellclassidx + "-exists"], 10)) { + if (typeof callback === "function") { + callback(); + } + } else { + if (typeof noExistCallback === "function") { + noExistCallback(); + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.ifSpellClassExists", err); + if (typeof noExistCallback === "function") { + noExistCallback(); + } + } + }); +} +/** sets {spellclasses_multiclassed} to 1 if more than one spellclass-X-exists is 1 +*@param {nothing} dummy - only here so eventhandlers can call it, since spellclass index is in this position. +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*/ +function updateMultiClassedCasterFlag(dummy, eventInfo, callback) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving updateMultiClassedCasterFlag"); + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(["spellclass-0-exists", "spellclass-1-exists", "spellclass-2-exists"], function (v) { + var multiclassed = parseInt(v["spellclasses_multiclassed"], 10) || 0, + setter = {}; + if ((parseInt(v["spellclass-0-exists"], 10) || 0) + (parseInt(v["spellclass-1-exists"], 10) || 0) + (parseInt(v["spellclass-2-exists"], 10) || 0) > 1) { + if (!multiclassed) { + setter.spellclasses_multiclassed = 1; + } + } else if (multiclassed) { + setter.spellclasses_multiclassed = 0; + } + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + }); +} +/** updates the ranges at the top for this spellcasting class +*@param {int} spellclassidx 0,1,2 the spell casting tab +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*@param {bool} force if true update no matter if new ranges are same or not. +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function updateCasterRanges(spellclassidx, eventInfo, force, callback, silently) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }, + prefix = "spellclass-" + spellclassidx, + lvlField = prefix + "-level-total", + closeField = prefix + "-close", + medField = prefix + "-medium", + longField = prefix + "-long"; + getAttrs([lvlField, closeField, medField, longField], function (v) { + var level = parseInt(v[lvlField], 10) || 0, + closeRng = parseInt(v[closeField], 10) || 0, + medRng = parseInt(v[medField], 10) || 0, + longRng = parseInt(v[longField], 10) || 0, + ranges = {}, + setter = {}, + params = {}; + try { + ranges = PFUtils.calculateSpellRanges(level); + if (force || ranges.close !== closeRng || ranges.medium !== medRng || ranges["long"] !== longRng) { + setter[closeField] = ranges.close; + setter[medField] = ranges.medium; + setter[longField] = ranges["long"]; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateCasterRanges", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + } + }); +} +/** updateConcentration - updates concentration for spellclass +*@param {int} classidx 0,1,2 the spellclass +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function updateConcentration(classidx, eventInfo, callback, silently) { + //TAS.debug("at PFSpellCasterClasses.updateConcentration"); + SWUtils.updateRowTotal(["Concentration-" + classidx, "spellclass-" + classidx + "-level-total", "Concentration-" + classidx + "-mod", "Concentration-" + classidx + "-misc"], 0, null, false, callback, silently); +} +/*********************************** SPELLS PER DAY section *************************************/ +/** updateSaveDCs - update save DCs on left column of Spells Per Day grid +*@param {int} classidx 0,1,2 the spellclass +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function updateSaveDCs(classidx, eventInfo, callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(["use_spells", "spellclass-" + classidx + "-exists", "Concentration-" + classidx + "-mod", "spellclass-" + classidx + "-level-0-savedc"], function (v) { + var mod = parseInt(v["Concentration-" + classidx + "-mod"], 10) || 0, + dcLvlZero = 10 + mod, + currDC = parseInt(v["spellclass-" + classidx + "-level-0-savedc"], 10), + setter = {}, + params = {}, + i; + try { + //if 0 is different then rest are different. if 0 is same, rest are same. + if (currDC !== dcLvlZero || isNaN(currDC)) { + setter["spellclass-" + classidx + "-level-0-savedc"] = dcLvlZero; + for (i = 1; i < 10; i++) { + setter["spellclass-" + classidx + "-level-" + i + "-savedc"] = dcLvlZero + i; + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateSaveDCs", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + } + }); +} +/** updateBonusSpells - updates Bonus Spells for the class +* Uses attribute, not the attribute-mod. So it does not change with ability damage or penalties. +*@param {number} classidx 0,1,2 the spellclass +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function updateBonusSpells(classidx, eventInfo, callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + conAbility = "Concentration-" + classidx + "-ability"; + getAttrs([conAbility, "INT", "WIS", "CHA", "STR", "DEX", "CON"], function (v) { + //eliminate the modifier, we just want @{INT} not @{INT-mod} + var abilityName = PFUtils.findAbilityInString(v[conAbility]).replace("-mod", ""), + abilityVal = parseInt(v[abilityName], 10), + setter = {}, + params = { + silent: true + }, + bonusSpells, + bonusName, + i, + prefix = "spellclass-" + classidx + "-level-"; + try { + if (!isNaN(abilityVal)) { + if (abilityVal >= 12) { + for (i = 1; i < 10; i++) { + bonusSpells = Math.floor(Math.max(Math.floor((abilityVal - 10) / 2) + 4 - i, 0) / 4); + bonusName = prefix + i + "-bonus"; + setter[bonusName] = bonusSpells; + } + } else { + for (i = 1; i < 10; i++) { + bonusName = prefix + i + "-bonus"; + setter[bonusName] = 0; + } + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateBonusSpells", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, params, done); + } else { + done(); + } + } + }); +} +/** updates max spells per day for a given class. ALWAYS SILENT + * + * @param {*} classidx + * @param {*} spelllvl + * @param {*} callback + * @param {*} silently + */ +function updateMaxSpellsPerDay(classidx, spelllvl, callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max", "spellclass-" + classidx + "-level-" + spelllvl + "-class", "spellclass-" + classidx + "-level-" + spelllvl + "-bonus", "spellclass-" + classidx + "-level-" + spelllvl + "-misc"], function (v) { + var newCount = 0, + base = 0, + rest = 0, + total = 0, + curr = 0, + setter = {}; + base = parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-class"], 10); + curr = parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max"], 10) || 0; + if (isNaN(base)) { + newCount = 0; + } else { + rest = (parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-bonus"], 10) || 0) + (parseInt(v["spellclass-" + classidx + "-level-" + spelllvl + "-misc"], 10) || 0); + newCount = base + rest; + } + if (newCount !== curr) { + setter["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max"] = newCount; + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + }); + //SWUtils.updateRowTotal(["spellclass-" + classidx + "-level-" + spelllvl + "-spells-per-day_max", "spellclass-" + classidx + "-level-" + spelllvl + "-class", "spellclass-" + classidx + "-level-" + spelllvl + "-bonus", "spellclass-" + classidx + "-level-" + spelllvl + "-misc"], 0, [], false, callback, silently); +} +/** applyConditions - for condition deafened update {SpellFailureNote} on DEFENSE PAGE +* note drain should have already been applied +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function applyConditions(callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }); + //TAS.debug("at PFSpellCasterClasses.applyConditions"); + getAttrs(["condition-Deafened", "SpellFailureNote"], function (v) { + var setter = {}, + params = {}; + try { + if (parseInt(v["condition-Deafened"], 10) === 4) { + if (!v["SpellFailureNote"]) { + setter["SpellFailureNote"] = "Yes"; + } + } else { + if (v["SpellFailureNote"]) { + setter["SpellFailureNote"] = ""; + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.applyConditions", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); + } + } + }); +} +function recalcOneClass(spellClassIdx, callback, silently) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpells.recalculate.recalcOneClass"); + if (typeof callback === "function") { + callback(); + } + }), + doneOne = _underscore2.default.after(5, done), + doneOneLevel = _underscore2.default.after(10, doneOne); + + //TAS.debug("at PFSpellCasterClasses.recalcOneClass"); + _underscore2.default.times(10, function (spelllvl) { + updateMaxSpellsPerDay(spellClassIdx, spelllvl, doneOneLevel, silently); + }); -//why did i make this? it just repeats the ability scores -allBuffColumns = buffColumns; //buffColumns.concat(PFAbilityScores.abilities), -/* this is so old no one will be using it*/ -function migrate(outerCallback) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFBuffs.migrate"); - if (typeof outerCallback === "function") { - outerCallback(); - } - }); - getAttrs(["migrated_buffs", "migrated_effects"], function (v) { - var setter = {}; - try { - if (parseInt(v.migrated_buffs, 10) !== 1) { - setter.migrated_buffs = 1; - } - if (parseInt(v.migrated_effects, 10) !== 1) { - setter.migrated_effects = 1; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.migrate", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, { - silent: true - }, done); - } else { - done(); - } - } - }); + updateConcentration(spellClassIdx, null, doneOne, silently); + updateSaveDCs(spellClassIdx, null, doneOne, silently); + updateCasterRanges(spellClassIdx, null, true, doneOne, silently); + updateBonusSpells(spellClassIdx, null, doneOne, silently); } -/** createTotalBuffEntry - used by parseNPC - * adds enabled buff for a new sheet where this is the only buff so sets total as well. - * adds attributes to array passed in - * @param {string} name name of buff row for buff-name - * @param {string} bufftype -string from buffColumns - * @param {string} buffmacro ? - * @param {number} modamount - value for the buff - * @param {jsobjectmap} newRowAttrs - object of {name:value} to pass to setAttrs - * @return {jsobjectmap} return newRowAttrs after adding maps to it. +/** updates {spellclass-X-level-total}, sets minimum of 1 if {spellclass-X-level} is > 0 + *@param {int} spellclassidx 0,1,2 the spell casting tab + *@param {eventInfo} eventInfo unused eventinfo from 'on' method + *@param {int} classlevel optional override for class level, use this if you know it and sheet attribute might not be updated yet. + *@param {function} callback - to call when done. + *@param {bool} silently if true update with PFConst.silentParams */ -function createTotalBuffEntry(name, bufftype, buffmacro, modamount, newRowAttrs) { - var newRowId = generateRowID(); - newRowAttrs = newRowAttrs || {}; - newRowAttrs["repeating_buff_" + newRowId + "_buff-name"] = name; - newRowAttrs["repeating_buff_" + newRowId + "_buff-" + bufftype + "_macro-text"] = buffmacro; - newRowAttrs["repeating_buff_" + newRowId + "_buff-" + bufftype] = modamount; - newRowAttrs["repeating_buff_" + newRowId + "_buff-" + bufftype + "-show"] = "1"; - newRowAttrs["repeating_buff_" + newRowId + "_buff-enable_toggle"] = "1"; - newRowAttrs["buff_" + bufftype + "-total"] = modamount; - return newRowAttrs; +function updateCasterLevel(spellclassidx, eventInfo, classlevel, callback, silently, forceRecalc) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving updateCasterLevel " + spellclassidx); + if (typeof callback === "function") { + callback(); + } + }); + getAttrs(["use_spells", "spellclass-" + spellclassidx + "-level", "spellclass-" + spellclassidx + "-level-total", "spellclass-" + spellclassidx + "-level-misc", "buff_CasterLevel-total", "CasterLevel-Penalty", "spellclass-" + spellclassidx + "-exists"], function (v) { + var baseLevel = classlevel || parseInt(v["spellclass-" + spellclassidx + "-level"], 10) || 0, + totalLevel = parseInt(v["spellclass-" + spellclassidx + "-level-total"], 10) || 0, + spellClassExists = parseInt(v["spellclass-" + spellclassidx + "-exists"], 10) || 0, + usesSpells = parseInt(v["use_spells"], 10) || 0, + casterlevel = 0, + setter = {}, + recalcAfter = 0, + params = {}; + try { + if (usesSpells) { + casterlevel = baseLevel + (parseInt(v["spellclass-" + spellclassidx + "-level-misc"], 10) || 0) + (parseInt(v["buff_CasterLevel-total"], 10) || 0) + (parseInt(v["CasterLevel-Penalty"], 10) || 0); + //if has spells then minimum level is 1 no matter what minuses apply + if (casterlevel <= 0) { + if (baseLevel > 0) { + casterlevel = 1; + } else { + casterlevel = 0; + } + } + if (casterlevel !== totalLevel) { + setter["spellclass-" + spellclassidx + "-level-total"] = casterlevel; + if (baseLevel > 0) { + recalcAfter = 1; + } + } + if (baseLevel > 0) { + if (spellClassExists === 0) { + setter["spellclass-" + spellclassidx + "-exists"] = 1; + recalcAfter = 1; + } + if (forceRecalc) { + recalcAfter = 1; + } + } else if (spellClassExists === 1) { + setter["spellclass-" + spellclassidx + "-exists"] = 0; + } + } else if (spellClassExists === 1) { + setter["spellclass-" + spellclassidx + "-exists"] = 0; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.updateCasterLevel", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, function () { + if (recalcAfter) { + recalcOneClass(spellclassidx, done, silently); + } else { + done(); + } + }); + } else { + done(); + } + } + }); } -function resetStatuspanel(callback) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - callback(); - } - }), - buffTotalsColumns, - fields; - try { - buffTotalsColumns = _underscore2.default.extend(_underscore2.default.map(allBuffColumns, function (col) { - return "buff_" + col + "-total"; - }), _underscore2.default.map(PFAbilityScores.abilities, function (col) { - return "buff_" + col + "-total_penalty"; - })); - fields = SWUtils.cartesianAppend(["buff_"], buffColumns, ["-total", "_exists"]).concat(SWUtils.cartesianAppend(["buff_"], PFAbilityScores.abilities, ["-total", "-total_penalty", "_exists", "_penalty_exists"])); - getAttrs(fields, function (v) { - var setter = {}; - try { - setter = _underscore2.default.reduce(allBuffColumns, function (memo, col) { - var val, field, exists; - try { - val = parseInt(v["buff_" + col + "-total"], 10) || 0;field = "buff_" + col + "_exists";exists = parseInt(v[field], 10) || 0; - if (val !== 0 && !exists) { - memo[field] = "1"; - } else if (val === 0 && exists) { - memo[field] = ""; - } - } catch (erri1) {} finally { - return memo; - } - }, setter); - setter = _underscore2.default.reduce(PFAbilityScores.abilities, function (memo, col) { - var val, field, exists; - try { - val = parseInt(v["buff_" + col + "-total_penalty"], 10) || 0;field = "buff_" + col + "_penalty_exists";exists = parseInt(v[field], 10) || 0; - if (val !== 0 && !exists) { - memo[field] = "1"; - } else if (val === 0 && exists) { - memo[field] = ""; - } - } catch (erri1) {} finally { - return memo; - } - }, setter); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.resetStatuspanel error inside calculate exists", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, { silent: true }, done); - } else { - done(); - } - } - }); - } catch (errO) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.resetStatuspanel error creating field array, abort:", errO); - done(); - } +/** updates all 3 caster class levels, usually due to change in buffs or debuffs +*@param {nothing} dummy - only here so eventhandlers can call it, since spellclass index is in this position. +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function updateCasterLevels(dummy, eventInfo, callback, silently) { + updateCasterLevel(0, eventInfo, 0, callback, silently); + updateCasterLevel(1, eventInfo, 0, callback, silently); + updateCasterLevel(2, eventInfo, 0, callback, silently); } -/* Sets 1 or 0 for buffexists in status panel - only called by updateBuffTotals. */ -function toggleBuffStatusPanel(col, val) { - var field = "buff_" + col + "_exists"; - getAttrs([field], function (v) { - var setter = {}; - try { - if (val !== 0 && parseInt(v[field], 10) !== 1) { - setter[field] = "1"; - } else if (val === 0 && parseInt(v[field], 10) === 1) { - setter[field] = ""; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.toggleBuffStatusPanel", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, { silent: true }); - } - } - }); +/** sets {spellclass-X-name} and {spellclass-X-level} from the class dropdown {spellclass-X} +* called when the class dropdown is changed. +*@param {int} spellclassidx 0,1,2 the spell casting tab +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function setCasterClassFromDropdown(spellclassidx, eventInfo, callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + spellclassdropdown = "spellclass-" + spellclassidx, + spellclasslevel = "spellclass-" + spellclassidx + "-level"; + getAttrs([spellclassdropdown, spellclasslevel], function (va) { + var classidx = parseInt(va[spellclassdropdown], 10), + currClassLevel = parseInt(va[spellclasslevel], 10), + spellclassname, + classname, + classlevel; + try { + if (isNaN(classidx) || !va[spellclassdropdown] || parseInt(va[spellclassdropdown], 10) === -1) { + done(); + return; + } + spellclassname = "spellclass-" + spellclassidx + "-name"; + classname = "class-" + classidx + "-name"; + classlevel = "class-" + classidx + "-level"; + //if race indicated: use race and HD + if (classidx === 6) { + classname = "race"; + classlevel = "npc-hd-num"; + } + getAttrs([classname, classlevel, spellclassname], function (v) { + var setter = {}, + setAny = 0, + updateLevel = 0, + newClassLevel = parseInt(v[classlevel], 10) || 0; + try { + if (currClassLevel !== newClassLevel || isNaN(currClassLevel)) { + setter[spellclasslevel] = newClassLevel; + updateLevel = 1; + } + if (v[classname] && v[classname] !== v[spellclassname]) { + setter[spellclassname] = v[classname]; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.setCasterClassFromDropdown", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, { + silent: true + }, done); + if (updateLevel) { + updateCasterLevel(spellclassidx, eventInfo, newClassLevel); + } + } else { + done(); + } + } + }); + } catch (errOuter) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.setCasterClassFromDropdown outer", errOuter); + done(); + } + }); } -function setBuff(id, col, callback, silently) { - var done = function done() { - if (typeof callback === "function") { - callback(); - } - }, - idStr = SWUtils.getRepeatingIDStr(id), - prefix = "repeating_buff_" + idStr + "buff-" + col; - SWUtils.evaluateAndSetNumber(prefix + "_macro-text", prefix, 0, done); +/** update level on SPELL page when updated on CLASS page, but not vice versa +*@param {int} classidx 0..6 the row on the CLASS GRID starting with 0 to grab level from, or 6 if {npc-hd-num} +*@param {eventinfo} eventInfo unused eventinfo from 'on' method +*@param {bool} force if true update no matter if new ranges are same or not. +*@param {function} callback - to call when done. +*@param {bool} silently if true update with PFConst.silentParams +*/ +function updateCasterFromClassLevel(classidx, eventInfo, force, callback, silently) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + spellclassdropdown0 = "spellclass-0", + spellclassdropdown1 = "spellclass-1", + spellclassdropdown2 = "spellclass-2"; + if (classidx === "npc-hd-num") { + classidx = 6; + } else { + classidx = parseInt(classidx, 10) || 0; + } + getAttrs([spellclassdropdown0, spellclassdropdown1, spellclassdropdown2], function (va) { + var spellclassidx, spellclasslevelField, classlevelField, prefix, classNameField; + if (parseInt(va[spellclassdropdown0], 10) === classidx) { + spellclassidx = 0; + } else if (parseInt(va[spellclassdropdown1], 10) === classidx) { + spellclassidx = 1; + } else if (parseInt(va[spellclassdropdown2], 10) === classidx) { + spellclassidx = 2; + } else { + return; + } + prefix = "spellclass-" + spellclassidx; + spellclasslevelField = prefix + "-level"; + classlevelField = "class-" + classidx + "-level"; + classNameField = "class-" + classidx + "-name"; + getAttrs([spellclasslevelField, classlevelField, classNameField], function (v) { + var setter = {}, + newCasterLevel = parseInt(v[classlevelField], 10) || 0, + currCasterLevel = parseInt(v[spellclasslevelField], 10); + if (newCasterLevel !== currCasterLevel || isNaN(currCasterLevel) || force) { + setter[spellclasslevelField] = newCasterLevel; + setter[prefix + "-name"] = v[classNameField]; + setAttrs(setter, { + silent: true + }); + updateCasterLevel(classidx, eventInfo, newCasterLevel); + } + }); + }); } -function updateBuffTotals(col, callback) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFBuffs.updateBuffTotals"); - if (typeof callback === "function") { - callback(); - } - }), - isAbility = PFAbilityScores.abilities.indexOf(col) >= 0; - try { - _exportsLoaderTASTheAaronSheet2.default.repeating('buff').attrs('buff_' + col + '-total', 'buff_' + col + '-total_penalty').fields('buff-' + col, 'buff-enable_toggle', 'buff-' + col + '-show').reduce(function (m, r) { - try { - var tempM = r.I['buff-' + col] * ((r.I['buff-enable_toggle'] || 0) & (r.I['buff-' + col + '-show'] || 0)); - tempM = tempM || 0; - if (!(isAbility && tempM < 0)) { - m.mod += tempM; - } else { - m.pen += tempM; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.updateBuffTotals error:" + col, err); - } finally { - return m; - } - }, { - mod: 0, - pen: 0 - }, function (m, r, a) { - try { - //TAS.debug('setting buff_' + col + '-total to '+ (m.mod||0)); - a.S['buff_' + col + '-total'] = m.mod || 0; - toggleBuffStatusPanel(col, m.mod); - if (isAbility) { - a.S['buff_' + col + '-total_penalty'] = m.pen || 0; - //TAS.debug("now also check ability penalty status"); - toggleBuffStatusPanel(col + "_penalty", m.pen); - } - } catch (errfinalset) { - _exportsLoaderTASTheAaronSheet2.default.error("error setting buff_" + col + "-total"); - } - }).execute(done); - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.updateBuffTotals error:" + col, err2); - done(); - } +function migrate(callback, oldversion) { + //TAS.debug("At PFSpellCasterClasses.migrate"); + PFMigrate.migrateUsesSpellFlag(callback); } function recalculate(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - resetStatuspanel(); - _exportsLoaderTASTheAaronSheet2.default.debug("Leaving PFBuffs.recalculate"); - if (typeof callback === "function") { - callback(); - } - }), - numColumns = _underscore2.default.size(allBuffColumns), - columnDone = _underscore2.default.after(numColumns, done), - colsDoneCount = 0, - recalculateBuffColumn = function recalculateBuffColumn(ids, col) { - var rowtotal = _underscore2.default.size(ids), - totalItUp = _underscore2.default.once(function () { - colsDoneCount++; - updateBuffTotals(col, columnDone); - }), - rowDone; - if (rowtotal <= 0) { - totalItUp(); - return; - } - rowDone = _underscore2.default.after(rowtotal, function () { - totalItUp(); - }); - try { - _underscore2.default.each(ids, function (id) { - try { - getAttrs(['repeating_buff_' + id + '_buff-enable_toggle', 'repeating_buff_' + id + '_buff-' + col + '-show'], function (v) { - if (parseInt(v['repeating_buff_' + id + '_buff-enable_toggle'], 10) && parseInt(v['repeating_buff_' + id + '_buff-' + col + '-show'], 10)) { - setBuff(id, col, rowDone, silently); - } else { - rowDone(); - } - }); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.recalculate_recalculateBuffColumn:" + col + ", rowid" + id, err); - rowDone(); - } - }); - } catch (err2) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.recalculate_recalculateBuffColumn OUTER error:" + col, err2); - totalItUp(); - } - }; - getSectionIDs("repeating_buff", function (ids) { - //TAS.debug("pfbuffsrecalculate there are " + _.size(ids) + " rows and " + numColumns + " columns"); - try { - if (_underscore2.default.size(ids) > 0) { - _underscore2.default.each(allBuffColumns, function (col) { - recalculateBuffColumn(ids, col); - }); - } else { - _underscore2.default.each(allBuffColumns, function (col) { - updateBuffTotals(col, columnDone, silently); - }); - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.recalculate_recalcbuffs", err); - //what to do? just quit - done(); - } - }); + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.info("leaving PFSpellCasterClasses.recalculate"); + if (typeof callback === "function") { + callback(); + } + }), + recalcTopSection = function recalcTopSection(callback, silently) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSpellCasterClasses.recalculate.recalcTopSection"); + if (typeof callback === "function") { + callback(); + } + }), + doneOne = _underscore2.default.after(3, done); + //TAS.debug("at PFSpellCasterClasses.recalculate.recalcTopSection"); + _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (spellClassIdx) { + try { + setCasterClassFromDropdown(spellClassIdx, null, function () { + updateCasterLevel(spellClassIdx, null, 0, doneOne, silently, true); + //updateCasterLevel(spellClassIdx, null, 0,function () { + // ifSpellClassExists(spellClassIdx, function () { + // recalcOneClass(spellClassIdx,doneOne,silently); + // }, doneOne); + //}, silently); + }, silently); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSpellCasterClasses.recalculate_recalcTopSection", err); + doneOne(); + } + }); + }, + finishAndLeave = _underscore2.default.once(function () { + updateMultiClassedCasterFlag(null, null, function () { + PFSpells.recalculate(done, silently, oldversion); + }); + }), + callTopSection = _underscore2.default.once(function () { + recalcTopSection(finishAndLeave, silently); + }), + callApplyConditions = _underscore2.default.once(function () { + applyConditions(callTopSection, silently); + }); + migrate(function () { + callApplyConditions(); + }, oldversion); } +var events = { + // events for updates to top of class page, each one calls isSpellClassExists + spellcastingClassEventsAuto: { + "change:concentration-REPLACE-mod": [updateBonusSpells, updateSaveDCs, updateConcentration, PFSpells.updateSpellsCasterAbilityRelated], + "change:spellclass-REPLACE-level-total": [updateConcentration, updateCasterRanges, PFSpells.updateSpellsCasterLevelRelated], + "change:spellclass-REPLACE-SP-mod": [PFSpells.updateSpellsCasterLevelRelated] + }, + spellcastingClassEventsPlayer: { + "change:concentration-REPLACE-misc": [updateConcentration, PFSpells.updateSpellsCasterLevelRelated], + "change:concentration-REPLACE-def": [PFSpells.updateSpellsCasterLevelRelated] + }, + // events for updates to top of class page even if no spellcasting class exists + spellcastingClassEventsIgnoreLevel: { + "change:spellclass-REPLACE-level-misc": [updateCasterLevel], + "change:spellclass-REPLACE": [setCasterClassFromDropdown], + "change:spellclass-REPLACE-level": [updateCasterLevel, updateMultiClassedCasterFlag], + "change:buff_CasterLevel-total change:condition-Drained change:CasterLevel-Penalty": [updateCasterLevels] + }, + //events for updateBonusSpells section CLASSIDX is the 0-2 classes, SPELLLEVEL is 0-9 + spellcastingClassEventsPerSpellLevel: "change:spellclass-CLASSIDX-level-SPELLLEVEL-class change:spellclass-CLASSIDX-level-SPELLLEVEL-bonus change:spellclass-CLASSIDX-level-SPELLLEVEL-misc" +}; function registerEventHandlers() { - //BUFFS - _underscore2.default.each(buffColumns, function (col) { - //Evaluate macro text upon change - var eventToWatch = "change:repeating_buff:buff-" + col + "_macro-text"; - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventBuffMacroText(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " for column " + col + ", event: " + eventInfo.sourceType); - setBuff(null, col); - })); - //Update total for a buff upon Mod change - eventToWatch = "change:repeating_buff:buff-" + col + " change:repeating_buff:buff-" + col + "-show"; - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function PFBuffs_updateBuffTotalsShow(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker" || /show/i.test(eventInfo.sourceAttribute)) { - updateBuffTotals(col); - } - })); - }); - on("change:repeating_buff:buff-enable_toggle remove:repeating_buff", _exportsLoaderTASTheAaronSheet2.default.callback(function PFBuffs_updateBuffTotalsToggle(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker" || /toggle/i.test(eventInfo.sourceAttribute)) { - _underscore2.default.each(buffColumns, function (col) { - updateBuffTotals(col); - }); - } - })); - //generic easy buff total updates - _underscore2.default.each(events.buffTotalNonAbilityEvents, function (functions, col) { - var eventToWatch = "change:buff_" + col + "-total"; - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function event_updateBuffNonAbilityEvents(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - methodToCall(col, eventInfo); - } - })); - }); - }); - _underscore2.default.each(events.buffTotalAbilityEvents, function (functions, col) { - var eventToWatch = "change:buff_" + col + "-total change:buff_" + col + "-total_penalty"; - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function event_updateBuffAbilityEvents(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - methodToCall(col, eventInfo); - } - })); - }); - }); - _underscore2.default.each(events.buffTotalEventsNoParam, function (functions, col) { - var eventToWatch = "change:buff_" + col + "-total"; - _underscore2.default.each(functions, function (methodToCall) { - on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventBuffTotalNoParam(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - methodToCall(null, false, eventInfo); - } - })); - }); - }); + //spellclass section (3 tabs at top of spell page) + _underscore2.default.each(_PFConst2.default.spellClassIndexes, function (spellClassIdx) { + var numberIdx = parseInt(spellClassIdx, 10) || 0; + on("change:Concentration-" + numberIdx + "-ability", _exportsLoaderTASTheAaronSheet2.default.callback(function eventChangeSpellDropdown(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + PFUtilsAsync.setDropdownValue("Concentration-" + numberIdx + "-ability", "Concentration-" + numberIdx + "-mod"); + })); + _underscore2.default.each(events.spellcastingClassEventsPlayer, function (functions, event) { + var eventToWatch = event.replace(/REPLACE/g, numberIdx); + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellcasterClassSpecificUpdatePlayerOnly(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + ifSpellClassExists(numberIdx, function () { + methodToCall(numberIdx, eventInfo); + }); + } + })); + }); + }); + _underscore2.default.each(events.spellcastingClassEventsAuto, function (functions, event) { + var eventToWatch = event.replace(/REPLACE/g, numberIdx); + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellcasterClassSpecificUpdateAuto(eventInfo) { + if (eventInfo.sourceType === "sheetworker") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + ifSpellClassExists(numberIdx, function () { + methodToCall(numberIdx, eventInfo); + }); + } + })); + }); + }); + //ignore level means do not call "ifSpellClassExists" first + _underscore2.default.each(events.spellcastingClassEventsIgnoreLevel, function (functions, event) { + var eventToWatch = event.replace(/REPLACE/g, numberIdx); + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellcasterClassUpdate(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + methodToCall(numberIdx, eventInfo); + })); + }); + }); + //spells per day + _underscore2.default.each(PFSpells.spellLevels, function (spellLevel) { + var spellNumber = parseInt(spellLevel, 10), + eventToWatch = events.spellcastingClassEventsPerSpellLevel.replace(/CLASSIDX/g, numberIdx).replace(/SPELLLEVEL/g, spellNumber); + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventSpellsPerDay(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + ifSpellClassExists(numberIdx, function () { + updateMaxSpellsPerDay(numberIdx, spellNumber); + }); + })); + }); + }); //end of spell classes } registerEventHandlers(); -_PFLog.PFConsole.log(' PFBuffs module loaded '); +_PFLog.PFConsole.log('PFSpellCasterClasses module loaded'); _PFLog.PFLog.modulecount++; /***/ }), @@ -28126,11 +28857,8 @@

    Object.defineProperty(exports, "__esModule", { - value: true + value: true }); -exports.classRows = exports.raceColumns = exports.classColumns = undefined; -exports.setMulticlassed = setMulticlassed; -exports.setHitPoints = setHitPoints; exports.migrate = migrate; exports.recalculate = recalculate; @@ -28156,451 +28884,838 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFSpells = __webpack_require__(14); +var _PFMigrate = __webpack_require__(6); + +var PFMigrate = _interopRequireWildcard(_PFMigrate); + +var _PFDefense = __webpack_require__(13); + +var PFDefense = _interopRequireWildcard(_PFDefense); + +var _PFSize = __webpack_require__(15); + +var PFSize = _interopRequireWildcard(_PFSize); + +var _PFUtilsAsync = __webpack_require__(9); + +var PFUtilsAsync = _interopRequireWildcard(_PFUtilsAsync); + +var _PFInitiative = __webpack_require__(22); + +var PFInitiative = _interopRequireWildcard(_PFInitiative); + +var _PFSkills = __webpack_require__(16); + +var PFSkills = _interopRequireWildcard(_PFSkills); + +var _PFEncumbrance = __webpack_require__(20); + +var PFEncumbrance = _interopRequireWildcard(_PFEncumbrance); + +var _PFInventory = __webpack_require__(30); + +var PFInventory = _interopRequireWildcard(_PFInventory); + +var _PFAbilityScores = __webpack_require__(11); + +var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); + +var _PFBuffs = __webpack_require__(26); + +var PFBuffs = _interopRequireWildcard(_PFBuffs); + +var _PFSaves = __webpack_require__(23); + +var PFSaves = _interopRequireWildcard(_PFSaves); + +var _PFHealth = __webpack_require__(21); + +var PFHealth = _interopRequireWildcard(_PFHealth); + +var _PFChecks = __webpack_require__(19); + +var PFChecks = _interopRequireWildcard(_PFChecks); + +var _PFAbility = __webpack_require__(18); + +var PFAbility = _interopRequireWildcard(_PFAbility); + +var _PFNPC = __webpack_require__(36); + +var PFNPC = _interopRequireWildcard(_PFNPC); + +var _PFAttackGrid = __webpack_require__(7); + +var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); + +var _PFAttackOptions = __webpack_require__(12); + +var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); + +var _PFAttacks = __webpack_require__(8); + +var PFAttacks = _interopRequireWildcard(_PFAttacks); + +var _PFFeatures = __webpack_require__(29); + +var PFFeatures = _interopRequireWildcard(_PFFeatures); + +var _PFSpells = __webpack_require__(17); var PFSpells = _interopRequireWildcard(_PFSpells); -var _PFSpellCasterClasses = __webpack_require__(20); +var _PFSpellCasterClasses = __webpack_require__(24); var PFSpellCasterClasses = _interopRequireWildcard(_PFSpellCasterClasses); +var _PFPsionic = __webpack_require__(38); + +var PFPsionic = _interopRequireWildcard(_PFPsionic); + +var _PFMythic = __webpack_require__(35); + +var PFMythic = _interopRequireWildcard(_PFMythic); + +var _PFClassRaceGrid = __webpack_require__(27); + +var PFClassRaceGrid = _interopRequireWildcard(_PFClassRaceGrid); + +var _PFConditions = __webpack_require__(33); + +var PFConditions = _interopRequireWildcard(_PFConditions); + +var _PFNPCParser = __webpack_require__(37); + +var PFNPCParser = _interopRequireWildcard(_PFNPCParser); + +var _PFHorror = __webpack_require__(34); + +var PFHorror = _interopRequireWildcard(_PFHorror); + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var classColumns = exports.classColumns = ["skill", "fcskill", "fcalt", "bab", "Fort", "Ref", "Will", "level"], - raceColumns = exports.raceColumns = ['skill', 'bab', 'Fort', 'Ref', 'Will', 'hd-num'], - classRows = exports.classRows = ["0", "1", "2", "3", "4", "5"]; -var events = { - basehp: "change:auto_calc_hp change:autohp_percent change:maxhp_lvl1", - racialhp: "change:npc-hd-num change:npc-hd change:npc-hp", - perClassRowhp: "change:class-REPLACE-level change:class-REPLACE-hd change:class-REPLACE-hp change:class-REPLACE-fchp" -}; - -function setMulticlassed() { - var fields = ['multiclassed', 'class-0-level', 'class-1-level', 'class-2-level', 'class-3-level', 'class-4-level', 'class-5-level', 'npc-hd-num']; - //TAS.debug("at PFClassRaceGrid.setMulticlassed"); - getAttrs(fields, function (v) { - var isMulti = parseInt(v.multiclassed, 10) || 0, - totalWLevels; - totalWLevels = Math.min(1, parseInt(v['class-0-level'], 10) || 0) + Math.min(1, parseInt(v['class-1-level'], 10) || 0) + Math.min(1, parseInt(v['class-2-level'], 10) || 0) + Math.min(1, parseInt(v['class-3-level'], 10) || 0) + Math.min(1, parseInt(v['class-4-level'], 10) || 0) + Math.min(1, parseInt(v['class-5-level'], 10) || 0) + Math.min(1, parseInt(v['npc-hd-num'], 10) || 0); - //TAS.debug("PFClassRaceGrid.setMulticlassed, "+ totalWLevels +" rows have levels"); - if (totalWLevels > 1) { - if (!isMulti) { - setAttrs({ multiclassed: 1 }); - } - } else if (isMulti) { - setAttrs({ multiclassed: 0 }); - } - }); +function expandAll() { + getAttrs(["expandall"], function (v) { + var skilltab = "4", + setter = {}; + if (parseInt(v["expandall"], 10)) { + //set expandall to 0 + //set tabs to "all" + //set conditions and buffs to "show" + //set all others to default (which is "show") + setAttrs({ + "expandall": "0", + pagetab: "99", + abilities_tab: "99", + skills_tab: "99", + spellclass_tab: "99", + spells_tab: "99", + npc_spellclass_tab: "99", + equipment_tab: "99", + 'sheet-conditions-show': 0, + 'buffstop-show': 0, + 'command-buttons-show': 0, + 'NPC-command-buttons-show': 0, + 'character-details-show': 0, + 'ability-scores-show': 0, + 'class-info-show': 0, + 'class1_show': 0, + 'class2_show': 0, + 'class3_show': 0, + 'health-and-wounds-show': 0, + 'initiative-show': 0, + 'macro-text-show': 0, + 'notes-show': 0, + 'saves-show': 0, + 'extra_fields_saves_show': 1, + 'extra_fields_spells_show': 1, + 'extra_fields_caster_show': 1, + 'defense-values-show': 0, + 'armor-shield-show': 0, + 'sanity-show': 0, + 'defense-notes-show': 0, + 'attack-bonuses-show': 0, + 'atkm2_show': 0, + 'attack-notes-show': 0, + 'attack-options-show': 0, + 'two-weapon-show': 0, + 'attacks-show': 0, + 'skill-ranks-show': 0, + 'skill_options-show': 0, + 'skills-show': 0, + 'artistry-show': 0, + 'craft-show': 0, + 'knowledge-show': 0, + 'lore-show': 0, + 'perform-show': 0, + 'profession-show': 0, + 'misc-show': 0, + 'skill-notes-show': 0, + 'ability-command-buttons-show': 0, + 'NPC-ability-command-buttons-show': 0, + 'feats-show': 0, + 'mythic-info-show': 0, + 'psionic-info-show': 0, + 'abilities-show': 0, + 'spellclasses-show': 0, + 'spellclass-0-show': 0, + 'spellclass-0-spellpoints-show': 0, + 'spellclass-0-spells-notes-show': 0, + 'spellclass-0-perday-show': 0, + 'spellclass-0-domains-show': 0, + 'domain02_show': 0, + 'domain03_show': 0, + 'spellclass-1-show': 0, + 'spellclass-1-spellpoints-show': 0, + 'spellclass-1-spells-notes-show': 0, + 'spellclass-1-perday-show': 0, + 'spellclass-1-domains-show': 0, + 'spellclass-2-show': 0, + 'spellclass-2-spellpoints-show': 0, + 'spellclass-2-spells-notes-show': 0, + 'spellclass-2-perday-show': 0, + 'spellclass-2-domains-show': 0, + 'spelloptions-show': 0, + 'spell-lists-show': 0, + 'currency-show': 0, + 'carried-weight-show': 0, + 'loads-show': 0, + 'worn-items-show': 0, + 'other-items-show': 0, + 'equipment-show': 0, + 'npc-compimport-show': 0, + 'npc-details-show': 0, + 'npc-defense-show': 0, + 'npc-offense-show': 0, + 'npc-speed-show': 0, + 'npc-repeating-weapons-show': 0, + 'npc-spell-like-abilities-show': 0, + 'npc-tactics-show': 0, + 'npc-statistics-show': 0, + 'npc-feats-show': 0, + 'npc-mythic-feats-show': 0, + 'npc-skills-show': 0, + 'npc-ecology-show': 0, + 'npc-special-abilities-show': 0, + 'custom-attr-sect-a-show': 0, + 'custom-attr-sect-c-show': 0, + 'custom-attr-sect-b-show': 0, + 'custom-attr-sect-d-show': 0, + 'custom-attr-sect-n-show': 0, + 'header-image-show': 0, + 'sheet-import-show': 0, + 'roll-template-info-show': 1, + 'macros-show': 1, + 'migrations-show': 0, + 'cleanup-show': 0, + 'buff-min-show': 0, + 'buff-expand-show': 0, + 'buff-column-show': 0, + 'weapon-min-show': 0, + 'weapon-expand-show': 0, + 'weapon-column-show': 0, + 'abilities-min-show': 0, + 'abilities-expand-show': 0, + 'abilities-column-show': 0, + 'class-ability-min-show': 0, + 'class-ability-expand-show': 0, + 'class-ability-column-show': 0, + 'feat-min-show': 0, + 'feat-expand-show': 0, + 'feat-column-show': 0, + 'mythic-feats-min-show': 0, + 'mythic-feats-expand-show': 0, + 'mythic-feats-column-show': 0, + 'racial-trait-min-show': 0, + 'racial-trait-expand-show': 0, + 'racial-trait-column-show': 0, + 'traits-min-show': 0, + 'traits-expand-show': 0, + 'traits-column-show': 0, + 'npc-spell-like-abilities-min-show': 0, + 'npc-spell-like-abilities-expand-show': 0, + 'npc-spell-like-abilities-column-show': 0, + 'mythic-min-show': 0, + 'mythic-expand-show': 0, + 'mythic-column-show': 0, + 'newspells-min-show': 0, + 'newspells-expand-show': 0, + 'newspells-column-show': 0, + 'item-min-show': 0, + 'item-expand-show': 0, + 'item-column-show': 0, + 'npcweapon-min-show': 0, + 'npcweapon-expand-show': 0, + 'npcweapon-column-show': 0, + 'npcnewspells-min-show': 0, + 'npcnewspells-expand-show': 0, + 'npcnewspells-column-show': 0, + 'npcfeat-min-show': 0, + 'npcfeat-expand-show': 0, + 'npcfeat-column-show': 0, + 'npcmythic-feats-min-show': 0, + 'npcmythic-feats-expand-show': 0, + 'npcmythic-feats-column-show': 0, + 'npc-abilities-min-show': 0, + 'npc-abilities-expand-show': 0, + 'npc-abilities-column-show': 0, + 'npc-special-abilities-min-show': 0, + 'npc-special-abilities-expand-show': 0, + 'npc-special-abilities-column-show': 0 + }); + //now go through repeating sections and expand those to be sure users can see them. + _underscore2.default.each(_PFConst2.default.repeatingSections, function (section) { + var rsection = "repeating_" + section; + getSectionIDs(rsection, function (ids) { + var setter = _underscore2.default.reduce(ids, function (memo, id) { + var prefix = rsection + "_" + id + "_"; + switch (section) { + case 'weapon': + memo[prefix + "add-damage-show"] = 0; + memo[prefix + "iterative-attacks-show"] = 0; + memo[prefix + "advmacro-text-show"] = 0; + break; + case 'buff': + memo[prefix + "options-show"] = 0; + memo[prefix + "description-show"] = 0; + break; + case 'spells': + memo[prefix + "spell-misc-show"] = 0; + memo[prefix + "description-show"] = 0; + break; + case 'class-ability': + case 'feat': + case 'racial-trait': + case 'trait': + case 'mythic-ability': + case 'mythic-feat': + case 'item': + memo[prefix + "description-show"] = 0; + memo[prefix + "armor-attributes-show"] = 0; + memo[prefix + "weapon-attributes-show"] = 0; + break; + case 'npc-spell-like-abilities': + memo[prefix + "attack-show"] = 0; + break; + case 'ability': + memo[prefix + "options-show"] = 0; + memo[prefix + "description-show"] = 0; + memo[prefix + "misc-show"] = 0; + memo[prefix + "showextrafields"] = 0; + memo[prefix + "range-show"] = 0; + break; + } + memo[prefix + "row-show"] = 0; + memo[prefix + "ids-show"] = 0; + if (section !== 'buff') { + memo[prefix + "macro-text-show"] = 0; + } + return memo; + }, {}); + setAttrs(setter, { + silent: true + }); + }); + }); + } + }); } -/** PFClassRaceGrid.updateClassInformation Updates totals at bottom of Class Information grid - *@param {string} col end of name of attribute that references column, must be in classColumns or raceColumns - *@param {function} callback optional call when finished updating - *@param {bool} silently if true then call setAttrs with PFConst.silentParams - */ -function updateClassInformation(col, callback, silently, eventInfo) { - var done = function done() { - if (typeof callback === "function") { - callback(); - } - }, - updateClassInformationInner = function updateClassInformationInner(col, callback, silently) { - var getFields = [], - totalColName, - col0Name, - col1Name, - col2Name, - col3Name, - col4Name, - col5Name, - col0NameTwo, - col1NameTwo, - col2NameTwo, - col3NameTwo, - col4NameTwo, - col5NameTwo; - if (col === "fchp") { - col = "hp"; - } else if (col === "hd-num") { - col = "level"; - } +/** Sets any values if sheet created brand new. Makes sure all migrations up to date. +* makes sure NPC value set. +*/ - col0Name = "class-0-" + col; - col1Name = "class-1-" + col; - col2Name = "class-2-" + col; - col3Name = "class-3-" + col; - col4Name = "class-4-" + col; - col5Name = "class-5-" + col; +//import * as PFMacros from './PFMacros'; +//import * as PFMenus from './PFMenus'; +function setupNewSheet(callback) { + var done = _underscore2.default.once(function () { + setAttrs({ 'is_newsheet': 0, 'is_v1': 1, 'use_advanced_options': 0, 'PFSheet_Version': String(_PFConst2.default.version.toFixed(2)), + 'attentionv156-show': 1 }, _PFConst2.default.silentParams, function () { + if (typeof callback === "function") { + callback(); + } + }); + }); - totalColName = col === "bab" || col === "level" ? col : "total-" + col; - getFields = [totalColName, col0Name, col1Name, col2Name, col3Name, col4Name, col5Name]; - if (col !== "skill") { - //add npc values - switch (col) { - case 'bab': - case 'Fort': - case 'Will': - case 'Ref': - getFields = getFields.concat(["npc-" + col]); - break; - case 'level': - getFields = getFields.concat(["npc-hd-num"]); - break; - } - //TAS.debug(getFields); - SWUtils.updateRowTotal(getFields, 0, [], 0, done, silently); - } else { - col0NameTwo = "class-0-level"; - col1NameTwo = "class-1-level"; - col2NameTwo = "class-2-level"; - col3NameTwo = "class-3-level"; - col4NameTwo = "class-4-level"; - col5NameTwo = "class-5-level"; + getAttrs(['is_npc', 'set_pfs'], function (v) { + var isNPC = parseInt(v.is_npc, 10) || 0, + isPFS = parseInt(v.set_pfs, 10) || 0; + PFMigrate.setAllMigrateFlags(function () { + if (isNPC) { + PFNPC.setToNPC(done); + } else if (isPFS) { + PFHealth.setToPFS(done); + } else { + done(); + } + }); + }); +} +function recalcExpressions(callback, silently, oldversion) { + var countEqs = _underscore2.default.size(_PFConst2.default.equationMacros), + done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalcExpressions"); + if (typeof callback === "function") { + callback(); + } + }), + doneOne = _underscore2.default.after(countEqs, done); + try { + _underscore2.default.each(_PFConst2.default.equationMacros, function (writeField, readField) { + try { + SWUtils.evaluateAndSetNumber(readField, writeField, 0, doneOne, silently); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcExpressions", err); + doneOne(); + } + }); + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcExpressions OUTER wtf how did this happen?", err2); + } finally { + done(); + } +} +function recalcDropdowns(callback, silently, oldversion) { + var countEqs = _underscore2.default.size(_PFConst2.default.dropdowns), + done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + doneOne = _underscore2.default.after(countEqs, done); + try { + _underscore2.default.each(_PFConst2.default.dropdowns, function (writeField, readField) { + try { + PFUtilsAsync.setDropdownValue(readField, writeField, doneOne, silently); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcDropdowns", err); + doneOne(); + } + }); + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalcDropdowns OUTER wtf how did this happen?", err2); + } finally { + done(); + } +} +function migrate(oldversion, callback, errorCallback) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.migrate"); + if (typeof callback === "function") { + callback(); + } + }), + errorDone = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.warn("leaving migrate ERROR UPGRADE NOT FINISHED"); + if (typeof errorCallback === "function") { + errorCallback(); + } else { + done(); + } + }), + doneOne; + try { + //don't need to check if oldversion > 0 since this is only called if it is. + _exportsLoaderTASTheAaronSheet2.default.debug("At PFSheet.migrate from oldversion:" + oldversion); + if (oldversion < 1.0) { + doneOne = _underscore2.default.after(7, function () { + _exportsLoaderTASTheAaronSheet2.default.info("we finished calling all the migrates"); + done(); + }); + PFMigrate.migrateConfigFlags(_exportsLoaderTASTheAaronSheet2.default.callback(function () { + PFInventory.migrate(doneOne, oldversion); + PFSkills.migrate(doneOne, oldversion); + PFHealth.migrate(doneOne, oldversion); + PFAttacks.migrate(doneOne, oldversion); + PFAbility.migrate(doneOne, oldversion); + PFFeatures.migrate(doneOne, oldversion); + PFSpells.migrate(doneOne, oldversion); + }), oldversion); + } else if (oldversion < 1.17) { + if (oldversion < 1.02) { + PFAbility.migrate(null, oldversion); + PFFeatures.migrate(null, oldversion); + } + if (oldversion < 1.05) { + PFAttackOptions.resetOptions(); + } + if (oldversion < 1.07) { + PFInventory.migrate(null, oldversion); + } + if (oldversion < 1.10) { + PFMigrate.migrateAbilityListFlags(); + PFFeatures.migrate(null, oldversion); + } + if (oldversion < 1.12) { + PFAbility.migrate(null, oldversion); + } + if (oldversion < 1.17) { + PFInventory.migrate(function () { + PFInventory.resetCommandMacro(); + }); + } + } else { + if (oldversion < 1.18) { + //future updates here. any above will recalc whole sheet after callback + PFInitiative.recalculate(null, false, oldversion); + PFHealth.recalculate(null, false, oldversion); + PFMigrate.migrateSpellPointFlag(null, oldversion); + } + if (oldversion < 1.19) { + PFAttackGrid.setTopMacros(); + } + if (oldversion < 1.20) { + PFHealth.recalculate(); + } + if (oldversion < 1.40) { + PFMigrate.migrateWhisperDropdowns(); + PFInventory.resetCommandMacro(); + PFAttackGrid.resetCommandMacro(); + PFAbility.resetCommandMacro(); + PFFeatures.resetCommandMacro(); + PFAttacks.recalculate(); + PFClassRaceGrid.setHitPoints(); + } + if (oldversion < 1.43) { + PFSpells.recalculate(); + PFSkills.resetCommandMacro(); + } + if (oldversion < 1.5) { + PFSpells.resetSpellsTotals(null, null, null, true); + PFInventory.updateRepeatingItems(); + PFAttacks.migrateLinkedAttacks(null, oldversion); + } + if (oldversion < 1.53) { + PFSkills.migrate(null, oldversion); + PFSize.recalculate(function () { + PFEncumbrance.migrate(); + }); + } + if (oldversion < 1.54) { + PFBuffs.recalculate(); + } + if (oldversion < 1.55) { + PFAttacks.recalculate(); + PFSkills.migrate(); + } + if (oldversion < 1.56) { + PFAttacks.updateRepeatingWeaponDamages(); + } + if (oldversion < 1.57) { + PFDefense.updateDefenses(); + } + if (oldversion < 1.58) { + PFAttacks.adjustAllDamageDiceAsync(); + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.migrate", err); + errorDone(); + } finally { + done(); + } +} +function recalculateParallelModules(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalculateParallelModules"); + if (typeof callback === "function") { + callback(); + } + }), + parallelRecalcFuncs = [PFSpellCasterClasses.recalculate, PFSaves.recalculate, PFFeatures.recalculate, PFPsionic.recalculate, PFSkills.recalculate, PFAbility.recalculate, PFInitiative.recalculate, PFAttacks.recalculate, PFHorror.recalculate], + numberModules = _underscore2.default.size(parallelRecalcFuncs), + doneOneModuleInner = _underscore2.default.after(numberModules, done), + curr = 0, + currstarted = 0, + doneOneModule = function doneOneModule() { + curr++; + _exportsLoaderTASTheAaronSheet2.default.info("PFSheet.recalculateParallelModules, finished " + curr + " modules"); + doneOneModuleInner(); + }; - getFields = getFields.concat([col0NameTwo, col1NameTwo, col2NameTwo, col3NameTwo, col4NameTwo, col5NameTwo, "npc-skill", 'npc-hd-num']); - //TAS.debug(getFields); - getAttrs(getFields, function (v) { - var setter = {}, - currTot = 0, - params = {}, - tot = 0; - tot = Math.floor((parseFloat(v[col0Name], 10) || 0) * (parseInt(v[col0NameTwo], 10) || 0) + (parseFloat(v[col1Name], 10) || 0) * (parseInt(v[col1NameTwo], 10) || 0) + (parseFloat(v[col2Name], 10) || 0) * (parseInt(v[col2NameTwo], 10) || 0) + (parseFloat(v[col3Name], 10) || 0) * (parseInt(v[col3NameTwo], 10) || 0) + (parseFloat(v[col4Name], 10) || 0) * (parseInt(v[col4NameTwo], 10) || 0) + (parseFloat(v[col5Name], 10) || 0) * (parseInt(v[col5NameTwo], 10) || 0) + (parseFloat(v["npc-skill"], 10) || 0) * (parseInt(v['npc-hd-num'], 10) || 0)); - currTot = parseInt(v[totalColName], 10); - if (isNaN(currTot) || tot !== currTot) { - setter[totalColName] = tot; - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); - } - }); - } - }; - //TAS.debug("at PFClassRaceGrid.updateClassInformation: " + col); - //no sum for hd - if (!col || col === "hd" || col === "hp") { - _exportsLoaderTASTheAaronSheet2.default.warn("at updateClassInformation called with bad column:" + col); - done(); - return; - } - if (/^npc/i.test(col)) { - col = col.slice(4); - } - updateClassInformationInner(col, done, silently); + _exportsLoaderTASTheAaronSheet2.default.debug("at recalculateParallelModules! there are " + numberModules + " modules"); + try { + _underscore2.default.each(parallelRecalcFuncs, function (methodToCall) { + try { + currstarted++; + _exportsLoaderTASTheAaronSheet2.default.info("starting " + currstarted + " parallel modules"); + methodToCall(doneOneModule, silently, oldversion); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalculateParallelModules", err); + doneOneModule(); + } + }); + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFSheet.recalculateParallelModules OUTER error!", err2); + done(); + } } +function recalculateDefenseAndEncumbrance(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalculateDefenseAndEncumbrance"); + if (typeof callback === "function") { + callback(); + } + }), + callEncumbrance = function callEncumbrance() { + PFEncumbrance.recalculate(done, silently, oldversion); + }, + doneBeforeEncumbrance = _underscore2.default.after(2, callEncumbrance); + try { + PFInventory.recalculate(doneBeforeEncumbrance, silently, oldversion); + PFDefense.recalculate(doneBeforeEncumbrance, silently, oldversion); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("pfsheet.recalculateDefenseAndEncumbrance", err); + callEncumbrance(); + } +} +function recalculateCore(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFSheet.recalculateCore"); + if (typeof callback === "function") { + callback(); + } + }), + sizeOnce = _underscore2.default.once(function () { + PFSize.recalculate(done, silently, oldversion); + }), + healthOnce = _underscore2.default.once(function () { + PFHealth.recalculate(sizeOnce, silently, oldversion); + }), + npcOnce = _underscore2.default.once(function () { + PFNPC.recalculate(healthOnce, silently, oldversion); + }), + mythicOnce = _underscore2.default.once(function () { + PFMythic.recalculate(npcOnce, silently, oldversion); + }), + expressionsOnce = _underscore2.default.once(function () { + recalcExpressions(mythicOnce, silently, oldversion); + }), + dropdownsOnce = _underscore2.default.once(function () { + recalcDropdowns(expressionsOnce, silently, oldversion); + }), + conditioncheckOnce = _underscore2.default.once(function () { + PFChecks.applyConditions(dropdownsOnce, silently, oldversion); + }), + classOnce = _underscore2.default.once(function () { + PFClassRaceGrid.recalculate(conditioncheckOnce, silently, oldversion); + }), + abilityScoresOnce = _underscore2.default.once(function () { + PFAbilityScores.recalculate(classOnce, silently, oldversion); + }), + abilityAffectingConditionsOnce = _underscore2.default.once(function () { + PFConditions.recalculate(abilityScoresOnce, silently, oldversion); + }), + buffsOnce = _underscore2.default.once(function () { + PFBuffs.recalculate(abilityAffectingConditionsOnce, silently, oldversion); + }); -function setHitPoints(callback, silently, eventInfo) { - var done = _underscore2.default.once(function () { - if (typeof callback === "function") { - _exportsLoaderTASTheAaronSheet2.default.debug("Leaving updateClassHpGrid"); - callback(); - } - }), - fields = ["auto_calc_hp", "autohp_percent", "maxhp_lvl1", "is_npc", "set_pfs", "total-hp", "NPC-HP", "npc-hd-num", "npc-hd", "class-0-hp", "class-0-level", "class-0-hd", "class-0-fchp", "class-1-hp", "class-1-level", "class-1-hd", "class-1-fchp", "class-2-hp", "class-2-level", "class-2-hd", "class-2-fchp", "class-3-hp", "class-3-level", "class-3-hd", "class-3-fchp", "class-4-hp", "class-4-level", "class-4-hd", "class-4-fchp", "class-5-hp", "class-5-level", "class-5-hd", "class-5-fchp"]; - getAttrs(fields, function (v) { - var auto = 0, - maxFirst = 0, - mult = 1, - isPFS = 0, - setter = {}, - isNPC = 0, - loudSetter = {}, - currrowhp = 0, - rowhp = 0, - level = 0, - hd = 0, - totalhp = 0, - rowUpdated = -1, - matches; - try { - //TAS.debug("at autocalc hp",v); - auto = parseInt(v.auto_calc_hp, 10) || 0; - if (eventInfo && eventInfo.sourceAttribute) { - matches = eventInfo.sourceAttribute.match(/(\d)/); - if (matches && matches[1]) { - rowUpdated = parseInt(matches[1], 10) || 0; - } else if (/NPC/i.test(eventInfo.sourceAttribute)) { - rowUpdated = 6; - } - } - if (auto) { - isPFS = parseInt(v.set_pfs, 10) || 0; - isNPC = parseInt(v.is_npc, 10) || 0; - mult = PFUtils.getAutoHPPercentMultiplier(v.autohp_percent); - maxFirst = parseInt(v.maxhp_lvl1, 10) || 0; - if (maxFirst) { - if (rowUpdated === 6) { - rowUpdated = -1; - } - } - } - //TAS.debug("at autocalc hp, rowupdated is:" + rowUpdated); - level = parseInt(v['npc-hd-num'], 10) || 0; - hd = parseInt(v['npc-hd'], 10); - currrowhp = parseInt(v['NPC-HP'], 10) || 0; - if (isNaN(hd) || !auto) { - totalhp += currrowhp; - } else if (level > 0 && hd > 0) { - if (rowUpdated === 6 || rowUpdated === -1) { - //first do NPC. - rowhp = PFUtils.getAvgHP(level, hd, mult, maxFirst, false); //monster type hd uses regular rules even for PFS animal companions - totalhp += rowhp; - //TAS.debug("adding: "+rowhp); - if (rowhp !== currrowhp) { - setter['NPC-HP'] = rowhp; - } - } else { - totalhp += currrowhp; - } - if (maxFirst) { - maxFirst = 0; - } - //TAS.debug("adding "+currrowhp); - } else if (hd === 0) { - if (currrowhp !== 0) { - setter['NPC-HP'] = 0; - } - } + PFMigrate.migrateConfigFlags(buffsOnce, oldversion); - _underscore2.default.each(classRows, function (rowindex) { - var fchp = 0, - row = parseInt(rowindex, 10); - rowhp = 0; - level = parseInt(v["class-" + rowindex + "-level"], 10) || 0; - hd = parseInt(v["class-" + rowindex + "-hd"], 10); - currrowhp = parseInt(v["class-" + rowindex + "-hp"], 10) || 0; - fchp = parseInt(v["class-" + rowindex + "-fchp"], 10) || 0; - if (isNaN(hd) || !auto) { - totalhp += currrowhp + fchp; - } else if (level > 0 && hd > 0) { - if (rowUpdated === -1 || rowUpdated === row) { - rowhp = PFUtils.getAvgHP(level, hd, mult, maxFirst, isPFS); - totalhp += rowhp + fchp; - if (rowhp !== currrowhp) { - setter["class-" + rowindex + "-hp"] = rowhp; - } - } else { - totalhp += currrowhp + fchp; - } - if (maxFirst) { - maxFirst = 0; - } - } else if (hd === 0) { - if (currrowhp !== 0) { - setter["class-" + rowindex + "-hp"] = 0; - } - } - }); - if (totalhp !== parseInt(v['total-hp'], 10)) { - loudSetter["total-hp"] = totalhp; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFClassRaceGrid.setHitPoints", err); - } finally { - if (_underscore2.default.size(loudSetter) > 0) { - setAttrs(loudSetter); - } - if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, _PFConst2.default.silentParams, done); - } else { - done(); - } - } - }); + //TAS.debug("at recalculateCore!!!!"); } -function migrate(callback, oldversion) { - if (typeof callback === "function") { - callback(); - } +/** recalculate - all pages in sheet! + *@param {number} oldversion the current version attribute + *@param {function} callback when done if no errors + *@param {function} errorCallback call this if we get an error + */ +function recalculate(oldversion, callback, silently) { + var done = function done() { + _exportsLoaderTASTheAaronSheet2.default.info("leaving PFSheet.recalculate"); + if (typeof callback === "function") { + callback(); + } + }, + callParallel = _exportsLoaderTASTheAaronSheet2.default.callback(function callRecalculateParallelModules() { + recalculateParallelModules(_exportsLoaderTASTheAaronSheet2.default.callback(done), silently, oldversion); + }), + callEncumbrance = _exportsLoaderTASTheAaronSheet2.default.callback(function callRecalculateDefenseAndEncumbrance() { + recalculateDefenseAndEncumbrance(_exportsLoaderTASTheAaronSheet2.default.callback(callParallel), silently, oldversion); + }); + silently = true; + recalculateCore(callEncumbrance, silently, oldversion); } -function recalculate(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFClassRaceGrid.recalculate"); - if (typeof callback === "function") { - callback(); - } - }), - numcols = classColumns.length, - columnDone = _underscore2.default.after(numcols, function () { - setHitPoints(done, silently); - }); - _underscore2.default.each(classColumns, function (col) { - updateClassInformation(col, columnDone, silently); - }); - setMulticlassed(); +/* checkForUpdate looks at current version of page in PFSheet_Version and compares to code PFConst.version +* calls recalulateSheet if versions don't match or if recalculate button was pressed.*/ +function checkForUpdate() { + var done = function done() { + setAttrs({ recalc1: 0, migrate1: 0, is_newsheet: 0 }, _PFConst2.default.silentParams); + }, + errorDone = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.warn("leaving checkForUpdate ERROR UPGRADE NOT FINISHED DO NOT RESET VERSION"); + setAttrs({ recalc1: 0, migrate1: 0 }, { silent: true }); + }); + getAttrs(['PFSheet_Version', 'migrate1', 'recalc1', 'is_newsheet', 'is_v1', 'hp', 'hp_max', 'npc-hd', 'npc-hd-num', 'race', 'class-0-name', 'npc-type', 'level'], function (v) { + var setter = {}, + setAny = 0, + migrateSheet = false, + newSheet = false, + recalc = false, + currVer = parseFloat(v.PFSheet_Version, 10) || 0, + setUpgradeFinished = function setUpgradeFinished() { + setAttrs({ recalc1: 0, migrate1: 0, is_newsheet: 0, + character_sheet: 'Pathinder_Neceros v' + String(_PFConst2.default.version), + PFSheet_Version: String(_PFConst2.default.version.toFixed(2)) }, _PFConst2.default.silentParams, function () { + if (currVer < 1.17) { + recalculate(currVer, null, false); + } + }); + }; + _exportsLoaderTASTheAaronSheet2.default.notice("Attributes at version: " + currVer); + if (parseInt(v["recalc1"], 10)) { + //HIT RECALC + recalc = true; + } + if (parseInt(v["migrate1"], 10)) { + migrateSheet = true; + } + if (parseInt(v["is_newsheet"], 10) || currVer === 0 && (parseInt(v.is_v1, 10) || !(parseInt(v.hp, 10) || parseInt(v.hp_max, 10) || parseInt(v['npc-hd'], 10) || parseInt(v['npc-hd-num'], 10) || v.race || v['class-0-name'] || v['npc-type'] || parseInt(v['level'], 10)))) { + //NEW SHEET: + newSheet = true; + } + //force this on sheet open, not sure wtf is wrong + PFSkills.migrate(); + if (currVer !== _PFConst2.default.version) { + migrateSheet = true; + } + if (newSheet) { + setupNewSheet(done); + } else if (migrateSheet) { + migrate(currVer, setUpgradeFinished, errorDone); + } else if (recalc) { + currVer = -1; + recalculate(currVer, done, true); + } else { + done(); + } + }); } function registerEventHandlers() { - var tempString = ""; - _underscore2.default.each(classColumns, function (col) { - var eventsToWatch = _underscore2.default.map(classRows, function (row) { - return "change:class-" + row + "-" + col; - }).join(" "); - on(eventsToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventTotalClassInformation(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateClassInformation(col, null, null, eventInfo); - } - })); - if (col === "level") { - on(eventsToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventTotalClassInformationLevel(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateClassInformation("skill", null, null, eventInfo); - setMulticlassed(); - } - })); - } - }); - _underscore2.default.each(raceColumns, function (col) { - on("change:npc-" + col, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRacialRow(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || eventInfo.sourceType === "sheetworker" && eventInfo.sourceAttribute.slice(-2) === 'hp') { - if (col === 'hd-num') { - updateClassInformation('level', null, null, eventInfo); - updateClassInformation("skill", null, null, eventInfo); - setMulticlassed(); - } else { - updateClassInformation(col, null, null, eventInfo); - } - } - })); - }); - _underscore2.default.each(classRows, function (row) { - tempString = events.perClassRowhp.replace(/REPLACE/g, row); - on(tempString, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateClassHitPoints(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - setHitPoints(null, null, eventInfo); - //can we move this to spells? or keep here - //or do we even need to do it, isn't roll20 handling? - if (/level/i.test(eventInfo.sourceAttribute)) { - PFSpellCasterClasses.updateCasterFromClassLevel(parseInt(row, 10), eventInfo); - } - } - })); - }); - on(events.racialhp, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRacialHitPoints(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - setHitPoints(null, null, eventInfo); - if (eventInfo.sourceAttribute === "npc-hd-num") { - PFSpellCasterClasses.updateCasterFromClassLevel(6, eventInfo); - } - } - })); - on(events.basehp, _exportsLoaderTASTheAaronSheet2.default.callback(function eventHPAutoCalcSwitches(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - setHitPoints(); - } - })); + on("sheet:opened", _exportsLoaderTASTheAaronSheet2.default.callback(function eventSheetOpened() { + //eventInfo has undefined values for this event. + checkForUpdate(); + })); + on("change:recalc1 change:migrate1", _exportsLoaderTASTheAaronSheet2.default.callback(function eventRecaluateSheet(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + checkForUpdate(); + } + })); + on("change:expandall", function (eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + expandAll(); + } + }); + //GENERIC DROPDOWNS + _underscore2.default.each(_PFConst2.default.dropdowns, function (write, read) { + on("change:" + read, _exportsLoaderTASTheAaronSheet2.default.callback(function eventGenericDropdowns(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + PFUtilsAsync.setDropdownValue(read, write); + })); + }); + //GENERIC EQUATIONS + _underscore2.default.each(_PFConst2.default.equationMacros, function (write, read) { + on("change:" + read, _exportsLoaderTASTheAaronSheet2.default.callback(function eventGenericEquationMacro(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + SWUtils.evaluateAndSetNumber(read, write); + })); + }); + on("change:repeating_weapon:source-item", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackSourceItem(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + getAttrs([eventInfo.sourceAttribute], function (v) { + var weaponId = SWUtils.getRowId(eventInfo.sourceAttribute), + sourceId = v[eventInfo.sourceAttribute]; + //TAS.debug("PFSheet new item id: " + sourceId + " this row weapon id: "+weaponId, v); + if (sourceId) { + sourceId = 'repeating_item_' + sourceId + '_create-attack-entry'; + PFInventory.createAttackEntryFromRow(sourceId, null, false, weaponId); + } + }); + } + })); + on("change:repeating_weapon:source-ability", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackSourceAbility(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + getAttrs([eventInfo.sourceAttribute], function (v) { + var weaponId = SWUtils.getRowId(eventInfo.sourceAttribute), + sourceId = v[eventInfo.sourceAttribute]; + if (sourceId) { + PFAbility.createAttackEntryFromRow(sourceId, null, false, null, weaponId); + } + }); + } + })); + on("change:repeating_weapon:source-spell", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateAttackSourceSpell(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + getAttrs([eventInfo.sourceAttribute], function (v) { + var weaponId = SWUtils.getRowId(eventInfo.sourceAttribute), + sourceId = v[eventInfo.sourceAttribute]; + if (sourceId) { + PFSpells.createAttackEntryFromRow(sourceId, null, false, null, weaponId); + } + }); + } + })); + + // PARSE CREATE NPC MONSTER + on("change:npc_import_now", _exportsLoaderTASTheAaronSheet2.default.callback(function eventParseMonsterImport(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + getAttrs(['npc_import_now'], function (v) { + if ((parseInt(v.npc_import_now, 10) || 0) === 1) { + PFNPCParser.importFromCompendium(eventInfo, function () { + //instead of just calling recalculate set recalc button and call checkforupdate + //so users sees something is happening. + setAttrs({ recalc1: 1 }, _PFConst2.default.silentParams, function () { + checkForUpdate(); + }); + }); + } + }); + } + })); + on("change:delete_repeating_spells change:delete_repeating_weapon change:delete_repeating_item change:delete_repeating_ability change:delete_repeating_mythic-feat change:delete_repeating_mythic-ability change:delete_repeating_buff change:delete_repeating_trait change:delete_repeating_racial-trait change:delete_repeating_feat change:delete_repeating_class-ability change:delete_repeating_npc-spell-like-abilities", _exportsLoaderTASTheAaronSheet2.default.callback(function eventDeleteOldList(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + getAttrs([eventInfo.sourceAttribute], function (v) { + var section = ""; + if (parseInt(v[eventInfo.sourceAttribute], 10)) { + section = eventInfo.sourceAttribute.replace('delete_repeating_', ''); + SWUtils.deleteRepeating(function () { + var setter; + setter = {}; + setter[eventInfo.sourceAttribute] = 0; + setter[eventInfo.sourceAttribute + '_btn'] = 0; + setAttrs(setter, { silent: true }); + if (/buff/i.test(eventInfo.sourceAttribute)) { + PFBuffs.clearBuffTotals(); + } + }, section); + } + }); + } + })); } registerEventHandlers(); -_PFLog.PFConsole.log(' PFClassRaceGrid module loaded '); -_PFLog.PFLog.modulecount++; - -/***/ }), -/* 26 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.default = { - /* Pathfinder RULE constants for parsing */ - unarmedAttacksRegExp: /unarmed|strike|punch|palm|flurry|blow|touch/i, - combatManeuversRegExp: /bull\s*rush|trip|disarm|dirty\s*trick|drag|grapple|overrun|reposition|steal|sunder|trip/i, - primaryNaturalAttacksRegExp: /bite|claw|gore|slam|sting|talon/i, - importantFeatRegExp: /Weapon Fine|^Run$|Enduran|Defensive Combat Train|Agile Maneuv|Arcane Arm|Combat Cast|Critical Focus|Skill Focus|Critical|Intimidating Prow/i, - spAttackAttacks: /blooddrain|touch|energydrain|bleed|burn|constrict|trample|engulf|heat|powerfulcharge|swallowwhole|constrict/i, - spAttackAttacksPreProcess: /rake|rend|web/i, - abilitySrch: /str|dex|con|int|wis|cha/i, - cmbMonsterSrch: /tongue|pull|drag|grab|push/i, - cmbPlusStrsrch: /swallowwhole|engulf|constrict|swallow/i, - casterDefaultAbility: { - sorcerer: 'cha', - wizard: 'int', - cleric: 'wis', - bard: 'cha', - druid: 'wis', - paladin: 'cha', - ranger: 'wis', - oracle: 'cha', - witch: 'int', - alchemist: 'int', - summoner: 'cha', - inquisitor: 'wis', - magus: 'int' - }, - creatureTypeClassSkills: { - aberration: ['Acrobatics', 'Climb', 'Escape-Artist', 'Fly', 'Intimidate', 'Knowledge', 'Perception', 'Spellcraft', 'Stealth', 'Survival', 'Swim'], - animal: ['Acrobatics', 'Climb', 'Fly', 'Perception', 'Stealth', 'Swim'], - dragon: ['Appraise', 'Bluff', 'Climb', 'Craft', 'Diplomacy', 'Fly', 'Heal', 'Intimidate', 'Linguistics', 'Knowledge', 'Perception', 'Sense-Motive', 'Spellcraft', 'Stealth', 'Survival', 'Swim', 'Use-Magic-Device'], - fey: ['Appraise', 'Bluff', 'Climb', 'Craft', 'Diplomacy', 'Disguise', 'Escape-Artist', 'Fly', 'Knowledge-Geography', 'Knowledge-Local', 'Knowledge-Nature', 'Perception', 'Perform', 'Sense-Motive', 'Sleight-of-Hand', 'Stealth', 'Swim', 'Use-Magic-Device'], - monstrous: ['Climb', 'Craft', 'Fly', 'Intimidate', 'Perception', 'Ride', 'Stealth', 'Survival', 'Swim'], - humanoid: ['Climb', 'Craft', 'Handle-Animal', 'Heal', 'Profession', 'Ride', 'Survival'], - magicalbeast: ['Acrobatics', 'Climb', 'Fly', 'Perception', 'Steatlh', 'Swim'], - outsider: ['Bluff', 'Craft', 'Knowledge-Planes', 'Perception', 'Sense-Motive', 'Stealth'], - plant: ['Perception', 'Stealth'], - undead: ['Climb', 'Disguise', 'Fly', 'Intimidate', 'Knowledge-Arcana', 'Knowledge-Religion', 'Perception', 'Sense-Motive', 'Spellcraft', 'Stealth'] - }, - creatureSubtypeClassSkills: { - air: ['Fly'], - giant: ['Intimidate', 'Perception'], - goblinoid: ['Stealth'], - inevitable: ['Acrobatics', 'Diplomacy', 'Intimidate', 'Survival'], - water: ['Swim'], - robot: ['Climb', 'Disable-Device', 'Fly', 'Knowledge', 'Linguistics', 'Perception', 'Sense-Motive'] - }, - specialAttackDCAbilityBase: { - 'breathweapon': 'CON', - 'burn': 'CON', - 'curse': 'CHA', - 'disease': 'CON', - 'distraction': 'CON', - 'emotionaura': 'CHA', - 'energydrain': 'CHA', - 'entrap': 'CON', - 'fear': 'CHA', - 'fearaura': 'CHA', - 'fearcone': 'CHA', - 'fearray': 'CHA', - 'frightfulpresence': 'CHA', - 'gaze': 'CHA', - 'mentalstaticaura': 'CHA', - 'paralysis': 'CON', - 'poison': 'CON', - 'stench': 'CON', - 'trample': 'STR', - 'web': 'CON', - 'whirlwind': 'STR' - }, - monsterRulesPlusAttacks: ['grab', 'trip', 'engulf', 'swallow whole'], - naturalAttackRegExp: /arm|bite|claw|foreclaw|gore|hoof|kick|leg|pincer|quill|root|slam|slap|snake\s*bite|spike|spine|splinter|sting|tail|tail\s*slap|talon|tendril|tentacle|thorn|tongue|vine|wing|buffet/i, - skillBonusFeatRegExp: /Acrobatic|Uncanny Alertness|Alertness|Animal Affinity|Athletic|Breadth of Experience|Brewmaster|Deceitful|Deft Hands|Deny the Reaper|Forgotten Past|Innocent Blood|Monkey Moves|Monkey Style|Monument Builder|No Name|Persuasive|Scavenger.s Eye|Sea Legs|Self.Sufficient|Sharp Senses|Stealthy|Sure and Fleet|Voice of the Sibyl/i, - lessImportantCombatFeatRegExp: /Power Attack|Double Slice|Greater Weapon of the Chosen|Spell Focus|Toughness/i, - monsterRules: /spells|damage reduction/i -}; /***/ }), -/* 27 */ +/* 26 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; Object.defineProperty(exports, "__esModule", { - value: true + value: true }); -exports.updateLoadsAndLift = updateLoadsAndLift; exports.migrate = migrate; +exports.createTotalBuffEntry = createTotalBuffEntry; +exports.clearBuffTotals = clearBuffTotals; exports.recalculate = recalculate; var _underscore = __webpack_require__(2); @@ -28613,583 +29728,989 @@

    var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + var _PFConst = __webpack_require__(3); var _PFConst2 = _interopRequireDefault(_PFConst); -var _PFDefense = __webpack_require__(12); +var _PFUtils = __webpack_require__(5); + +var PFUtils = _interopRequireWildcard(_PFUtils); + +var _PFAbilityScores = __webpack_require__(11); + +var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); + +var _PFSaves = __webpack_require__(23); + +var PFSaves = _interopRequireWildcard(_PFSaves); + +var _PFAttackGrid = __webpack_require__(7); + +var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); + +var _PFAttacks = __webpack_require__(8); + +var PFAttacks = _interopRequireWildcard(_PFAttacks); + +var _PFDefense = __webpack_require__(13); var PFDefense = _interopRequireWildcard(_PFDefense); +var _PFHealth = __webpack_require__(21); + +var PFHealth = _interopRequireWildcard(_PFHealth); + +var _PFChecks = __webpack_require__(19); + +var PFChecks = _interopRequireWildcard(_PFChecks); + +var _PFInitiative = __webpack_require__(22); + +var PFInitiative = _interopRequireWildcard(_PFInitiative); + +var _PFEncumbrance = __webpack_require__(20); + +var PFEncumbrance = _interopRequireWildcard(_PFEncumbrance); + +var _PFSize = __webpack_require__(15); + +var PFSize = _interopRequireWildcard(_PFSize); + +var _PFSkills = __webpack_require__(16); + +var PFSkills = _interopRequireWildcard(_PFSkills); + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -// Returns the carrying capacity for a given strength score and load type -// Will recursively calculate for strength scores over 29 -function getCarryingCapacity(str, load) { - var l, m, h, r; - switch (str) { - case 0: - l = 0; - m = 0; - h = 0; - break; - case 1: - l = 3; - m = 6; - h = 10; - break; - case 2: - l = 6; - m = 13; - h = 20; - break; - case 3: - l = 10; - m = 20; - h = 30; - break; - case 4: - l = 13; - m = 26; - h = 40; - break; - case 5: - l = 16; - m = 33; - h = 50; - break; - case 6: - l = 20; - m = 40; - h = 60; - break; - case 7: - l = 23; - m = 46; - h = 70; - break; - case 8: - l = 26; - m = 53; - h = 80; - break; - case 9: - l = 30; - m = 60; - h = 90; - break; - case 10: - l = 33; - m = 66; - h = 100; - break; - case 11: - l = 38; - m = 76; - h = 115; - break; - case 12: - l = 43; - m = 86; - h = 130; - break; - case 13: - l = 50; - m = 100; - h = 150; - break; - case 14: - l = 58; - m = 116; - h = 175; - break; - case 15: - l = 66; - m = 133; - h = 200; - break; - case 16: - l = 76; - m = 153; - h = 230; - break; - case 17: - l = 86; - m = 173; - h = 260; - break; - case 18: - l = 100; - m = 200; - h = 300; - break; - case 19: - l = 116; - m = 233; - h = 350; - break; - case 20: - l = 133; - m = 266; - h = 400; - break; - case 21: - l = 153; - m = 306; - h = 460; - break; - case 22: - l = 173; - m = 346; - h = 520; - break; - case 23: - l = 200; - m = 400; - h = 600; - break; - case 24: - l = 233; - m = 466; - h = 700; - break; - case 25: - l = 266; - m = 533; - h = 800; - break; - case 26: - l = 306; - m = 613; - h = 920; - break; - case 27: - l = 346; - m = 693; - h = 1040; - break; - case 28: - l = 400; - m = 800; - h = 1200; - break; - case 29: - l = 466; - m = 933; - h = 1400; - break; - default: - l = getCarryingCapacity(str - 10, "light") * 4; - m = getCarryingCapacity(str - 10, "medium") * 4; - h = getCarryingCapacity(str - 10, "heavy") * 4; - break; - } - switch (load) { - case "light": - r = l; - break; - case "medium": - r = m; - break; - case "heavy": - r = h; - break; - } - return r; +//new cmb, dmg_ranged, armor, shield, natural, flat-footed, speed, initiative, size +// added:init, speed, dmg_ranged, cmb +var buffColumns = ["Ranged", "Melee", "CMB", "DMG", "DMG_ranged", "AC", "Touch", "CMD", "armor", "shield", "natural", "flat-footed", "speed", "initiative", "size", "check_skills", "HP-temp", "Fort", "Will", "Ref", "Check", "CasterLevel", 'STR', 'DEX', 'CON', 'INT', 'WIS', 'CHA', 'STR_skills', 'DEX_skills', 'CON_skills', 'INT_skills', 'WIS_skills', 'CHA_skills'], + events = { + // events pass in the column updated macro-text is "either", buffs are auto only + buffTotalNonAbilityEvents: { + "Fort": [PFSaves.updateSave], + "Will": [PFSaves.updateSave], + "Ref": [PFSaves.updateSave], + "STR_skills": [PFSkills.recalculateAbilityBasedSkills], + "DEX_skills": [PFSkills.recalculateAbilityBasedSkills], + "CON_skills": [PFSkills.recalculateAbilityBasedSkills], + "INT_skills": [PFSkills.recalculateAbilityBasedSkills], + "WIS_skills": [PFSkills.recalculateAbilityBasedSkills], + "CHA_skills": [PFSkills.recalculateAbilityBasedSkills], + "Melee": [PFAttackGrid.updateAttackGrid], + "Ranged": [PFAttackGrid.updateAttackGrid], + "CMB": [PFAttackGrid.updateAttackGrid] + }, + buffTotalAbilityEvents: { + "STR": [PFAbilityScores.updateAbilityScore], + "DEX": [PFAbilityScores.updateAbilityScore], + "CON": [PFAbilityScores.updateAbilityScore], + "INT": [PFAbilityScores.updateAbilityScore], + "WIS": [PFAbilityScores.updateAbilityScore], + "CHA": [PFAbilityScores.updateAbilityScore] + }, + // events do NOT pass in column updated + buffTotalEventsNoParam: { + "DMG": [PFAttacks.updateRepeatingWeaponDamages], + "DMG_ranged": [PFAttacks.updateRepeatingWeaponDamages], + "AC": [PFDefense.updateDefenses], + "Touch": [PFDefense.updateDefenses], + "armor": [PFDefense.updateDefenses], + "shield": [PFDefense.updateDefenses], + "natural": [PFDefense.updateDefenses], + "flat-footed": [PFDefense.updateDefenses], + "CMD": [PFDefense.updateDefenses], + "HP-temp": [PFHealth.updateTempMaxHP], + "Check": [PFInitiative.updateInitiative], + "check_skills": [PFSkills.recalculate], + "initiative": [PFInitiative.updateInitiative], + "speed": [PFEncumbrance.updateModifiedSpeed], + "size": [PFSize.updateSizeAsync] + } +}; +//why did i make this? it just repeats the ability scores +//buffColumns.concat(PFAbilityScores.abilities), +/* this is so old no one will be using it*/ +function migrate(outerCallback) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFBuffs.migrate"); + if (typeof outerCallback === "function") { + outerCallback(); + } + }), + migrateMeleeAndAbilityChecks = function migrateMeleeAndAbilityChecks(callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + migrated = function migrated() { + setAttrs({ 'migrated_buffs_rangeddmg_abiilty': 1 }, _PFConst2.default.silentParams, done); + }; + getAttrs(['migrated_buffs_rangeddmg_abiilty'], function (vout) { + var wasmigrated = parseInt(vout.migrated_buffs_rangeddmg_abiilty, 10) || 0; + if (!wasmigrated) { + getSectionIDs('repeating_buff', function (ids) { + var fields; + if (_underscore2.default.size(ids)) { + fields = SWUtils.cartesianAppend(['repeating_buff_'], ids, ['_buff-DMG_macro-text', '_buff-DMG', '_buff-DMG-show', '_buff-DMG_ranged_macro-text', '_buff-DMG_ranged', '_buff-Melee_macro-text', '_buff-Melee', '_buff-Melee-show', '_buff-CMB_macro-text', '_buff-CMB_ranged', '_buff-Check_macro-text', '_buff-Check', '_buff-Check-show', '_buff-check_skills_macro-text', '_buff-check_skills']); + fields = fields.concat(['buff_Check-total', 'buff_check_skills-total', 'buff_Melee-total', 'buff_DMG-total', 'buff_DMG_ranged-total', 'buff-CMB-total']); + getAttrs(fields, function (v) { + var setter = {}, + resetconditions = false, + tempInt = 0; + try { + _exportsLoaderTASTheAaronSheet2.default.debug("###########", "PFBuffs.migrate found ", v); + ids.forEach(function (id) { + var prefix = 'repeating_buff_' + id + '_buff-'; + _exportsLoaderTASTheAaronSheet2.default.debug("at id " + id); + if (v[prefix + 'DMG_macro-text'] && !v[prefix + 'DMG_ranged_macro-text']) { + setter[prefix + 'DMG_ranged_macro-text'] = v[prefix + 'DMG_macro-text']; + setter[prefix + 'DMG_ranged'] = parseInt(v[prefix + 'DMG'], 10) || 0; + if (parseInt(v[prefix + 'DMG-show'], 10)) { + setter[prefix + 'DMG_ranged-show'] = 1; + } + } + if (v[prefix + 'Check_macro-text'] && !v[prefix + 'check_skills_macro-text']) { + setter[prefix + 'check_skills_macro-text'] = v[prefix + 'Check_macro-text']; + setter[prefix + 'check_skills'] = parseInt(v[prefix + 'Check'], 10) || 0; + resetconditions = true; + if (parseInt(v[prefix + 'Check-show'], 10)) { + setter[prefix + 'check_skills-show'] = 1; + } + } + if (v[prefix + 'Melee_macro-text'] && !v[prefix + 'CMB_macro-text']) { + setter[prefix + 'CMB_macro-text'] = v[prefix + 'Melee_macro-text']; + setter[prefix + 'CMB'] = parseInt(v[prefix + 'Melee'], 10) || 0; + resetconditions = true; + if (parseInt(v[prefix + 'Melee-show'], 10)) { + setter[prefix + 'CMB-show'] = 1; + } + } + }); + tempInt = parseInt(v['buff_DMG-total'], 10) || 0; + if (tempInt) { + setter['buff_DMG_ranged-total'] = tempInt + parseInt(v['buff_DMG_ranged-total'], 10) || 0; + } + tempInt = parseInt(v['buff_Check-total'], 10) || 0; + if (tempInt) { + setter['buff_check_skills-total'] = tempInt + parseInt(v['buff_check_skills-total'], 10) || 0; + } + tempInt = parseInt(v['buff_Melee-total'], 10) || 0; + if (tempInt) { + setter['buff_CMB-total'] = tempInt + parseInt(v['buff_CMB-total'], 10) || 0; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.migrateDmgAbility", err); + } finally { + if (_underscore2.default.size(setter)) { + _exportsLoaderTASTheAaronSheet2.default.debug("###########", "PFBuffs migrate setting ", setter); + setAttrs(setter, _PFConst2.default.silentParams, migrated); + if (resetconditions) { + PFChecks.applyConditions(); + PFInitiative.updateInitiative(); + } + } else { + migrated(); + } + } + }); + } else { + migrated(); + } + }); + } else { + done(); + return; + } + }); + }; + migrateMeleeAndAbilityChecks(done); + getAttrs(["migrated_buffs", "migrated_effects"], function (v) { + var setter = {}; + try { + if (parseInt(v.migrated_buffs, 10) !== 1) { + setter.migrated_buffs = 1; + } + if (parseInt(v.migrated_effects, 10) !== 1) { + setter.migrated_effects = 1; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.migrate", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, _PFConst2.default.silentParams); + } else { + done(); + } + } + }); +} +/** createTotalBuffEntry - used by parseNPC + * adds enabled buff for a new sheet where this is the only buff so sets total as well. + * adds attributes to array passed in + * @param {string} name name of buff row for buff-name + * @param {string} bufftype -string from buffColumns + * @param {string} buffmacro ? + * @param {number} modamount - value for the buff + * @param {map} newRowAttrs - object of {name:value} to pass to setAttrs + * @returns {map} return newRowAttrs after adding maps to it. + */ +function createTotalBuffEntry(name, bufftype, buffmacro, modamount, newRowAttrs) { + var newRowId = generateRowID(); + newRowAttrs = newRowAttrs || {}; + newRowAttrs["repeating_buff_" + newRowId + "_buff-name"] = name; + newRowAttrs["repeating_buff_" + newRowId + "_buff-" + bufftype + "_macro-text"] = buffmacro; + newRowAttrs["repeating_buff_" + newRowId + "_buff-" + bufftype] = modamount; + newRowAttrs["repeating_buff_" + newRowId + "_buff-" + bufftype + "-show"] = "1"; + newRowAttrs["repeating_buff_" + newRowId + "_buff-enable_toggle"] = "1"; + newRowAttrs["buff_" + bufftype + "-total"] = modamount; + return newRowAttrs; +} +function resetStatuspanel(callback) { + var done = _underscore2.default.once(function () { + if (typeof callback === "function") { + callback(); + } + }), + fields; + + try { + fields = SWUtils.cartesianAppend(["buff_"], buffColumns, ["-total", "_exists"]).concat(SWUtils.cartesianAppend(["buff_"], PFAbilityScores.abilities, ["-total_penalty", "_penalty_exists"])).concat(SWUtils.cartesianAppend(["buff_"], PFAbilityScores.abilities, ["_skills-total_penalty", "_skills_penalty_exists"])); + getAttrs(fields, function (v) { + var setter = {}, + getExists = function getExists(pre, post) { + var val, exists; + post = post || ''; + val = parseInt(v[pre + "-total" + post], 10) || 0; + exists = parseInt(v[pre + "_exists" + post], 10) || 0; + if (val !== 0 && !exists) { + return 1; + } else if (val === 0 && exists) { + return ""; + } + }; + try { + setter = _underscore2.default.reduce(buffColumns, function (memo, col) { + var pre; + try { + pre = "buff_" + col; + memo[pre + '_exists'] = getExists(pre, ''); + } catch (erri1) {} finally { + return memo; + } + }, setter); + setter = _underscore2.default.reduce(PFAbilityScores.abilities, function (memo, col) { + var pre; + try { + pre = "buff_" + col; + memo[pre + '_exists'] = getExists(pre, '_penalty'); + pre += '_skills'; + memo[pre + '_exists'] = getExists(pre, '_penalty'); + } catch (erri1) {} finally { + return memo; + } + }, setter); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.resetStatuspanel error inside calculate exists", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, { silent: true }, done); + } else { + done(); + } + } + }); + } catch (errO) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.resetStatuspanel error creating field array, abort:", errO); + done(); + } +} +/* Sets 1 or 0 for buffexists in status panel - only called by updateBuffTotals. */ + +/** but keep since we're redoing buffs soon + * Updates buff__exists checkbox if the val paramter has a nonzero value + * also switches it off + * @param {string} col column name of buff to check + * @param {int} val value of the buff + */ +function toggleBuffStatusPanel(col, val) { + var field = "buff_" + col + "_exists"; + getAttrs([field], function (v) { + var setter = {}; + try { + if (val && parseInt(v[field], 10) !== 1) { + setter[field] = "1"; + } else if (!val && parseInt(v[field], 10) === 1) { + setter[field] = ""; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.toggleBuffStatusPanel", err); + } finally { + if (_underscore2.default.size(setter) > 0) { + setAttrs(setter, { silent: true }); + } + } + }); +} +function updateBuffTotals(col, callback, silently) { + var tempstr = '', + done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFBuffs.updateBuffTotals for " + col); + if (typeof callback === "function") { + callback(); + } + }), + isAbility = PFAbilityScores.abilities.indexOf(col) >= 0 && col.indexOf('skill') === -1; + try { + _exportsLoaderTASTheAaronSheet2.default.repeating('buff').attrs('buff_' + col + '-total', 'buff_' + col + '-total_penalty').fields('buff-' + col, 'buff-enable_toggle', 'buff-' + col + '-show').reduce(function (m, r) { + try { + var tempM = r.I['buff-' + col] * ((r.I['buff-enable_toggle'] || 0) & (r.I['buff-' + col + '-show'] || 0)); + tempM = tempM || 0; + _exportsLoaderTASTheAaronSheet2.default.debug("adding " + tempM + " to m.mod:" + m.mod + " for buff " + col); + if (tempM !== 0) { + if (tempM >= 0) { + m.mod += tempM; + } else { + m.pen += tempM; + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.updateBuffTotals error:" + col, err); + } finally { + return m; + } + }, { + mod: 0, + pen: 0 + }, function (m, r, a) { + try { + //TAS.debug('setting buff_' + col + '-total to '+ (m.mod||0)); + if (!isAbility) { + m.mod += m.pen; + m.pen = 0; + } + if (col === 'HP-temp' && m.mod < 0) { + m.mod = 0; + } + a.I['buff_' + col + '-total'] = m.mod; + toggleBuffStatusPanel(col, m.mod); + if (isAbility) { + a.I['buff_' + col + '-total_penalty'] = m.pen; + toggleBuffStatusPanel(col + '_penalty', m.pen); + } + _exportsLoaderTASTheAaronSheet2.default.debug("updateBuffTotals setting ", m, r, a); + } catch (errfinalset) { + _exportsLoaderTASTheAaronSheet2.default.error("error setting buff_" + col + "-total", errfinalset); + } + }).execute(done); + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.updateBuffTotals error:" + col, err2); + done(); + } +} +function clearBuffTotals(callback, silently) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }, + fields; + fields = SWUtils.cartesianAppend(['buff_'], buffColumns, ['-total', '_exists']); + fields = fields.concat(SWUtils.cartesianAppend(['buff_'], PFAbilityScores.abilities, ['-total_penalty', '_penalty_exists'])); + _exportsLoaderTASTheAaronSheet2.default.debug("PFBuffs.clearBuffTotals getting fields:", fields); + getAttrs(fields, function (v) { + var setter = {}, + params = {}; + _exportsLoaderTASTheAaronSheet2.default.debug("PFBuffs.clearBuffTotals we got back the following: ", v); + setter = _underscore2.default.reduce(v, function (memo, val, attr) { + if (/exists/.test(attr)) { + if (parseInt(val, 10)) { + memo[attr] = 0; + } + } else if (parseInt(val, 10) || typeof val === "undefined") { + memo[attr] = 0; + } + return memo; + }, {}); + if (_underscore2.default.size(setter)) { + if (silently) { + params = _PFConst2.default.silentParams; + } + _exportsLoaderTASTheAaronSheet2.default.debug("PFBuffs.clearBuffTotals, setting", setter); + setAttrs(setter, params, done); + } else { + done(); + } + }); +} +function setBuff(id, col, callback, silently) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }, + idStr = SWUtils.getRepeatingIDStr(id), + prefix = "repeating_buff_" + idStr + "buff-" + col; + if (col === 'size') { + done(); + return; + } + SWUtils.evaluateAndSetNumber(prefix + "_macro-text", prefix, 0, function (a, b, c) { + if (c) { + updateBuffTotals(col, done, silently); + } else { + done(); + } + }, true, done); +} +function recalculate(callback, silently, oldversion) { + var done = _underscore2.default.once(function () { + resetStatuspanel(); + _exportsLoaderTASTheAaronSheet2.default.debug("Leaving PFBuffs.recalculate"); + if (typeof callback === "function") { + callback(); + } + }), + numColumns = _underscore2.default.size(buffColumns), + columnDone = _underscore2.default.after(numColumns, done), + recalculateBuffColumn = function recalculateBuffColumn(ids, col) { + var rowtotal = _underscore2.default.size(ids), + totalItUp = _underscore2.default.once(function () { + updateBuffTotals(col, columnDone, silently); + }), + rowDone; + if (rowtotal <= 0) { + totalItUp(); + return; + } + rowDone = _underscore2.default.after(rowtotal, function () { + totalItUp(); + }); + try { + if (col === 'size') { + totalItUp(); + return; + } + _underscore2.default.each(ids, function (id) { + try { + getAttrs(['repeating_buff_' + id + '_buff-enable_toggle', 'repeating_buff_' + id + '_buff-' + col + '-show'], function (v) { + if (parseInt(v['repeating_buff_' + id + '_buff-enable_toggle'], 10) && parseInt(v['repeating_buff_' + id + '_buff-' + col + '-show'], 10)) { + //setBuff(id, col, rowDone, silently); + SWUtils.evaluateAndSetNumber('repeating_buff_' + id + '_buff-' + col + "_macro-text", 'repeating_buff_' + id + '_buff-' + col, 0, rowDone, true); + } else { + rowDone(); + } + }); + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.recalculate_recalculateBuffColumn:" + col + ", rowid" + id, err); + rowDone(); + } + }); + } catch (err2) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.recalculate_recalculateBuffColumn OUTER error:" + col, err2); + totalItUp(); + } + }, + recalculateAll = function recalculateAll() { + getSectionIDs("repeating_buff", function (ids) { + //TAS.debug("pfbuffsrecalculate there are " + _.size(ids) + " rows and " + numColumns + " columns"); + try { + if (_underscore2.default.size(ids) > 0) { + _underscore2.default.each(buffColumns, function (col) { + recalculateBuffColumn(ids, col); + }); + } else { + clearBuffTotals(done); + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFBuffs.recalculate.recalculateAll", err); + //what to do? just quit + done(); + } + }); + }; + migrate(recalculateAll); +} +function registerEventHandlers() { + //BUFFS + _underscore2.default.each(buffColumns, function (col) { + //Evaluate macro text upon change + var prefix = "change:repeating_buff:buff-" + col; + if (col !== 'size') { + on(prefix + "_macro-text", _exportsLoaderTASTheAaronSheet2.default.callback(function eventBuffMacroText(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " for column " + col + ", event: " + eventInfo.sourceType); + setBuff(null, col); + })); + } + on(prefix + "-show", _exportsLoaderTASTheAaronSheet2.default.callback(function PFBuffs_updateBuffRowShowBuff(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + getAttrs(['repeating_buff_buff-' + col], function (v) { + if (parseInt(v['repeating_buff_buff-' + col], 10)) { + updateBuffTotals(col); + } + }); + } + })); + }); + //size is special users modify it via dropdown + on("change:repeating_buff:buff-size", _exportsLoaderTASTheAaronSheet2.default.callback(function PFBuffs_updateBuffSize(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateBuffTotals('size'); + } + })); + on("remove:repeating_buff", _exportsLoaderTASTheAaronSheet2.default.callback(function PFBuffs_removeBuffRow(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _underscore2.default.each(buffColumns, function (col) { + updateBuffTotals(col); + }); + } + })); + on("change:repeating_buff:buff-enable_toggle", _exportsLoaderTASTheAaronSheet2.default.callback(function PFBuffs_enableBuffRow(eventInfo) { + var fields; + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + fields = SWUtils.cartesianAppend(['repeating_buff_buff-'], buffColumns, ['-show', '']); + getAttrs(fields, function (v) { + _underscore2.default.each(buffColumns, function (col) { + if (parseInt(v['repeating_buff_buff-' + col + '-show'], 10) && parseInt(v['repeating_buff_buff-' + col], 10)) { + updateBuffTotals(col); + } + }); + }); + } + })); + //generic easy buff total updates + _underscore2.default.each(events.buffTotalNonAbilityEvents, function (functions, col) { + var eventToWatch = "change:buff_" + col + "-total"; + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function event_updateBuffNonAbilityEvents(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + methodToCall(col, eventInfo); + } + })); + }); + }); + _underscore2.default.each(events.buffTotalAbilityEvents, function (functions, col) { + var eventToWatch = "change:buff_" + col + "-total change:buff_" + col + "-total_penalty"; + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function event_updateBuffAbilityEvents(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + methodToCall(col, eventInfo); + } + })); + }); + }); + _underscore2.default.each(events.buffTotalEventsNoParam, function (functions, col) { + var eventToWatch = "change:buff_" + col + "-total"; + _underscore2.default.each(functions, function (methodToCall) { + on(eventToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventBuffTotalNoParam(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + methodToCall(null, false, eventInfo); + } + })); + }); + }); } +registerEventHandlers(); +_PFLog.PFConsole.log(' PFBuffs module loaded '); +_PFLog.PFLog.modulecount++; -/* updateCurrentLoad-updates the current load radio button */ -function updateCurrentLoad(callback, silently) { - var done = function done() { - if (typeof callback === "function") { - callback(); - } - }; - getAttrs(["load-light", "load-medium", "load-heavy", "load-max", "current-load", "carried-total", "max-dex-source"], function (v) { - var curr = 0, - carried = 0, - light = 0, - medium = 0, - heavy = 0, - max = 0, - maxDexSource = 0, - ignoreEncumbrance = 0, - newLoad = 0, - setter = {}, - params = {}; - try { - //TAS.debug("at updateCurrentLoad",v); - maxDexSource = parseInt(v["max-dex-source"], 10) || 0; - ignoreEncumbrance = maxDexSource === 1 || maxDexSource === 3 ? 1 : 0; - curr = parseInt(v["current-load"], 10) || 0; - if (ignoreEncumbrance) { - newLoad = 0; - } else { +/***/ }), +/* 27 */ +/***/ (function(module, exports, __webpack_require__) { - carried = parseInt(v["carried-total"], 10) || 0; - light = parseInt(v["load-light"], 10) || 0; - medium = parseInt(v["load-medium"], 10) || 0; - heavy = parseInt(v["load-heavy"], 10) || 0; - max = heavy * 2; +"use strict"; - //TAS.debug"current-load=" + curr + ", carried-total=" + carried + ", load-light=" + light + ", load-medium=" + medium); - if (carried <= light) { - //TAS.debug("light load"); - newLoad = 0; - } else if (carried <= medium) { - //TAS.debug("medium load"); - newLoad = 1; - } else if (carried <= heavy) { - //TAS.debug("heavy load"); - newLoad = 2; - } else if (carried <= max) { - //TAS.debug"over heavy but under max"); - newLoad = 3; - } else if (carried > max) { - //TAS.debug"maximum load"); - newLoad = 4; - } - } - if (curr !== newLoad) { - setter["current-load"] = newLoad; - } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFEncumbrance.updateCurrentLoad", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; - } - setAttrs(setter, params, done); - } else { - done(); + +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.classRows = exports.raceColumns = exports.classColumns = undefined; +exports.setMulticlassed = setMulticlassed; +exports.setHitPoints = setHitPoints; +exports.migrate = migrate; +exports.recalculate = recalculate; + +var _underscore = __webpack_require__(2); + +var _underscore2 = _interopRequireDefault(_underscore); + +var _PFLog = __webpack_require__(0); + +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); + +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _SWUtils = __webpack_require__(4); + +var SWUtils = _interopRequireWildcard(_SWUtils); + +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + +var _PFUtils = __webpack_require__(5); + +var PFUtils = _interopRequireWildcard(_PFUtils); + +var _PFSpells = __webpack_require__(17); + +var PFSpells = _interopRequireWildcard(_PFSpells); + +var _PFSpellCasterClasses = __webpack_require__(24); + +var PFSpellCasterClasses = _interopRequireWildcard(_PFSpellCasterClasses); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var classColumns = exports.classColumns = ["skill", "fcskill", "fcalt", "bab", "Fort", "Ref", "Will", "level"], + raceColumns = exports.raceColumns = ['skill', 'bab', 'Fort', 'Ref', 'Will', 'hd-num'], + classRows = exports.classRows = ["0", "1", "2", "3", "4", "5"]; +var events = { + basehp: "change:auto_calc_hp change:autohp_percent change:maxhp_lvl1", + racialhp: "change:npc-hd-num change:npc-hd change:npc-hp", + perClassRowhp: "change:class-REPLACE-level change:class-REPLACE-hd change:class-REPLACE-hp change:class-REPLACE-fchp" +}; + +function setMulticlassed() { + var fields = ['multiclassed', 'class-0-level', 'class-1-level', 'class-2-level', 'class-3-level', 'class-4-level', 'class-5-level', 'npc-hd-num']; + //TAS.debug("at PFClassRaceGrid.setMulticlassed"); + getAttrs(fields, function (v) { + var isMulti = parseInt(v.multiclassed, 10) || 0, + totalWLevels; + totalWLevels = Math.min(1, parseInt(v['class-0-level'], 10) || 0) + Math.min(1, parseInt(v['class-1-level'], 10) || 0) + Math.min(1, parseInt(v['class-2-level'], 10) || 0) + Math.min(1, parseInt(v['class-3-level'], 10) || 0) + Math.min(1, parseInt(v['class-4-level'], 10) || 0) + Math.min(1, parseInt(v['class-5-level'], 10) || 0) + Math.min(1, parseInt(v['npc-hd-num'], 10) || 0); + //TAS.debug("PFClassRaceGrid.setMulticlassed, "+ totalWLevels +" rows have levels"); + if (totalWLevels > 1) { + if (!isMulti) { + setAttrs({ multiclassed: 1 }); } + } else if (isMulti) { + setAttrs({ multiclassed: 0 }); } }); } -/* updateLoadsAndLift - * updates the load and lift numbers +/** PFClassRaceGrid.updateClassInformation Updates totals at bottom of Class Information grid + *@param {string} col end of name of attribute that references column, must be in classColumns or raceColumns + *@param {function} callback optional call when finished updating + *@param {bool} silently if true then call setAttrs with PFConst.silentParams */ -function updateLoadsAndLift(callback, silently) { - var done = _underscore2.default.once(function () { +function updateClassInformation(col, callback, silently, eventInfo) { + var done = function done() { if (typeof callback === "function") { callback(); } - }); - getAttrs(["STR", "size", "size-multiplier", "legs", "load-light", "load-medium", "load-heavy", "load-max", "lift-above-head", "lift-off-ground", "lift-drag-and-push", "load-str-bonus", "load-multiplier", "total-load-multiplier", "load-misc"], function (v) { - var str = 10, - size = 1, - sizeMult = 1, - currSizeMult = 1, - currTotalLoadMult = 1, - legs = 2, - light = 0, - medium = 0, - heavy = 0, - max = 0, - aboveHead = 0, - offGround = 0, - drag = 0, - strMod = 0, - loadMult = 1, - mult = 1, - misc = 0, - l = 0, - m = 0, - h = 0, - a = 0, - o = 0, - d = 0, - setter = {}, - params = {}; - try { - str = parseInt(v["STR"], 10) || 0; - size = parseInt(v["size"], 10) || 0; - sizeMult = parseInt(v["size-multiplier"], 10) || 0; - currSizeMult = sizeMult; - currTotalLoadMult = parseInt(v["total-load-multiplier"], 10) || 0; - legs = parseInt(v["legs"], 10) || 0; - if (legs !== 4) { - legs = 2; - } - light = parseInt(v["load-light"], 10) || 0; - medium = parseInt(v["load-medium"], 10) || 0; - heavy = parseInt(v["load-heavy"], 10) || 0; - max = parseInt(v["load-max"], 10) || 0; - aboveHead = parseInt(v["lift-above-head"], 10) || 0; - offGround = parseInt(v["lift-off-ground"], 10) || 0; - drag = parseInt(v["lift-drag-and-push"], 10) || 0; - strMod = parseInt(v["load-str-bonus"], 10) || 0; - loadMult = parseInt(v["load-multiplier"], 10) || 0; - mult = 1; - misc = parseInt(v["load-misc"], 10) || 0; - l = getCarryingCapacity(str + strMod, "light") + misc; - m = getCarryingCapacity(str + strMod, "medium") + misc; - h = getCarryingCapacity(str + strMod, "heavy") + misc; - if (loadMult < 1) { - loadMult = 1; - } - loadMult--; - //TAS.debug("STR=" + str + ", legs=" + legs + ", load-light=" + light + ", load-medium=" + medium + ", load-heavy=" + heavy + ", lift-above-head=" + aboveHead + ", lift-off-ground=" + offGround + ", lift-drag-and-push=" + drag + ", load-str-bonus=" + strMod + ", load-multiplier=" + loadMult + ", load-misc=" + misc); - if (legs !== 4) { - switch (size) { - case -8: - sizeMult = 16; - break; - case -4: - sizeMult = 8; - break; - case -2: - sizeMult = 4; - break; - case -1: - sizeMult = 2; - break; - case 1: - sizeMult = 3 / 4; - break; - case 2: - sizeMult = 1 / 2; - break; - case 4: - sizeMult = 1 / 4; - break; - case 8: - sizeMult = 1 / 8; - break; - default: - sizeMult = 1; - } - } else if (legs === 4) { - switch (size) { - case -8: - sizeMult = 24; - break; - case -4: - sizeMult = 12; - break; - case -2: - sizeMult = 6; - break; - case -1: - sizeMult = 3; - break; - case 0: - sizeMult = 1.5; - break; - case 1: - sizeMult = 1; - break; - case 2: - sizeMult = 3 / 4; - break; - case 4: - sizeMult = 1 / 2; - break; - case 8: - sizeMult = 1 / 4; - break; - default: - sizeMult = 1.5; - } - } - mult += loadMult; - mult *= sizeMult; - l *= mult; - m *= mult; - h *= mult; - a = h; - o = h * 2; - d = h * 5; - //TAS.debug("new light load=" + l + ", new medium load=" + m + ", new heavy load=" + h + ", new above head=" + a + ", new off ground=" + o + ", new drag=" + d); - if (currSizeMult !== sizeMult) { - setter["size-multiplier"] = sizeMult; - } - if (currTotalLoadMult !== mult) { - setter["total-load-multiplier"] = mult; - } - if (light !== l) { - setter["load-light"] = l; - } - if (medium !== m) { - setter["load-medium"] = m; - } - if (heavy !== h) { - setter["load-heavy"] = h; - } - if (max !== h * 2) { - setter["load-max"] = h * 2; - } - if (aboveHead !== a) { - setter["lift-above-head"] = a; - } - if (offGround !== o) { - setter["lift-off-ground"] = o; - } - if (drag !== d) { - setter["lift-drag-and-push"] = d; + }, + updateClassInformationInner = function updateClassInformationInner(col, callback, silently) { + var getFields = [], + totalColName, + col0Name, + col1Name, + col2Name, + col3Name, + col4Name, + col5Name, + col0NameTwo, + col1NameTwo, + col2NameTwo, + col3NameTwo, + col4NameTwo, + col5NameTwo; + + if (col === "fchp") { + col = "hp"; + } else if (col === "hd-num") { + col = "level"; + } + + col0Name = "class-0-" + col; + col1Name = "class-1-" + col; + col2Name = "class-2-" + col; + col3Name = "class-3-" + col; + col4Name = "class-4-" + col; + col5Name = "class-5-" + col; + + totalColName = col === "bab" || col === "level" ? col : "total-" + col; + getFields = [totalColName, col0Name, col1Name, col2Name, col3Name, col4Name, col5Name]; + if (col !== "skill") { + //add npc values + switch (col) { + case 'bab': + case 'Fort': + case 'Will': + case 'Ref': + getFields = getFields.concat(["npc-" + col]); + break; + case 'level': + getFields = getFields.concat(["npc-hd-num"]); + break; } - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("updateLoadsAndLift", err); - } finally { - if (_underscore2.default.size(setter) > 0) { - if (silently) { - params = _PFConst2.default.silentParams; + //TAS.debug(getFields); + SWUtils.updateRowTotal(getFields, 0, [], 0, done, silently); + } else { + col0NameTwo = "class-0-level"; + col1NameTwo = "class-1-level"; + col2NameTwo = "class-2-level"; + col3NameTwo = "class-3-level"; + col4NameTwo = "class-4-level"; + col5NameTwo = "class-5-level"; + + getFields = getFields.concat([col0NameTwo, col1NameTwo, col2NameTwo, col3NameTwo, col4NameTwo, col5NameTwo, "npc-skill", 'npc-hd-num']); + //TAS.debug(getFields); + getAttrs(getFields, function (v) { + var setter = {}, + currTot = 0, + params = {}, + tot = 0; + tot = Math.floor((parseFloat(v[col0Name], 10) || 0) * (parseInt(v[col0NameTwo], 10) || 0) + (parseFloat(v[col1Name], 10) || 0) * (parseInt(v[col1NameTwo], 10) || 0) + (parseFloat(v[col2Name], 10) || 0) * (parseInt(v[col2NameTwo], 10) || 0) + (parseFloat(v[col3Name], 10) || 0) * (parseInt(v[col3NameTwo], 10) || 0) + (parseFloat(v[col4Name], 10) || 0) * (parseInt(v[col4NameTwo], 10) || 0) + (parseFloat(v[col5Name], 10) || 0) * (parseInt(v[col5NameTwo], 10) || 0) + (parseFloat(v["npc-skill"], 10) || 0) * (parseInt(v['npc-hd-num'], 10) || 0)); + currTot = parseInt(v[totalColName], 10); + if (isNaN(currTot) || tot !== currTot) { + setter[totalColName] = tot; + if (silently) { + params = _PFConst2.default.silentParams; + } + setAttrs(setter, params, done); + } else { + done(); } - setAttrs(setter, params, done); - } else { - done(); - } + }); } - }); + }; + //TAS.debug("at PFClassRaceGrid.updateClassInformation: " + col); + //no sum for hd + if (!col || col === "hd" || col === "hp") { + _exportsLoaderTASTheAaronSheet2.default.warn("at updateClassInformation called with bad column:" + col); + done(); + return; + } + if (/^npc/i.test(col)) { + col = col.slice(4); + } + updateClassInformationInner(col, done, silently); } -/* updateModifiedSpeed - * updates the modified speed and run values */ -function updateModifiedSpeed(callback) { + +function setHitPoints(callback, silently, eventInfo) { var done = _underscore2.default.once(function () { if (typeof callback === "function") { + _exportsLoaderTASTheAaronSheet2.default.debug("Leaving updateClassHpGrid"); callback(); } }), - attribList = ["current-load", "speed-base", "speed-modified", "speed-run", "race", "is_dwarf", "max-dex-source", "run-mult"]; - _underscore2.default.each(PFDefense.defenseArmorShieldRows, function (row) { - attribList.push(row + "-equipped"); - attribList.push(row + "-type"); - }); - getAttrs(attribList, function (v) { - var currSpeed = parseInt(v["speed-modified"], 10) || 0, - currRun = parseInt(v["speed-run"], 10) || 0, - currLoad = parseInt(v["current-load"], 10) || 0, - base = parseInt(v["speed-base"], 10) || 0, - speedDropdown = parseInt(v["max-dex-source"], 10) || 0, - origRunMult = isNaN(parseInt(v["run-mult"], 10)) ? 4 : parseInt(v["run-mult"], 10), - newSpeed = base, - runMult = origRunMult, - newRun = base * runMult, - combinedLoad = 0, - isDwarf = false, - inHeavy = false, - inMedium = false, - armor3Equipped = 0, - armorLoad = 0, - setter = {}; + fields = ["auto_calc_hp", "autohp_percent", "maxhp_lvl1", "is_npc", "set_pfs", "total-hp", "NPC-HP", "npc-hd-num", "npc-hd", "class-0-hp", "class-0-level", "class-0-hd", "class-0-fchp", "class-1-hp", "class-1-level", "class-1-hd", "class-1-fchp", "class-2-hp", "class-2-level", "class-2-hd", "class-2-fchp", "class-3-hp", "class-3-level", "class-3-hd", "class-3-fchp", "class-4-hp", "class-4-level", "class-4-hd", "class-4-fchp", "class-5-hp", "class-5-level", "class-5-hd", "class-5-fchp"]; + getAttrs(fields, function (v) { + var auto = 0, + maxFirst = 0, + mult = 1, + isPFS = 0, + setter = {}, + isNPC = 0, + loudSetter = {}, + currrowhp = 0, + rowhp = 0, + level = 0, + hd = 0, + totalhp = 0, + rowUpdated = -1, + matches; try { - //TAS.debug("speed-modified=" + currSpeed + ", speed-run=" + currRun + ", current-load=" + currLoad + ", speed-base=" + base + ", load-heavy=" + heavy + ", carried-total=" + carried); - // #0: Armor, Shield & Load - // #1: Armor & Shield only - // #2: Load only - // #3: None - if (speedDropdown !== 3) { - armor3Equipped = parseInt(v["armor3-equipped"], 10) || 0; - //dwarf base speed not lowered but run multiplier can be. - isDwarf = parseInt(v.is_dwarf, 10) || 0; - if (!isDwarf) { - isDwarf = typeof v.race === "undefined" ? false : v.race.toLowerCase().indexOf("dwarf") >= 0; - if (isDwarf) { - setter["is_dwarf"] = 1; + //TAS.debug("at autocalc hp",v); + auto = parseInt(v.auto_calc_hp, 10) || 0; + if (eventInfo && eventInfo.sourceAttribute) { + matches = eventInfo.sourceAttribute.match(/(\d)/); + if (matches && matches[1]) { + rowUpdated = parseInt(matches[1], 10) || 0; + } else if (/NPC/i.test(eventInfo.sourceAttribute)) { + rowUpdated = 6; + } + } + if (auto) { + isPFS = parseInt(v.set_pfs, 10) || 0; + isNPC = parseInt(v.is_npc, 10) || 0; + mult = PFUtils.getAutoHPPercentMultiplier(v.autohp_percent); + maxFirst = parseInt(v.maxhp_lvl1, 10) || 0; + if (maxFirst) { + if (rowUpdated === 6) { + rowUpdated = -1; } } - if (speedDropdown === 0 || speedDropdown === 1) { - if (armor3Equipped) { - if (v["armor3-type"] === "Heavy") { - armorLoad = 2; - } else if (v["armor3-type"] === "Medium") { - armorLoad = 1; - } + } + //TAS.debug("at autocalc hp, rowupdated is:" + rowUpdated); + level = parseInt(v['npc-hd-num'], 10) || 0; + hd = parseInt(v['npc-hd'], 10); + currrowhp = parseInt(v['NPC-HP'], 10) || 0; + if (isNaN(hd) || !auto) { + totalhp += currrowhp; + } else if (level > 0 && hd > 0) { + if (rowUpdated === 6 || rowUpdated === -1) { + //first do NPC. + rowhp = PFUtils.getAvgHP(level, hd, mult, maxFirst, false); //monster type hd uses regular rules even for PFS animal companions + totalhp += rowhp; + //TAS.debug("adding: "+rowhp); + if (rowhp !== currrowhp) { + setter['NPC-HP'] = rowhp; } + } else { + totalhp += currrowhp; } - combinedLoad = Math.max(armorLoad, currLoad); - if (combinedLoad === 4) { - newSpeed = 0; - newRun = 0; - runMult = 0; - } else if (combinedLoad === 3) { - newSpeed = 5; - newRun = 0; - runMult = 0; - } else if (combinedLoad === 2 || combinedLoad === 1) { - if (!isDwarf) { - if (base <= 5) { - newSpeed = 5; - } else if (base % 15 === 0) { - newSpeed = base * 2 / 3; - } else if ((base + 5) % 15 === 0) { - newSpeed = (base + 5) * 2 / 3; - } else { - newSpeed = (base + 10) * 2 / 3 - 5; + if (maxFirst) { + maxFirst = 0; + } + //TAS.debug("adding "+currrowhp); + } else if (hd === 0) { + if (currrowhp !== 0) { + setter['NPC-HP'] = 0; + } + } + + _underscore2.default.each(classRows, function (rowindex) { + var fchp = 0, + row = parseInt(rowindex, 10); + rowhp = 0; + level = parseInt(v["class-" + rowindex + "-level"], 10) || 0; + hd = parseInt(v["class-" + rowindex + "-hd"], 10); + currrowhp = parseInt(v["class-" + rowindex + "-hp"], 10) || 0; + fchp = parseInt(v["class-" + rowindex + "-fchp"], 10) || 0; + if (isNaN(hd) || !auto) { + totalhp += currrowhp + fchp; + } else if (level > 0 && hd > 0) { + if (rowUpdated === -1 || rowUpdated === row) { + rowhp = PFUtils.getAvgHP(level, hd, mult, maxFirst, isPFS); + totalhp += rowhp + fchp; + if (rowhp !== currrowhp) { + setter["class-" + rowindex + "-hp"] = rowhp; } + } else { + totalhp += currrowhp + fchp; + } + if (maxFirst) { + maxFirst = 0; + } + } else if (hd === 0) { + if (currrowhp !== 0) { + setter["class-" + rowindex + "-hp"] = 0; } - runMult--; - } else { - newSpeed = base; } - } - newRun = newSpeed * runMult; - if (currSpeed !== newSpeed) { - setter["speed-modified"] = newSpeed; - } - if (currRun !== newRun) { - setter["speed-run"] = newRun; + }); + if (totalhp !== parseInt(v['total-hp'], 10)) { + loudSetter["total-hp"] = totalhp; } } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFEncumbrance.updateModifiedSpeed", err); + _exportsLoaderTASTheAaronSheet2.default.error("PFClassRaceGrid.setHitPoints", err); } finally { + if (_underscore2.default.size(loudSetter) > 0) { + setAttrs(loudSetter); + } if (_underscore2.default.size(setter) > 0) { - setAttrs(setter, {}, done); + setAttrs(setter, _PFConst2.default.silentParams, done); } else { done(); } } }); } -function migrate(callback) { +function migrate(callback, oldversion) { if (typeof callback === "function") { callback(); } } function recalculate(callback, silently, oldversion) { var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFEncumbrance.recalculate"); + _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFClassRaceGrid.recalculate"); if (typeof callback === "function") { callback(); } }), - setSpeedWhenDone = _underscore2.default.once(function () { - updateModifiedSpeed(done); - }), - setEncumbrance = _underscore2.default.once(function () { - updateCurrentLoad(setSpeedWhenDone); - }), - setLoadCapability = _underscore2.default.once(function () { - updateLoadsAndLift(setEncumbrance, silently); + numcols = classColumns.length, + columnDone = _underscore2.default.after(numcols, function () { + setHitPoints(done, silently); }); - try { - setLoadCapability(); - } catch (err) { - _exportsLoaderTASTheAaronSheet2.default.error("PFEncumbrance.recalculate", err); - done(); - } + _underscore2.default.each(classColumns, function (col) { + updateClassInformation(col, columnDone, silently); + }); + setMulticlassed(); } function registerEventHandlers() { - on("change:current-load change:speed-base change:race change:armor3-equipped change:armor3-type change:max-dex-source change:run-mult", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateModifiedSpeed(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateModifiedSpeed(); - })); - on('change:load-light change:carried-total', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateCurrentLoad(eventInfo) { + var tempString = ""; + _underscore2.default.each(classColumns, function (col) { + var eventsToWatch = _underscore2.default.map(classRows, function (row) { + return "change:class-" + row + "-" + col; + }).join(" "); + on(eventsToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventTotalClassInformation(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + updateClassInformation(col, null, null, eventInfo); + } + })); + if (col === "level") { + on(eventsToWatch, _exportsLoaderTASTheAaronSheet2.default.callback(function eventTotalClassInformationLevel(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + updateClassInformation("skill", null, null, eventInfo); + setMulticlassed(); + } + })); + } + }); + _underscore2.default.each(raceColumns, function (col) { + on("change:npc-" + col, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRacialRow(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api" || eventInfo.sourceType === "sheetworker" && eventInfo.sourceAttribute.slice(-2) === 'hp') { + if (col === 'hd-num') { + updateClassInformation('level', null, null, eventInfo); + updateClassInformation("skill", null, null, eventInfo); + setMulticlassed(); + } else { + updateClassInformation(col, null, null, eventInfo); + } + } + })); + }); + _underscore2.default.each(classRows, function (row) { + tempString = events.perClassRowhp.replace(/REPLACE/g, row); + on(tempString, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateClassHitPoints(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + setHitPoints(null, null, eventInfo); + //can we move this to spells? or keep here + //or do we even need to do it, isn't roll20 handling? + if (/level/i.test(eventInfo.sourceAttribute)) { + PFSpellCasterClasses.updateCasterFromClassLevel(parseInt(row, 10), eventInfo); + } + } + })); + }); + on(events.racialhp, _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateRacialHitPoints(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "sheetworker") { - updateCurrentLoad(); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + setHitPoints(null, null, eventInfo); + if (eventInfo.sourceAttribute === "npc-hd-num") { + PFSpellCasterClasses.updateCasterFromClassLevel(6, eventInfo); + } } })); - on("change:STR change:legs change:load-str-bonus change:load-multiplier change:load-misc", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateLoadsAndLift(eventInfo) { + on(events.basehp, _exportsLoaderTASTheAaronSheet2.default.callback(function eventHPAutoCalcSwitches(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateLoadsAndLift(); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + setHitPoints(); + } })); } registerEventHandlers(); -_PFLog.PFConsole.log(' PFEncumbrance module loaded '); +_PFLog.PFConsole.log(' PFClassRaceGrid module loaded '); _PFLog.PFLog.modulecount++; /***/ }), @@ -29202,9 +30723,98 @@

    Object.defineProperty(exports, "__esModule", { value: true }); -exports.featureLists = undefined; +exports.default = { + /* Pathfinder RULE constants for parsing */ + unarmedAttacksRegExp: /unarmed|strike|punch|palm|flurry|blow|touch/i, + combatManeuversRegExp: /bull\s*rush|trip|disarm|dirty\s*trick|drag|grapple|overrun|reposition|steal|sunder|trip/i, + primaryNaturalAttacksRegExp: /bite|claw|gore|slam|sting|talon/i, + importantFeatRegExp: /Weapon Fine|^Run$|Enduran|Defensive Combat Train|Agile Maneuv|Arcane Arm|Combat Cast|Critical Focus|Skill Focus|Critical|Intimidating Prow/i, + spAttackAttacks: /blooddrain|touch|energydrain|bleed|burn|constrict|trample|engulf|heat|powerfulcharge|swallowwhole|constrict/i, + spAttackAttacksPreProcess: /rake|rend|web/i, + abilitySrch: /str|dex|con|int|wis|cha/i, + cmbMonsterSrch: /tongue|pull|drag|grab|push/i, + cmbPlusStrsrch: /swallowwhole|engulf|constrict|swallow/i, + casterDefaultAbility: { + sorcerer: 'cha', + wizard: 'int', + cleric: 'wis', + bard: 'cha', + druid: 'wis', + paladin: 'cha', + ranger: 'wis', + oracle: 'cha', + witch: 'int', + alchemist: 'int', + summoner: 'cha', + inquisitor: 'wis', + magus: 'int' + }, + creatureTypeClassSkills: { + aberration: ['Acrobatics', 'Climb', 'Escape-Artist', 'Fly', 'Intimidate', 'Knowledge', 'Perception', 'Spellcraft', 'Stealth', 'Survival', 'Swim'], + animal: ['Acrobatics', 'Climb', 'Fly', 'Perception', 'Stealth', 'Swim'], + dragon: ['Appraise', 'Bluff', 'Climb', 'Craft', 'Diplomacy', 'Fly', 'Heal', 'Intimidate', 'Linguistics', 'Knowledge', 'Perception', 'Sense-Motive', 'Spellcraft', 'Stealth', 'Survival', 'Swim', 'Use-Magic-Device'], + fey: ['Appraise', 'Bluff', 'Climb', 'Craft', 'Diplomacy', 'Disguise', 'Escape-Artist', 'Fly', 'Knowledge-Geography', 'Knowledge-Local', 'Knowledge-Nature', 'Perception', 'Perform', 'Sense-Motive', 'Sleight-of-Hand', 'Stealth', 'Swim', 'Use-Magic-Device'], + monstrous: ['Climb', 'Craft', 'Fly', 'Intimidate', 'Perception', 'Ride', 'Stealth', 'Survival', 'Swim'], + humanoid: ['Climb', 'Craft', 'Handle-Animal', 'Heal', 'Profession', 'Ride', 'Survival'], + magicalbeast: ['Acrobatics', 'Climb', 'Fly', 'Perception', 'Steatlh', 'Swim'], + outsider: ['Bluff', 'Craft', 'Knowledge-Planes', 'Perception', 'Sense-Motive', 'Stealth'], + plant: ['Perception', 'Stealth'], + undead: ['Climb', 'Disguise', 'Fly', 'Intimidate', 'Knowledge-Arcana', 'Knowledge-Religion', 'Perception', 'Sense-Motive', 'Spellcraft', 'Stealth'] + }, + creatureSubtypeClassSkills: { + air: ['Fly'], + giant: ['Intimidate', 'Perception'], + goblinoid: ['Stealth'], + inevitable: ['Acrobatics', 'Diplomacy', 'Intimidate', 'Survival'], + water: ['Swim'], + robot: ['Climb', 'Disable-Device', 'Fly', 'Knowledge', 'Linguistics', 'Perception', 'Sense-Motive'] + }, + specialAttackDCAbilityBase: { + 'breathweapon': 'CON', + 'burn': 'CON', + 'curse': 'CHA', + 'disease': 'CON', + 'distraction': 'CON', + 'emotionaura': 'CHA', + 'energydrain': 'CHA', + 'entrap': 'CON', + 'fear': 'CHA', + 'fearaura': 'CHA', + 'fearcone': 'CHA', + 'fearray': 'CHA', + 'frightfulpresence': 'CHA', + 'gaze': 'CHA', + 'mentalstaticaura': 'CHA', + 'paralysis': 'CON', + 'poison': 'CON', + 'stench': 'CON', + 'trample': 'STR', + 'web': 'CON', + 'whirlwind': 'STR' + }, + monsterRulesPlusAttacks: ['grab', 'trip', 'engulf', 'swallow whole'], + naturalAttackRegExp: /arm|bite|claw|foreclaw|gore|hoof|kick|leg|pincer|quill|root|slam|slap|snake\s*bite|spike|spine|splinter|sting|tail|tail\s*slap|talon|tendril|tentacle|thorn|tongue|vine|wing|buffet/i, + skillBonusFeatRegExp: /Acrobatic|Uncanny Alertness|Alertness|Animal Affinity|Athletic|Breadth of Experience|Brewmaster|Deceitful|Deft Hands|Deny the Reaper|Forgotten Past|Innocent Blood|Monkey Moves|Monkey Style|Monument Builder|No Name|Persuasive|Scavenger.s Eye|Sea Legs|Self.Sufficient|Sharp Senses|Stealthy|Sure and Fleet|Voice of the Sibyl/i, + lessImportantCombatFeatRegExp: /Power Attack|Double Slice|Greater Weapon of the Chosen|Spell Focus|Toughness/i, + monsterRules: /spells|damage reduction/i +}; + +/***/ }), +/* 29 */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.migrateMap = exports.featureLists = undefined; exports.resetTopCommandMacro = resetTopCommandMacro; exports.resetCommandMacro = resetCommandMacro; +exports.convertNameToLevel = convertNameToLevel; +exports.getAbilities = getAbilities; +exports.copyToAbilities = copyToAbilities; exports.setNewDefaults = setNewDefaults; exports.migrateRepeatingMacros = migrateRepeatingMacros; exports.migrate = migrate; @@ -29232,20 +30842,61 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFMacros = __webpack_require__(9); +var _PFMacros = __webpack_require__(10); var PFMacros = _interopRequireWildcard(_PFMacros); -var _PFMenus = __webpack_require__(13); +var _PFMenus = __webpack_require__(14); var PFMenus = _interopRequireWildcard(_PFMenus); +var _PFAbility = __webpack_require__(18); + +var PFAbility = _interopRequireWildcard(_PFAbility); + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var featureLists = exports.featureLists = ["class-ability", "feat", "racial-trait", "trait", "mythic-ability", "mythic-feat", 'npc-spell-like-abilities']; -var baseCommandMacro = "&{template:pf_block} @{toggle_attack_accessible} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_generic}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{all-abilities}}} ", +var featureLists = exports.featureLists = ["class-ability", "feat", "racial-trait", "trait", "mythic-ability", "mythic-feat", 'npc-spell-like-abilities'], + migrateMap = exports.migrateMap = { + 'feat': { 'copyAttrs': ['name', 'short-description', 'used', 'used_max', 'showinmenu', 'description', 'max-calculation', 'ability_type'], + 'LU': ['_name', '_short-description', '_used', '_used_max', '_showinmenu', '_description', '_macro-text', '_npc-macro-text', '_max-calculation', '_ability_type'], + 'classDefault': '0', + 'hasNPCMacro': true, + 'ruleCategory': 'feats' }, + 'racial-trait': { 'copyAttrs': ['name', 'short-description', 'used', 'used_max', 'showinmenu', 'description', 'max-calculation', 'ability_type'], + 'LU': ['_name', '_short-description', '_used', '_used_max', '_showinmenu', '_description', '_macro-text', '_npc-macro-text', '_max-calculation', '_ability_type'], + 'hasNPCMacro': true, + 'classDefault': '@{level}', + 'ruleCategory': 'racial-traits' }, + 'trait': { 'copyAttrs': ['name', 'short-description', 'used', 'used_max', 'showinmenu', 'description', 'max-calculation', 'ability_type'], + 'LU': ['_name', '_short-description', '_used', '_used_max', '_showinmenu', '_description', '_macro-text', '_max-calculation', '_ability_type'], + 'classDefault': '@{level}', + 'ruleCategory': 'traits' }, + 'class-ability': { 'copyAttrs': ['name', 'short-description', 'used', 'used_max', 'showinmenu', 'description', 'max-calculation'], + 'LU': ['_name', '_short-description', '_used', '_used_max', '_showinmenu', '_description', '_macro-text', '_max-calculation', '_class-number'], + 'ruleCategory': 'class-features', + 'convertClass': true }, + 'npc-spell-like-abilities': { 'copyAttrs': ['name', 'short-description', 'used', 'used_max', 'showinmenu', 'description', 'max-calculation', 'duration', 'save', 'range'], + 'LU': ['_name', '_short-description', '_used', '_used_max', '_showinmenu', '_description', '_macro-text', '_npc-macro-text', '_max-calculation', '_level', '_range', '_duration', '_save', '_sr'], + 'hasNPCMacro': false, + 'classDefault': '@{level}', + 'ruleCategory': 'spell-like-abilities' } +}; +var migrateButtonMap = { + merge_traits_now: 'trait', + merge_race_traits_now: 'racial-trait', + merge_feats_now: 'feat', + merge_class_features_now: 'class-ability', + merge_slas_now: 'npc-spell-like-abilities', + delete_traits_now: 'trait', + delete_race_traits_now: 'racial-trait', + delete_feats_now: 'feat', + delete_class_features_now: 'class-ability', + delete_slas_now: 'npc-spell-like-abilities' +}, + baseCommandMacro = "/w \"@{character_name}\" &{template:pf_block} @{toggle_attack_accessible} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_generic}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{all-abilities}}} ", otherCommandMacros = { 'class-ability': " [^{original-class-features-list}](~@{character_id}|class-ability_button)", 'mythic': " [^{mythic-abilities}](~@{character_id}|mythic-ability_button) [^{mythic-feats}](~@{character_id}|mythic-feat_button)", @@ -29499,6 +31150,173 @@

    } }); } +function convertNameToLevel(name) { + var classnum; + if (/\d/.test(name)) { + classnum = parseInt(name.match(/\d/)[0], 10) || 0; + return '@{class-' + classnum + '-level}'; + } else if (/race/i.test(name)) { + return '@{level}'; + } else { + return ''; + } +} +/** Converts the 4 "old" feature lists into array of objecs for repeating_ability + * + * @param {function([{}])} callback + * @param {function} errorcallback + * @param {string} section + */ +function getAbilities(callback, errorcallback, section) { + var done = _underscore2.default.once(function (param) { + if (typeof callback === "function") { + callback(param); + } + }), + notDone = _underscore2.default.once(function () { + if (typeof errorcallback === "function") { + errorcallback(); + } else { + done(); + } + }); + _exportsLoaderTASTheAaronSheet2.default.debug("at PFFeatures.getAbilities " + section); + if (!section) { + notDone();return; + } + getSectionIDs('repeating_' + section, function (ids) { + var fields, + isSLA = 0; + try { + if (section === "npc-spell-like-abilities") { + isSLA = 1; + } + if (_underscore2.default.size(ids)) { + fields = SWUtils.cartesianAppend(['repeating_' + section + '_'], ids, migrateMap[section].LU); + fields = fields.concat(["is_npc", "race", "class-0-name", "class-1-name", "class-2-name", "class-3-name", "class-4-name", "class-5-name"]); + if (section === "npc-spell-like-abilities") { + fields = fields.concat(["spellclass-0-level-total", "spellclass-1-level-total", "spellclass-2-level-total", "spellclass-0", "spellclass-1", "spellclass-2", "level", "npc-hd-num", "class-0-level", "class-1-level", "class-2-level", "class-3-level", "class-4-level", "class-5-level"]); + } + getAttrs(fields, function (v) { + var abilities, + defaultClass = '', + isNPC = 0, + macrotextAttr = 'macro-text', + tempInt; + try { + isNPC = parseInt(v.is_npc, 10) || 0; + if (migrateMap[section].hasNPCMacro && isNPC) { + macrotextAttr = 'npc-macro-text'; + } + defaultClass = migrateMap[section].classDefault || ''; + abilities = _underscore2.default.map(ids, function (id) { + var prefix, obj; + try { + prefix = 'repeating_' + section + '_' + id + '_'; + obj = _underscore2.default.reduce(migrateMap[section].copyAttrs, function (m, attr) { + m[attr] = v[prefix + attr] || ''; + return m; + }, {}); + obj['CL-basis'] = defaultClass || convertNameToLevel(v[prefix + 'class-number']); + if (obj['CL-basis']) { + if (obj['CL-basis'] === "@{level}") { + obj["class-name"] = v['race']; + } else if (v[prefix + 'class-number']) { + _exportsLoaderTASTheAaronSheet2.default.debug("setting class-name to " + v[prefix + 'class-number'] + " value is " + v[v[prefix + 'class-number']]); + obj["class-name"] = v[v[prefix + 'class-number']]; + } else { + obj["class-name"] = ""; + } + } else { + obj["class-name"] = ""; + } + if (isSLA) { + obj["abil-sr"] = v[prefix + 'sr'] || ''; + if (v[prefix + 'level']) { + tempInt = parseInt(v[prefix + 'level'], 10); + if (!isNaN(tempInt)) { + obj['spell_level-misc'] = tempInt; + obj['spell_level-misc-mod'] = tempInt; + obj['spell_level-basis'] = '0'; + } + } + if (v[prefix + 'range']) { + tempInt = parseInt(v[prefix + 'range'], 10); + obj['range_pick'] = 'number'; + if (!isNaN(tempInt)) { + obj['range_numeric'] = tempInt; + } + } + if (v[prefix + 'used']) { + tempInt = parseInt(v[prefix + 'used'], 10); + if (!isNaN(tempInt)) { + obj['used_max'] = tempInt; + obj['max-calculation'] = tempInt; + } + } + } + obj['macro-text'] = v[prefix + macrotextAttr] || ''; + obj['rule_category'] = migrateMap[section].ruleCategory; + + return obj; + } catch (errorinner) { + _exportsLoaderTASTheAaronSheet2.default.error("PFFeatures.getAbilities errorinner on " + id, errorinner); + } + }); + } catch (errmid) { + _exportsLoaderTASTheAaronSheet2.default.error("PFFeatures.getAbilities errmid", errmid); + } finally { + if (_underscore2.default.size(abilities)) { + done(abilities); + } else { + _exportsLoaderTASTheAaronSheet2.default.warn("PFFeatures.getAbilities none generated for " + section + " even though there are ids"); + notDone(); + } + } + }); + } else { + done([]); + return; + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFFeatures.copyFeatsToAbilities", err); + notDone(); + } + }); +} +function copyToAbilities(callback, section, eventInfo) { + var done = _underscore2.default.once(function (param) { + var setter; + if (eventInfo && /merge/i.test(eventInfo.sourceAttribute)) { + setter = {}; + setter[eventInfo.sourceAttribute] = 0; + setAttrs(setter, _PFConst2.default.silentParams); + } + if (typeof callback === "function") { + callback(param); + } + }), + merged = _underscore2.default.once(function () { + PFAbility.recalculate(function () { + done(); + PFMenus.resetOneCommandMacro(section, false); + PFMenus.resetOneCommandMacro(section, true); + }, true, 0); + }); + _exportsLoaderTASTheAaronSheet2.default.debug("at PFFeatures.copyToAbilities:" + section); + getAbilities(function (list) { + _exportsLoaderTASTheAaronSheet2.default.debug("PFFeatures.copyToAbilities returned from get Abilities list is: ", list); + if (list && _underscore2.default.size(list) > 0) { + _exportsLoaderTASTheAaronSheet2.default.debug("now calling PFAbilitycopytoAbilities"); + PFAbility.copyToAbilities(merged, list); + } else { + done(); + } + }, function () { + _exportsLoaderTASTheAaronSheet2.default.error("PFFeatures ################# error trying to migrate " + section); + done(); + }, section); +} function setNewDefaults(callback, section) { var done = _underscore2.default.once(function () { _exportsLoaderTASTheAaronSheet2.default.debug("leaving PFFeatures.setNewDefaults"); @@ -29640,11 +31458,20 @@

    done(); } } - function registerEventHandlers() { var tempstr = ""; - //GENERIC REPEATING LISTS USED MAX + on("change:merge_traits_now change:merge_race_traits_now change:merge_feats_now change:merge_class_features_now change:merge_slas_now", _exportsLoaderTASTheAaronSheet2.default.callback(function eventMergeOldList(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + getAttrs([eventInfo.sourceAttribute], function (v) { + if (parseInt(v[eventInfo.sourceAttribute], 10)) { + copyToAbilities(null, migrateButtonMap[eventInfo.sourceAttribute], eventInfo); + } + }); + } + })); + //GENERIC REPEATING LISTS USED MAX _underscore2.default.each(_PFConst2.default.repeatingMaxUseSections, function (section) { var maxEvent = "change:repeating_" + section + ":max-calculation"; on(maxEvent, _exportsLoaderTASTheAaronSheet2.default.callback(function eventRepeatingMaxUseSections(eventInfo) { @@ -29652,18 +31479,15 @@

    SWUtils.evaluateAndSetNumber("repeating_" + section + "_max-calculation", "repeating_" + section + "_used_max"); })); }); - on("change:mythic-adventures-show change:use_traits change:use_racial_traits change:use_class_features change:use_feats change:use_spell-like-abilities", _exportsLoaderTASTheAaronSheet2.default.callback(function eventEnableMythicConfig(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { resetTopCommandMacro(null, eventInfo); } })); - _underscore2.default.each(featureLists, function (section) { var macroEvent = "remove:repeating_" + section + " ", singleEvent = "change:repeating_" + section + ":"; - macroEvent = _underscore2.default.reduce(events.commandMacroFields, function (m, a) { m += singleEvent + a + " "; return m; @@ -29687,91 +31511,6 @@

    _PFLog.PFConsole.log(' PFFeatures module loaded '); _PFLog.PFLog.modulecount++; -/***/ }), -/* 29 */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - - -Object.defineProperty(exports, "__esModule", { - value: true -}); -exports.updateInitiative = updateInitiative; -exports.migrate = migrate; -exports.recalculate = recalculate; - -var _underscore = __webpack_require__(2); - -var _underscore2 = _interopRequireDefault(_underscore); - -var _PFLog = __webpack_require__(0); - -var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); - -var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); - -var _SWUtils = __webpack_require__(4); - -var SWUtils = _interopRequireWildcard(_SWUtils); - -function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } - -function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } - -/* updateInitiative * updates the init*/ -function updateInitiative(callback, silently, force) { - getAttrs(['nodex-toggle'], function (v) { - if (parseInt(v['nodex-toggle'], 10)) { - //if lose dex then lose ability mod no matter what ability it is, since init is a dex check: - //http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9tga - SWUtils.updateRowTotal(["init", "init-trait", "init-misc-mod", "checks-cond"], 0, ["condition-Deafened"], false, callback, silently, force); - } else { - SWUtils.updateRowTotal(["init", "init-ability-mod", "init-trait", "init-misc-mod", "checks-cond"], 0, ["condition-Deafened"], false, callback, silently, force); - } - }); -} -function migrate(callback, oldversion) { - var done = function done() { - if (typeof callback === "function") { - callback(); - } - }; - if (oldversion < 1.18) { - updateInitiative(done, false, true); - } else { - done(); - } -} -function recalculate(callback, silently, oldversion) { - var done = _underscore2.default.once(function () { - _exportsLoaderTASTheAaronSheet2.default.info("Leaving PFInitiative.recalculate"); - if (typeof callback === "function") { - callback(); - } - }); - migrate(function () { - updateInitiative(done, silently); - }, oldversion); -} -function registerEventHandlers() { - on("change:init-trait change:condition-Deafened ", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateInitPlayer(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { - updateInitiative(); - } - })); - on("change:init-ability-mod change:init-misc-mod change:checks-cond change:nodex-toggle", _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateInitSheet(eventInfo) { - if (eventInfo.sourceType === "sheetworker") { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - updateInitiative(); - } - })); -} -registerEventHandlers(); -_PFLog.PFConsole.log(' PFInitiative module loaded '); -_PFLog.PFLog.modulecount++; - /***/ }), /* 30 */ /***/ (function(module, exports, __webpack_require__) { @@ -29784,6 +31523,7 @@

    }); exports.migrateRepeatingMacros = migrateRepeatingMacros; exports.resetCommandMacro = resetCommandMacro; +exports.updateRepeatingItems = updateRepeatingItems; exports.createAttackEntryFromRow = createAttackEntryFromRow; exports.updateAssociatedAttack = updateAssociatedAttack; exports.getEquipmentTypeFromName = getEquipmentTypeFromName; @@ -29814,11 +31554,11 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFMacros = __webpack_require__(9); +var _PFMacros = __webpack_require__(10); var PFMacros = _interopRequireWildcard(_PFMacros); -var _PFMenus = __webpack_require__(13); +var _PFMenus = __webpack_require__(14); var PFMenus = _interopRequireWildcard(_PFMenus); @@ -29826,11 +31566,11 @@

    var PFMigrate = _interopRequireWildcard(_PFMigrate); -var _PFDefense = __webpack_require__(12); +var _PFDefense = __webpack_require__(13); var PFDefense = _interopRequireWildcard(_PFDefense); -var _PFAttackOptions = __webpack_require__(11); +var _PFAttackOptions = __webpack_require__(12); var PFAttackOptions = _interopRequireWildcard(_PFAttackOptions); @@ -29838,6 +31578,10 @@

    var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); +var _PFAttacks = __webpack_require__(8); + +var PFAttacks = _interopRequireWildcard(_PFAttacks); + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } @@ -29858,6 +31602,7 @@

    groupMapForMenu = { 0: '', 1: 'weapons', 2: 'armor-shield', 3: 'ammunition', 4: 'consumables', 5: 'other-magic-items', 6: 'gear-tool', 7: 'other-items', 8: 'charged-magics', 9: 'other-items-2' }, wornEquipmentColumns = ["charges", "weight", "hp", "hp_max", "value"], wornLocTab = -1, + totaledFields = { 'value': 1, 'hp': 1, 'weight': 1 }, commonLinkedAttributes = ["attack-type", "range", "masterwork", "crit-target", "crit-multiplier", "damage-dice-num", "damage-die", "damage", "precision_dmg_macro", "precision_dmg_type", "critical_dmg_macro", "critical_dmg_type"], defaultRepeatingMacro = '&{template:pf_block} @{toggle_accessible_flag} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_block-item}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{name}}} {{hasuses=@{has_uses}}} {{qty=@{qty}}} {{qtymax=@{qty_max}}} {{shortdesc=@{short-description}}} {{description=@{description}}}', defaultRepeatingMacroMap = { @@ -29934,27 +31679,45 @@

    *@param {function} callback to call when done *@param {bool} silently if true send PFConst.silentParams to setAttrs */ -function updateRepeatingItems(callback, silently) { +function updateRepeatingItems(callback, silently, attrToUpdate) { var done = _underscore2.default.once(function () { if (typeof callback === "function") { callback(); } }); try { + if (!attrToUpdate) { + attrToUpdate = totaledFields; + } //TAS.debug("at updateRepeatingItems"); _exportsLoaderTASTheAaronSheet2.default.repeating('item').attrs('item_total_weight', 'item-total-hp', 'item-total-hp_max', 'item-total-value').fields('item-weight', 'qty', 'qty_max', 'location', 'item-hp', 'item-hp_max', 'value').reduce(function (m, r) { try { //TAS.debug("in weight add row, variables: weight: "+r.F['item-weight']+", qty:"+r.I.qty+", max:"+r.I.qty_max +", loc:"+ r.I.location); - if (r.I.qty > 0 && r.I.location !== locationMap.NotCarried) { + if (r.I.qty > 0) { if (r.I.qty_max === 0 || r.I.qty_max === 1) { - m['item-weight'] += r.F['item-weight'] * r.I.qty; + if (attrToUpdate.weight && r.I.location !== locationMap.NotCarried) { + m['item-weight'] += r.F['item-weight'] * r.I.qty; + } + if (attrToUpdate.value) { + m.value += r.I.value * r.I.qty; + } + if (attrToUpdate.hp) { + m['item-hp'] += r.I['item-hp'] * r.I.qty; + m['item-hp_max'] += r.I['item-hp_max'] * r.I.qty; + } } else { - m['item-weight'] += r.F['item-weight']; + if (attrToUpdate.weight && r.I.location !== locationMap.NotCarried) { + m['item-weight'] += r.F['item-weight']; + } + if (attrToUpdate.value) { + m.value += r.I.value; + } + if (attrToUpdate.hp) { + m['item-hp'] += r.I['item-hp']; + m['item-hp_max'] += r.I['item-hp_max']; + } } } - m['item-hp'] += r.I['item-hp']; - m['item-hp_max'] += r.I['item-hp_max']; - m.value += r.I.value * r.I.qty; } catch (errinner) { _exportsLoaderTASTheAaronSheet2.default.error("PFInventory.updateRepeatingItems inner error", errinner); } finally { @@ -29964,12 +31727,18 @@

    'item-weight': 0, 'item-hp': 0, 'item-hp_max': 0, - value: 0 + 'value': 0 }, function (m, r, a) { - a.S['item_total_weight'] = m['item-weight']; - a.S['item-total-hp'] = m['item-hp']; - a.S['item-total-hp_max'] = m['item-hp_max']; - a.S['item-total-value'] = m.value; + if (attrToUpdate.weight) { + a.S['item_total_weight'] = m['item-weight']; + } + if (attrToUpdate.hp) { + a.S['item-total-hp'] = m['item-hp']; + a.S['item-total-hp_max'] = m['item-hp_max']; + } + if (attrToUpdate.value) { + a.S['item-total-value'] = m.value; + } }).execute(done); } catch (err) { _exportsLoaderTASTheAaronSheet2.default.error("PFInventory.updateRepeatingItems", err); @@ -30214,7 +31983,7 @@

    //TAS.debug("matchingField=" + matchingField); if (matchingField) { isNewRow = false; - newRowId = SWUtils.getRowId(matchingField); //.replace("repeating_item_", "").replace("_name", ""); + newRowId = SWUtils.getRowId(matchingField); } else { newRowId = generateRowID(); } @@ -30354,7 +32123,7 @@

    try { //TAS.debug("PFInventory.migrateWornEquipment flag is ",v," and there are "+_.size(wornEquipBaseRowsOld)+" rows of worn equip"); if (parseInt(v["migrated_worn_equipment"], 10) === 1) { - _exportsLoaderTASTheAaronSheet2.default.debug("##########", "ALREADY MIGRATED WORN EQUIPMENT"); + //TAS.debug("##########","ALREADY MIGRATED WORN EQUIPMENT"); done(); return; } @@ -30693,7 +32462,7 @@

    idStr = SWUtils.getRepeatingIDStr(itemId), item_entry = 'repeating_item_' + idStr; - //TAS.debug("PFInventory.createAttackEntryFromRow: item_entry=" + item_entry + " , weapon:"+weaponId); + _exportsLoaderTASTheAaronSheet2.default.debug("PFInventory.createAttackEntryFromRow: item_entry=" + item_entry + " , weapon:" + weaponId); attribList.push(item_entry + "name"); commonLinkedAttributes.forEach(function (attr) { attribList.push(item_entry + "item-" + attr); @@ -30705,8 +32474,9 @@

    getAttrs(attribList, function (v) { var newRowId, setter = {}, - silentSetter = {}, - enhance = 0, + + // silentSetter={}, + enhance = 0, prof = 0, params = silently ? PFUtils.silentParams : {}; try { @@ -30716,13 +32486,13 @@

    } else { newRowId = weaponId; } - //TAS.debug("the new row id is: "+newRowId); + _exportsLoaderTASTheAaronSheet2.default.debug("the new row id is: " + newRowId); //TAS.debug("v[" + item_entry + "name]=" + v[item_entry + "name"]); if (v[item_entry + "name"]) { if (!weaponId) { setter["repeating_weapon_" + newRowId + "_name"] = v[item_entry + "name"]; } - silentSetter["repeating_weapon_" + newRowId + "_source-item-name"] = v[item_entry + "name"]; + setter["repeating_weapon_" + newRowId + "_source-item-name"] = v[item_entry + "name"]; } commonLinkedAttributes.forEach(function (attr) { //TAS.debug("v[" + item_entry + "item-" + attr + "]=" + v[item_entry + "item-" + attr]); @@ -30752,22 +32522,23 @@

    } setter["repeating_weapon_" + newRowId + "_default_damage-dice-num"] = v[item_entry + "damage-dice-num"] || 0; setter["repeating_weapon_" + newRowId + "_default_damage-die"] = v[item_entry + "damage-die"] || 0; - silentSetter["repeating_weapon_" + newRowId + "_source-item"] = itemId; - //TAS.debug("creating new attack", setter); + setter["repeating_weapon_" + newRowId + "_source-item"] = itemId; + setter["repeating_weapon_" + newRowId + '_link_type'] = PFAttacks.linkedAttackType.equipment; } catch (err) { _exportsLoaderTASTheAaronSheet2.default.error("PFInventory.createAttackEntryFromRow", err); } finally { if (_underscore2.default.size(setter) > 0) { setter[item_entry + "create-attack-entry"] = 0; + _exportsLoaderTASTheAaronSheet2.default.debug("PFInventory.createAttackEntryFromRow creating new attack", setter); setAttrs(setter, params, function () { //can do these in parallel PFAttackOptions.resetOption(newRowId); PFAttackGrid.resetCommandMacro(); done(); }); - if (_underscore2.default.size(silentSetter)) { - setAttrs(silentSetter, _PFConst2.default.silentParams); - } + //if (_.size(silentSetter)){ + // setAttrs(silentSetter,PFConst.silentParams); + //} } else { setter[item_entry + "create-attack-entry"] = 0; setAttrs(setter, _PFConst2.default.silentParams, done); @@ -31426,11 +33197,19 @@

    _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { updateEquipmentLocation(null, null, null, eventInfo); + getAttrs(['repeating_item_location', 'repeating_item_old_location'], function (v) { + var newLoc = parseInt(v.repeating_item_location, 10), + oldLoc = parseInt(v.repeating_item_old_location, 10); + if (newLoc !== locationMap.NotCarried || oldLoc !== locationMap.NotCarried && oldLoc !== newLoc) { + updateRepeatingItems(null, false, { 'weight': 1 }); + } + }); } })); on('change:repeating_item:qty_max', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateItemMaxQty(eventInfo) { if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingItems(); getAttrs(['repeating_item_qty_max'], function (v) { if (parseInt(v['repeating_item_qty_max'], 10) > 1) { setAttrs({ 'repeating_item_has_uses': 'true' }, _PFConst2.default.silentParams); @@ -31440,80 +33219,51 @@

    }); } })); - on('change:repeating_item:item-weight change:repeating_item:qty change:repeating_item:qty_max change:repeating_item:location', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateItemTotalWeight(eventInfo) { + on('change:repeating_item:qty', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateItemTotalQty(eventInfo) { if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - getAttrs(['repeating_item_location', 'repeating_item_old_location', 'repeating_item_item-weight', 'repeating_item_qty'], function (v) { - var newloc = parseInt(v.repeating_item_location, 10) || 0, - oldloc = parseInt(v.repeating_item_old_location, 10) || 0; - _exportsLoaderTASTheAaronSheet2.default.repeating('item').attrs('item_total_weight').fields('item-weight', 'qty', 'qty_max', 'location').reduce(function (m, r) { - //TAS.debug"in weight add row, variables: weight: "+r.F['item-weight']+", qty:"+r.I.qty+", max:"+r.I.qty_max +", loc:"+ r.I.location); - if (r.I.qty > 0 && r.I.location !== locationMap.NotCarried) { - //TAS.debug("adding "+r.F['item-weight']); - if (r.I.qty_max === 0 || r.I.qty_max === 1) { - m['item-weight'] += r.F['item-weight'] * r.I.qty; - } else { - m['item-weight'] += r.F['item-weight']; - } - } - return m; - }, { - 'item-weight': 0 - }, function (m, r, a) { - a.S['item_total_weight'] = m['item-weight']; - }).execute(); + getAttrs(['repeating_item_qty_max'], function (v) { + var qtymax = parseInt(v.repeating_item_qty_max, 10) || 0; + if (qtymax === 0 || qtymax === 1) { + updateRepeatingItems(); + } }); } })); - on('change:repeating_item:item-hp change:repeating_item:item-hp_max', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateItemTotalHp(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - _exportsLoaderTASTheAaronSheet2.default.repeating('item').attrs('item-total-hp', 'item-total-hp_max').fields('item-hp', 'item-hp_max').reduce(function (m, r) { - m['item-hp'] += r.I['item-hp']; - m['item-hp_max'] += r.I['item-hp_max']; - return m; - }, { - 'item-hp': 0, - 'item-hp_max': 0 - }, function (m, r, a) { - a.S['item-total-hp'] = m['item-hp']; - a.S['item-total-hp_max'] = m['item-hp_max']; - }).execute(); - })); + //hp total removed + //on('change:repeating_item:item-hp change:repeating_item:item-hp_max', TAS.callback(function eventUpdateItemTotalHp(eventInfo) { + // TAS.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + // if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + // updateRepeatingItems(null,true,{'hp':1}); + // } + //})); on('change:repeating_item:value', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateItemTotalValue(eventInfo) { - _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); - _exportsLoaderTASTheAaronSheet2.default.repeating('item').attrs('item-total-value').fields('value', 'qty').reduce(function (m, r) { - m.value += r.I.value * r.I.qty; - return m; - }, { - value: 0 - }, function (m, r, a) { - a.S['item-total-value'] = m.value; - }).execute(); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + updateRepeatingItems(null, true, { 'value': 1 }); + } + })); + on('change:repeating_item:item-weight', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateItemTotalWeight(eventInfo) { + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + getAttrs(['repeating_item_location'], function (v) { + if (parseInt(v.repeating_item_location, 10) !== locationMap.NotCarried) { + updateRepeatingItems(null, false, { 'weight': 1 }); + } + }); + } })); + on('remove:repeating_item', _exportsLoaderTASTheAaronSheet2.default.callback(function eventRemoveItem(eventInfo) { var source = '', setter = {}, itemId = ''; + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { updateRepeatingItems(); deleteWornRow(eventInfo.sourceAttribute); } - // Find matching source-item in repeating_weapon then clear the source-item and source-item-name attributes for each - itemId = eventInfo.sourceAttribute.replace("repeating_item_", ""); - getSectionIDs("repeating_weapon", function (idarray) { - // get the repeating set - _underscore2.default.each(idarray, function (currentID) { - // loop through the set - getAttrs(["repeating_weapon_" + currentID + "_source-item"], function (v) { - if (itemId === v["repeating_weapon_" + currentID + "_source-item"]) { - setter["repeating_weapon_" + currentID + "_source-item"] = ""; - setter["repeating_weapon_" + currentID + "_source-item-name"] = ""; - //TAS.debug"clearing source-item for attack entry " + currentID, setter); - setAttrs(setter, _PFConst2.default.silentParams); - } - }); - }); - }); + PFAttacks.removeLinkedAttack(null, PFAttacks.linkedAttackType.equipment, SWUtils.getRowId(eventInfo.sourceAttribute)); })); on('change:CP change:SP change:GP change:PP', _exportsLoaderTASTheAaronSheet2.default.callback(function eventUpdateCarriedCurrency(eventInfo) { _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); @@ -31641,7 +33391,7 @@

    var _PFLog = __webpack_require__(0); -var _PFSheet = __webpack_require__(21); +var _PFSheet = __webpack_require__(25); var PFSheet = _interopRequireWildcard(_PFSheet); @@ -33779,23 +35529,23 @@

    var _PFConst2 = _interopRequireDefault(_PFConst); -var _PFInitiative = __webpack_require__(29); +var _PFInitiative = __webpack_require__(22); var PFInitiative = _interopRequireWildcard(_PFInitiative); -var _PFSpellCasterClasses = __webpack_require__(20); +var _PFSpellCasterClasses = __webpack_require__(24); var PFSpellCasterClasses = _interopRequireWildcard(_PFSpellCasterClasses); -var _PFSkills = __webpack_require__(19); +var _PFSkills = __webpack_require__(16); var PFSkills = _interopRequireWildcard(_PFSkills); -var _PFAbilityScores = __webpack_require__(10); +var _PFAbilityScores = __webpack_require__(11); var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); -var _PFSaves = __webpack_require__(17); +var _PFSaves = __webpack_require__(23); var PFSaves = _interopRequireWildcard(_PFSaves); @@ -33803,46 +35553,26 @@

    var PFAttackGrid = _interopRequireWildcard(_PFAttackGrid); -var _PFDefense = __webpack_require__(12); +var _PFDefense = __webpack_require__(13); var PFDefense = _interopRequireWildcard(_PFDefense); -var _PFHealth = __webpack_require__(16); +var _PFHealth = __webpack_require__(21); var PFHealth = _interopRequireWildcard(_PFHealth); -var _PFChecks = __webpack_require__(15); +var _PFChecks = __webpack_require__(19); var PFChecks = _interopRequireWildcard(_PFChecks); +var _PFAttacks = __webpack_require__(8); + +var PFAttacks = _interopRequireWildcard(_PFAttacks); + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -var events = { - conditionEventsEither: { - "change:condition-grappled": [updateGrapple, PFAttackGrid.applyConditions], - "change:condition-pinned": [updatePin, PFDefense.applyConditions], - "change:condition-wounds change:has_endurance_feat change:wounds_gritty_mode": [PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions, PFDefense.applyConditions] - }, - conditionEventsPlayer: { - "change:condition-Sickened": [PFAttackGrid.updateDamage, PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions], - "change:condition-stunned": [PFDefense.updateDefenses, PFDefense.applyConditions], - "change:condition-Flat-Footed": [PFDefense.updateDefenses], - "change:condition-deafened": [PFInitiative.updateInitiative, PFSpellCasterClasses.applyConditions], - "change:condition-fatigued": [PFAbilityScores.applyConditions], - "change:condition-entangled": [PFAbilityScores.applyConditions, PFAttackGrid.applyConditions], - "change:condition-drained": [updateDrainCheckbox, PFHealth.updateMaxHPLookup, PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions, PFDefense.applyConditions], - "change:condition-fear": [PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions], - "change:condition-blinded": [PFChecks.applyConditions, PFDefense.applyConditions], - "change:condition-cowering": [PFDefense.applyConditions], - "change:condition-invisible": [PFDefense.updateDefenses, PFDefense.applyConditions, PFAttackGrid.applyConditions], - "change:condition-dazzled": [PFAttackGrid.applyConditions], - "change:condition-prone": [PFAttackGrid.applyConditions], - "change:condition-Helpless": [PFAbilityScores.applyConditions] - } -}; - /* updateGrapple Ensures Grapple and Pin are mutually exclusive */ function updateGrapple() { getAttrs(["condition-Pinned", "condition-Grappled"], function (values) { @@ -33871,17 +35601,26 @@

    } /* updates drain for condition status panel */ function updateDrainCheckbox(callback, silently, eventInfo) { + var done = _underscore2.default.once(function () { + _exportsLoaderTASTheAaronSheet2.default.debug("Leaving PFConditions.updateDrainCheckbox"); + if (typeof callback === "function") { + callback(); + } + }); getAttrs(["condition-Drained", "condition_is_drained"], function (v) { var levels = parseInt(v["condition-Drained"], 10) || 0, drained = parseInt(v["condition_is_drained"], 10) || 0; + _exportsLoaderTASTheAaronSheet2.default.debug("################", "PFConditions.updateDrainCheckbox we found ", v, " and levels=" + levels + ", drained=" + drained, "##############"); if (levels !== 0 && drained === 0) { setAttrs({ "condition_is_drained": "1" - }, _PFConst2.default.silentParams); + }, _PFConst2.default.silentParams, done); } else if (levels === 0 && drained !== 0) { setAttrs({ "condition_is_drained": "0" - }, _PFConst2.default.silentParams); + }, _PFConst2.default.silentParams, done); + } else { + done(); } }); } @@ -33892,9 +35631,34 @@

    callback(); } }); - updateDrainCheckbox(); - PFAbilityScores.applyConditions(done); + updateDrainCheckbox(done); + //PFAbilityScores.applyConditions(done); } + +var events = { + conditionEventsEither: { + "change:condition-grappled": [updateGrapple, PFAttackGrid.applyConditions], + "change:condition-pinned": [updatePin, PFDefense.applyConditions], + "change:condition-wounds change:has_endurance_feat change:wounds_gritty_mode": [PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions, PFDefense.applyConditions] + }, + conditionEventsPlayer: { + "change:condition-Sickened": [PFAttacks.updateRepeatingWeaponDamages, PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions], + "change:condition-stunned": [PFDefense.updateDefenses, PFDefense.applyConditions], + "change:condition-Flat-Footed": [PFDefense.updateDefenses], + "change:condition-deafened": [PFInitiative.updateInitiative, PFSpellCasterClasses.applyConditions], + "change:condition-fatigued": [PFAbilityScores.applyConditions], + "change:condition-entangled": [PFAbilityScores.applyConditions, PFAttackGrid.applyConditions], + "change:condition-drained": [updateDrainCheckbox, PFHealth.updateMaxHPLookup, PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions, PFDefense.applyConditions], + "change:condition-fear": [PFChecks.applyConditions, PFSaves.applyConditions, PFAttackGrid.applyConditions], + "change:condition-blinded": [PFChecks.applyConditions, PFDefense.applyConditions], + "change:condition-cowering": [PFDefense.applyConditions], + "change:condition-invisible": [PFDefense.updateDefenses, PFDefense.applyConditions, PFAttackGrid.applyConditions], + "change:condition-dazzled": [PFAttackGrid.applyConditions], + "change:condition-prone": [PFAttackGrid.applyConditions], + "change:condition-Helpless": [PFAbilityScores.applyConditions] + } +}; + function registerEventHandlers() { _underscore2.default.each(events.conditionEventsPlayer, function (functions, eventToWatch) { _underscore2.default.each(functions, function (methodToCall) { @@ -33936,6 +35700,132 @@

    "use strict"; +Object.defineProperty(exports, "__esModule", { + value: true +}); +exports.recalculate = recalculate; + +var _underscore = __webpack_require__(2); + +var _underscore2 = _interopRequireDefault(_underscore); + +var _PFLog = __webpack_require__(0); + +var _exportsLoaderTASTheAaronSheet = __webpack_require__(1); + +var _exportsLoaderTASTheAaronSheet2 = _interopRequireDefault(_exportsLoaderTASTheAaronSheet); + +var _PFConst = __webpack_require__(3); + +var _PFConst2 = _interopRequireDefault(_PFConst); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function setSanityThreshold(callback) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }; + getAttrs(['use_horror_adventures', 'sanity_threshold', 'sanity-ability-mod', 'sanity_threshold_misc-mod'], function (v) { + var currThreshold = 0, + newThreshold = 0, + setter = {}; + try { + _exportsLoaderTASTheAaronSheet2.default.debug("At PFHorror.setSanityThreshold:", v); + if (parseInt(v.use_horror_adventures, 10)) { + currThreshold = parseInt(v.sanity_threshold, 10) || 0; + newThreshold = (parseInt(v['sanity-ability-mod'], 10) || 0) + (parseInt(v['sanity_threshold_misc-mod'], 10) || 0); + newThreshold = Math.max(1, newThreshold); + if (currThreshold !== newThreshold) { + setter.sanity_threshold = newThreshold; + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFHorror.setSanityThreshold error", err); + } finally { + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + } + }); +} + +function setSanityScore(callback) { + var done = function done() { + if (typeof callback === "function") { + callback(); + } + }; + getAttrs(['use_horror_adventures', 'sanity_score_max', 'sanity_edge', 'sanity_score_misc-mod', 'WIS', 'INT', 'CHA', 'WIS-damage', 'INT-damage', 'CHA-damage', 'WIS-penalty', 'INT-penalty', 'CHA-penalty', 'buff_WIS-total_penalty', 'buff_INT-total_penalty', 'buff_CHA-total_penalty'], function (v) { + var currSanity = 0, + newSanity = 0, + newEdge = 0, + setter = {}; + try { + _exportsLoaderTASTheAaronSheet2.default.debug("At PFHorror.setSanityScore:", v); + if (parseInt(v.use_horror_adventures, 10)) { + currSanity = parseInt(v.sanity_score_max, 10) || 0; + newSanity = (parseInt(v['sanity_score_misc-mod'], 10) || 0) + (parseInt(v['WIS'], 10) || 0) + (parseInt(v['INT'], 10) || 0) + (parseInt(v['CHA'], 10) || 0) + (parseInt(v['WIS-damage'], 10) || 0) + (parseInt(v['INT-damage'], 10) || 0) + (parseInt(v['CHA-damage'], 10) || 0) + (parseInt(v['WIS-penalty'], 10) || 0) + (parseInt(v['INT-penalty'], 10) || 0) + (parseInt(v['CHA-penalty'], 10) || 0) + (parseInt(v['buff_WIS-total_penalty'], 10) || 0) + (parseInt(v['buff_INT-total_penalty'], 10) || 0) + (parseInt(v['buff_CHA-total_penalty'], 10) || 0); + if (currSanity !== newSanity) { + newEdge = Math.floor(newSanity / 2); + setter.sanity_score_max = newSanity; + setter.sanity_edge = newEdge; + } + } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("PFHorror.setSanityScore error", err); + } finally { + if (_underscore2.default.size(setter)) { + setAttrs(setter, _PFConst2.default.silentParams, done); + } else { + done(); + } + } + }); +} + +function recalculate(callback) { + setSanityScore(); + setSanityThreshold(); + if (typeof callback === "function") { + callback(); + } +} + +function registerEventHandlers() { + on("change:sanity_score_misc-mod change:WIS change:INT change:CHA change:buff_WIS-total_penalty change:buff_INT-total_penalty change:buff_CHA-total_penalty", _exportsLoaderTASTheAaronSheet2.default.callback(function eventAllMentalStatsAutoUpdate(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + setSanityScore(); + } + })); + on("change:WIS-damage change:INT-damage change:CHA-damage change:WIS-penalty change:INT-penalty change:CHA-penalty", _exportsLoaderTASTheAaronSheet2.default.callback(function eventAllMentalStatsPlayerUpdate(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "player" || eventInfo.sourceType === "api") { + setSanityScore(); + } + })); + on("change:sanity-ability-mod change:sanity_threshold_misc-mod", _exportsLoaderTASTheAaronSheet2.default.callback(function eventThresholdUpdate(eventInfo) { + _exportsLoaderTASTheAaronSheet2.default.debug("caught " + eventInfo.sourceAttribute + " event: " + eventInfo.sourceType); + if (eventInfo.sourceType === "sheetworker") { + setSanityThreshold(); + } + })); +} +registerEventHandlers(); +_PFLog.PFConsole.log(' PFHorror module loaded '); +_PFLog.PFLog.modulecount++; + +/***/ }), +/* 35 */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + Object.defineProperty(exports, "__esModule", { value: true }); @@ -34087,7 +35977,7 @@

    _PFLog.PFLog.modulecount++; /***/ }), -/* 35 */ +/* 36 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -34170,7 +36060,7 @@

    _PFLog.PFLog.modulecount++; /***/ }), -/* 36 */ +/* 37 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -34199,7 +36089,7 @@

    var _PFConst2 = _interopRequireDefault(_PFConst); -var _PFDB = __webpack_require__(26); +var _PFDB = __webpack_require__(28); var _PFDB2 = _interopRequireDefault(_PFDB); @@ -34211,19 +36101,19 @@

    var PFUtils = _interopRequireWildcard(_PFUtils); -var _PFSize = __webpack_require__(18); +var _PFSize = __webpack_require__(15); var PFSize = _interopRequireWildcard(_PFSize); -var _PFSkills = __webpack_require__(19); +var _PFSkills = __webpack_require__(16); var PFSkills = _interopRequireWildcard(_PFSkills); -var _PFAbilityScores = __webpack_require__(10); +var _PFAbilityScores = __webpack_require__(11); var PFAbilityScores = _interopRequireWildcard(_PFAbilityScores); -var _PFBuffs = __webpack_require__(24); +var _PFBuffs = __webpack_require__(26); var PFBuffs = _interopRequireWildcard(_PFBuffs); @@ -34241,20 +36131,24 @@

    *@returns {int} the initiative modifier */ function getNPCInit(initstring) { - var numberInit; - if (/[\-\+]{0,1}\d+$/.test(initstring)) { - numberInit = parseInt(initstring.match(/[\-\+]{0,1}\d+$/), 10); - } else if (/^(Init\s){0,1}[\-\+]{0,1}\d+/i.test(initstring)) { - numberInit = parseInt(initstring.match(/[\-\+]{0,1}\d+$/), 10); - } else if (/^[\-\+]{0,1}\d+$/.test(initstring)) { - numberInit = parseInt(initstring.match(/^[\-\+]{0,1}\d+$/), 10); - } else if (/[\-\+]{0,1}\d+/.test(initstring)) { - numberInit = parseInt(initstring.match(/[\-\+]{0,1}\d+/), 10); - } - if (!isNaN(numberInit)) { - return numberInit; + var numberInit, matches; + //Init +0; + initstring = PFUtils.convertDashToMinus(initstring); + initstring = SWUtils.trimBoth(initstring); + if (/^Init/i.test(initstring) || /^[\+\-]{0,1}\d+/.test(initstring)) { + //number at front + numberInit = PFUtils.getIntFromString(initstring, true); + } else if ((matches = initstring.match(/[\+\-]{0,1}\d+$/)) !== null) { + //number at end + initstring = initstring.slice(matches.index); + if (initstring[0] !== '+') { + initstring = '-' + initstring; + } + numberInit = parseInt(initstring.match(/[\-\+]\d+$/), 10) || 0; + } else { + numberInit = PFUtils.getIntFromString(initstring, true); } - return 0; + return numberInit; } /**getAbilityAndMod- returns the number and mod for an ability * @param {string} numberAsString the ability score -a number in string form @@ -34270,7 +36164,7 @@

    "mod": mod }; } - if (/dash|\-|8212|—/i.test(numberAsString)) { + if (_PFConst2.default.minusreg.test(numberAsString)) { return { "base": "-", "mod": 0 @@ -34286,20 +36180,19 @@

    * @returns {[string]} feats */ function parseFeats(featstring) { + if (featstring.slice(0, 5).toLowerCase() === 'feats') { + featstring = featstring.slice(5); + } return SWUtils.splitByCommaIgnoreParens(featstring); } /** parseNPChp - parses statblock hp string such as 203 (14d10+126) - * @param {string} hpstring - string format: "15 (3d8 + 2d8 + 4) Fast Healing 5" can have multiple xdy, and any string left after ) is considered healing note. + * @param {string} hpstring - string format: "15 (3d8 + 4) Fast Healing 5" can have multiple xdy, and any string left after ) is considered healing note. * @param {int} abilityMod: number representing ability score mod (normally CON-mod) - * @returns {object} {hp:0,hdie1:0,hdice1:0,hdie2:0,hdice2:0,misc:0,heal:""} - * where hdie1 d hdice1 is racial, and 2 is class, can go up to n classes + * @returns {{hp:number,hdie1:number,hdice1:number,hdie2:number,hdice2:number,misc:number,heal:string} */ function parseNPChp(hpstring, abilityMod) { - var newHP = 0, - plus = 0, - matches, - hparray = { + var hparray = { hp: 0, hdie1: 0, hdice1: 0, @@ -34308,96 +36201,49 @@

    heal: "" }, totalAbility = 0, - matchessub, - i = 0, - tempstr = "", - tempHD = 0, - tempHdn = 0, - tempmisc = 0, + tempInt = 0, + dice, calcHP = 0; - abilityMod = abilityMod || 0; - if (/^hp\s/i.test(hpstring)) { - hpstring = hpstring.slice(3); - } - //TAS.debug"parseNPChp", hpstring, abilityMod); - newHP = parseInt(hpstring, 10); - if (!isNaN(newHP)) { - hparray.hp = newHP; - if (hpstring.indexOf("(") > 0) { - hpstring = hpstring.slice(hpstring.indexOf("(") + 1); - } - matches = hpstring.match(/\d+d\d+/ig); - if (matches) { - for (i = 0; i < matches.length; i++) { - tempstr = matches[i]; - matchessub = tempstr.match(/(\d+)d(\d+)/i); - if (matchessub && matchessub[1] && matchessub[2]) { - tempHdn = parseInt(matchessub[1], 10) || 0; - tempHD = parseInt(matchessub[2], 10) || 0; - if (i > 0 && tempHD === 8 && hparray.hdie1 !== 8) { - hparray["hdice" + (i + 1)] = hparray.hdice1; - hparray["hdie" + (i + 1)] = hparray.hdie1; - hparray.hdice1 = tempHdn; - hparray.hdie1 = tempHD; - } else { - hparray["hdice" + (i + 1)] = tempHdn; - hparray["hdie" + (i + 1)] = tempHD; - } - } - } - } - //skip to next - if (i > 0) { - i--; - hpstring = hpstring.slice(hpstring.indexOf(matches[i]) + matches[i].length); - } - // some entries have "plus" instead of "+" - matches = hpstring.match(/\s*?([+\-]\s*\d+)\s*?|\s*?plus\s(\d+)\s*?/); - if (matches) { - hpstring = hpstring.slice(matches.index + matches[0].length); - if (matches[1]) { - plus = parseInt(matches[1].replace(/\s/g, ''), 10) || 0; - } else if (matches[2]) { - plus = parseInt(matches[2], 10) || 0; - } - } - //bug in compendium: no minus sign, so adds mod to end of die: - // instead of 1d8-1 it's 1d81, 1 dee 81 ! - // see Flying Squirrel - if (!matches && hparray.hdie1 > 10 && (abilityMod < 0 || hparray.hdie1 !== 12 && hparray.hdie1 !== 20)) { - plus = hparray.hdie1 % 10; - plus = -1 * plus; - hparray.hdie1 = Math.floor(hparray.hdie1 / 10); - _exportsLoaderTASTheAaronSheet2.default.warn("negative in compendium: plus is -1 * hit die mod 10"); - } - totalAbility = abilityMod * hparray.hdice1; - tempmisc = plus - totalAbility; - //TAS.debug"plus "+plus +" minus con:"+totalAbility+" = "+ tempmisc); - //misc is any bonus to the dice that is not due to CON modifier - hparray.misc = tempmisc; - if (hpstring.indexOf(")") >= 0) { - hpstring = hpstring.slice(hpstring.indexOf(")") + 1); - } - if (hpstring.indexOf(";") === 0) { - hpstring = hpstring.slice(1); - } - if (hpstring.length > 0) { - hparray.heal = hpstring; + try { + abilityMod = abilityMod || 0; + if (/^hp/i.test(hpstring)) { + hpstring = hpstring.slice(2); + } + //this line should fix flying squirrel: + hpstring = PFUtils.replaceMissingNegatives_BadDice(hpstring); + hpstring = PFUtils.convertDashToMinus(hpstring); + hpstring = hpstring.replace('plus', '+'); + //TAS.debug"parseNPChp", hpstring, abilityMod); + hparray.hp = parseInt(hpstring, 10) || 0; + hpstring = hpstring.slice(hpstring.indexOf("(") + 1); + dice = PFUtils.getDiceDieFromString(hpstring, true); + if (dice.dice !== 0) { + hparray.hdice1 = dice.dice; + hparray.hdie1 = dice.die; + totalAbility = abilityMod * hparray.hdice1; + hparray.misc = dice.plus - totalAbility; + //set the base hp (for class/race) to only the hd average, so will be less than what is in statblock + hparray.basehp = PFUtils.getAvgHP(hparray.hdice1, hparray.hdie1); + //check total, if does not match, change 'misc' attr + calcHP = hparray.basehp + dice.plus; + if (hparray.hp <= 0) { + _exportsLoaderTASTheAaronSheet2.default.warn("parseNPChp, hp is null! why!? str is:" + hpstring); + hparray = calcHP; + } else if (calcHP !== hparray.hp) { + _exportsLoaderTASTheAaronSheet2.default.warn("parseNPChp, hp not adding right, should be:" + hparray.hp + " but getNPCHP returns " + calcHP, hparray); + hparray.misc += hparray.hp - calcHP; + } + hpstring = hpstring.slice(dice.spaces + 1); + } + if (hpstring) { + hpstring = SWUtils.trimBoth(hpstring.replace(/[\);]/g, '')); + hparray.heal = hpstring || ''; } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("parseNPChp", err); + } finally { + return hparray; } - //set the base hp to only the hd average, so will be less than what is in statblock - hparray.basehp = PFUtils.getAvgHP(hparray.hdice1, hparray.hdie1); - //check total, if does not match, add more - calcHP = PFUtils.getAvgHP(hparray.hdice1, hparray.hdie1) + tempmisc + abilityMod * hparray.hdice1; - if (calcHP && calcHP !== newHP) { - //wtf? - _exportsLoaderTASTheAaronSheet2.default.warn("parseNPChp, hp not adding right, should be:" + newHP + " but getNPCHP returns " + calcHP, hparray); - hparray.misc += newHP - calcHP; - } - - //check: - //basehp=newHP-abilityMod - return hparray; } /** parseNPCAC - parses AC string from statblock * @param {string} acstring - format: "24, Touch 24, Flat-footed 16 (+6 Deflection, +7 Dex, +1 Dodge, +1 Armor, +1 Shield, +1 Size, +6 Natural) some note can go here" @@ -34597,9 +36443,8 @@

    'abilityName': abilityName }; } -/*parseReach - parses reach string from compendium or statblock +/*parseReach - parses reach string from compendium or statblock: giant frog: Reach 5 ft. (15 ft. with tongue) * returns the default reach, rest of the string (if any), and an array of exceptions and reaches if any. - * (for instance, diplodacus * @returns = {reach:number (5,10,15 etc), reachNotes:"rest of string", reachExceptions:[['Bite':10],['Claw':5]]} */ function parseReach(reachStr) { @@ -34619,67 +36464,63 @@

    reachExceptions: [] }; if (!reachStr) { - return null; + return retobj; } - reachStr = reachStr.replace(/^\s+|\s+$/g, ''); - if (reachStr.slice(0, 5) === "2-1/2" || reachStr.slice(0, 4) === "21/2") { - retobj.reach = 2.5; - exceptionstr = reachStr.slice(5); - } else { - matches = reachStr.match(/^\s*(\d*\.?\d*)?\s*(.*)\s*$/); + try { + //to handle PRD, SRD: + matches = reachStr.match(/reach/i); if (matches) { - tempFloat = parseFloat(matches[1]); - restOf = matches[2]; - if (!/\(|;/.test(reachStr) && /with/i.test(reachStr)) { - retobj.reach = 5; - exceptionstr = reachStr; - } else { - retobj.reach = tempFloat; - } - if (restOf && restOf.length > 0) { - exceptionstr = restOf; - } + reachStr = reachStr.slice(matches.index + matches[0].length); + } + reachStr = SWUtils.trimBoth(reachStr); + reachStr = PFUtils.convertDashToMinus(reachStr); + reachStr = reachStr.replace('21/2', '2-1/2'); + reachStr = reachStr.replace('2.5', '2-1/2'); + if (reachStr.slice(0, 5) === "2-1/2") { + retobj.reach = 2.5; + exceptionstr = reachStr.slice(5); } else { - exceptionstr = reachStr; + retobj.reach = parseInt(reachStr, 10) || 0; + exceptionstr = PFUtils.getNoteAfterNumber(reachStr); } - } - if (exceptionstr) { - exceptionstr = exceptionstr.replace('(', '').replace(')', '').replace(';', '').replace(/ft\./ig, '').replace(/ft/ig, '').replace(/^\s+|\s+$/g, ''); - } - if (exceptionstr) { - retobj.reachNotes = exceptionstr; - tempstr = exceptionstr.toLowerCase().replace(/with\s/ig, ''); - tempArray = tempstr.split(/,\s*/); - reachExceptions = _underscore2.default.reduce(tempArray, function (memo, exceptioninstance) { - var reachExceptions = [], - matches; - if (!exceptioninstance) { - return memo; - } - //not necessary since changed split(',') to split(/,\s*/) - //exceptioninstance = exceptioninstance.replace(/^\s+|\s+$/g, ''); - if (exceptioninstance.slice(0, 5) === "2-1/2" || exceptioninstance.slice(0, 4) === "21/2") { - tempstr = exceptioninstance.slice(5); - if (tempstr) { - reachExceptions.push(tempstr.replace(/^\s+|\s+$/g, '')); - reachExceptions.push(2.5); - memo.push(reachExceptions); - } - } else { - matches = exceptioninstance.match(/(\d+)\s*(.*)/); - if (matches) { - reachExceptions.push(matches[2].replace(/^\s+|\s+$/g, '')); - reachExceptions.push(matches[1]); - memo.push(reachExceptions); + if (exceptionstr && exceptionstr.indexOf('(') >= 0) { + retobj.reachNotes = exceptionstr; + exceptionstr = SWUtils.trimBoth(exceptionstr.replace('(', '').replace(')', '').replace(/with\s/ig, '').replace(';', '').replace(/ft[\.\s]*/ig, '').replace(/,\s*/g, ',')); + if (exceptionstr) { + tempArray = exceptionstr.split(','); + reachExceptions = _underscore2.default.reduce(tempArray, function (memo, exceptioninstance) { + var reachExceptions = [], + matches; + try { + if (exceptioninstance.slice(0, 5) === "2-1/2") { + reachExceptions.push(SWUtils.trimBoth(exceptioninstance.slice(5))); + if (reachExceptions[0]) { + reachExceptions.push(2.5); + memo.push(reachExceptions); + } + } else { + reachExceptions.push(PFUtils.getNoteAfterNumber(reachStr) || ''); + if (reachExceptions[0]) { + reachExceptions.push(parseInt(reachStr, 10) || 0); + memo.push(reachExceptions); + } + } + } catch (erri) { + _exportsLoaderTASTheAaronSheet2.default.error("parseReach inner error erri:", erri); + } finally { + return memo; + } + }, []); + if (reachExceptions && reachExceptions.length > 0) { + retobj.reachExceptions = reachExceptions; } } - return memo; - }, []); - if (reachExceptions && reachExceptions.length > 0) { - retobj.reachExceptions = reachExceptions; } + } catch (err) { + _exportsLoaderTASTheAaronSheet2.default.error("parseReach error:", err); + } finally { + return retobj; } - return retobj; } function getCreatureClassSkills(creatureType) { var typeToCheck = creatureType.toLowerCase().replace(/\s/g, ''), @@ -34763,8 +36604,7 @@

    }).filter(function (feat) { return _PFDB2.default.importantFeatRegExp.test(feat); }).map(function (feat) { - - _exportsLoaderTASTheAaronSheet2.default.debug("checking <" + feat + "> for ending letter"); + //TAS.debug("checking <" + feat + "> for ending letter"); //if there is an "endnote" letter indicator at the end then remove it feat = SWUtils.trimBoth(feat); if (/\b[A-Z]$/i.test(feat)) { @@ -34887,24 +36727,25 @@

    retobj.name += names.name; retobj.basename = names.basename; atkstr = SWUtils.trimBoth(atkstr); - //if stars with #, it means number of attacks + //if starts with number, it means number of attacks matches = atkstr.match(/^(\d+)\s*/); if (matches && matches[1]) { retobj.countFullBAB = parseInt(matches[1], 10) || 1; + //move up atkstr = atkstr.slice(matches[0].length); - //retobj.name += (matches[1] + " "); } - //starts with +number(enh) or mwk - matches = atkstr.match(/^([+\-]\d+)\s*|^(mwk)\s*/i); + //starts with '+/-' number or 'mwk': enh or mwk + matches = atkstr.match(/^([+\-]\d+|mwk)\s*/i); if (matches) { //starts with +n, is weapon //retobj.name += matches[0]; - if (matches[1]) { - retobj.enh = parseInt(matches[1], 10) || 0; - } else if (matches[2] && /mwk/i.test(matches[2])) { + if (matches[1].toLowerCase() === 'mwk') { retobj.mwk = 1; + } else { + retobj.enh = parseInt(matches[1], 10) || 0; } - retobj.type = "weapon"; + retobj.type = "weapon"; //for sure is a weapon + //move up atkstr = atkstr.slice(matches[0].length); } if (_PFDB2.default.cmbPlusStrsrch.test(retobj.basename)) { @@ -34925,7 +36766,7 @@

    retobj.vs = 'touch'; retobj.range = 10; } else if (/touch/i.test(retobj.basename)) { - if (/ranged/i.test(retobj.basename)) { + if (/range/i.test(retobj.basename)) { retobj.atktype = 'ranged'; } else { retobj.atktype = 'melee'; @@ -34958,9 +36799,8 @@

    } } //skip past name - //if the attack value is -n, then it may skip past the- and go to n - // for compendium treated as -n, for statblock results in +n - matches = atkstr.match(/\s*([^0-9+\/\+\(]+)/); + //CB how the hell does this work? i wrote it and i cant' even tell + matches = atkstr.match(/\s*([^0-9\/\+\-\(]+)/); if (matches && matches[0]) { if (matches.index) { tempidx = matches.index; @@ -35012,40 +36852,15 @@

    //TAS.debug"now left with :"+tempstr); // find damage //damage dice and die - matches = tempstr.match(/^(\d+)d(\d+)\s*/i); - if (matches) { - if (matches[1]) { - retobj.dmgdice = parseInt(matches[1], 10) || 0; - } - if (matches[2]) { - tempInt = parseInt(matches[2], 10) || 0; - } - //compendium bug no minus: - if (tempInt !== 3 && tempInt % 2 || tempInt > 12) { - retobj.dmgdie = Math.floor(tempInt / 10); - retobj.dmgbonus = -1 * (tempInt % 10); - } else { - retobj.dmgdie = tempInt; - } - tempstr = tempstr.slice(matches[0].length); - } - if (!retobj.dmgbonus) { - //flat damage - matches = tempstr.match(/^([+\-]??\d+)\s*/); - if (specCMB) { - _exportsLoaderTASTheAaronSheet2.default.debug("#####Parse attack damage dice looking for bonus: ", bonus, matches); - } - if (matches) { - //flat number - retobj.dmgbonus = parseInt(matches[1], 10) || 0; - bonus = tempstr.slice(matches[0].length); - //bonus = beforeBetweenAfterParens[1].slice(matches[1].length); - } else { - bonus = tempstr; - } - } else { - bonus = tempstr; + var dice = PFUtils.getDiceDieFromString(tempstr, true, true); + if (dice.dice !== 0) { + retobj.dmgdice = dice.dice; + retobj.dmgdie = dice.die; + retobj.dmgbonus = dice.plus; + tempstr = tempstr.slice(dice.spaces); } + bonus = SWUtils.trimBoth(tempstr); + //any text after damage is 'plus' or damage type if (bonus) { //if engulf or swallowwhole, there will be inner AC and hp to put in notes @@ -35080,6 +36895,7 @@

    if (matches) { countspaces = matches.length - 1; } + //--does not find dash in crit check for different types of minus matches = bonus.match(/(x\d+)|(\/\d+\-??20)|([+\-]??\d+)/ig); _underscore2.default.each(matches, function (match, index) { bonus = bonus.slice(match.length); @@ -35154,8 +36970,25 @@

    var atkarrayout, atkarraysub, attacksouter, + matches, addgroups = false; - atkarrayout = atkstr.split(/\sor\s/i); + if (!atkstr) { + return null; + } + if (!atktypestr) { + atktypestr = 'melee'; + } + if (atkstr.slice(0, atktypestr.length).toLowerCase() === atktypestr) { + atkstr = atkstr.slice(atktypestr.length); + } + if (atkstr[0] === '*' || atkstr[0] === ':') { + atkstr = atkstr.slice(1); + } + atkstr = SWUtils.trimBoth(atkstr); + atkstr = PFUtils.replaceMissingNegatives_BadDice(atkstr); + atkstr = PFUtils.replaceMissingNegatives_CritRange(atkstr); + atkstr = PFUtils.convertDashToMinus(atkstr); + atkarrayout = atkstr.split(/\bor\b/i); if (atkarrayout.length > 1) { addgroups = true; } @@ -35178,7 +37011,9 @@

    return memoout.concat(attacks); }, []); return attacksouter; -}function parseSkillRacialBonuses(racialstr) { +} + +function parseSkillRacialBonuses(racialstr) { //abilitymods = modify default ability score for a skill var abilitieslower = _underscore2.default.map(PFAbilityScores.abilities, function (ab) { return ab.toLowerCase(); @@ -35292,7 +37127,7 @@

    }); modded = temparray.join('-'); exceptionstr = exceptionstr.slice(tempskill.length - tempskill.indexOf(' ') + 1); - _exportsLoaderTASTheAaronSheet2.default.debug("found skill with space converted to modded:" + modded + ", exceptionstr:" + exceptionstr); + //TAS.debug("found skill with space converted to modded:"+modded+", exceptionstr:"+exceptionstr); } if (exceptionstr) { //entire thing is a "when" exception @@ -35494,119 +37329,100 @@

    lastLineIndex = 0; saObj.description = []; saObj.specialAbilities = []; - //We break on last period, 3 spaces, or newline that is before an (Su), (Ex), or (Sp) this because sometimes special abilities - // do not have newlines between them. (also go back to beginning of string if it's the first one) - //also looks for "words:" as first word after newline or period since some abilities are like that (dragons). (and sometimes spells does not have colon at end as in faerie dragon.) - initiallines = str.split(/(?:\s\s\s|\r\n|^|[\.\n\v\f\r\x85\u2028\u2029])(?=\s*spells[:\s]|\s*[\w\s]+:|[^\.\v\r\n\x85\u2028\u2029]+(?:\(Su\):??|\(Ex\):??|\(Sp\):??))/i); - //split the last one by newlines: - if (_underscore2.default.size(initiallines > 1)) { - lastLineIndex = _underscore2.default.size(lines) - 1; - extralines = initiallines[lastLineIndex].split(/\s\s\s|\r\n|[\n\v\f\r\x85\u2028\u2029]/); - if (_underscore2.default.size(extralines) > 1) { - lines = initiallines.slice(0, lastLineIndex).concat(extralines); - } - } - if (!lines) { - lines = initiallines; - } - lines = _underscore2.default.filter(lines, function (line) { - if (!line) { - return false; - } - return true; + //need to remove newlines that are right after an (Su) this is necessary for PRD + str = str.replace(/\((Ex|Sp|Su)\)\s*(?:\r\n|[\n\v\f\r\x85\u2028\u2029])/ig, '($1) '); + //break on newlines + //We break 3 spaces, or on last period before a (Ex|Sp|Su) + //because sometimes special abilities do not have newlines between them. + lines = str.split(/\s\s\s|\r\n|[\n\v\f\r\x85\u2028\u2029]|special abilities|\.(?=[^\.]+\((?:Ex|Sp|Su)\))/i); + //here is the one that grabs period before (su) + // initiallines = str.split(/(?:\s\s\s|\r\n|^|[\.\n\v\f\r\x85\u2028\u2029])(?=\s*spells[:\s]|\s*[\w\s]+:|[^\.\v\r\n\x85\u2028\u2029]+(?:\(Su\):??|\(Ex\):??|\(Sp\):??))/i); + lines = SWUtils.trimBoth(lines).filter(function (line) { + return line && !/^special abilities$/i.test(line); }); + _exportsLoaderTASTheAaronSheet2.default.debug("PFNPCParser.parseSpecialAbilities split into ", lines); saObj = _underscore2.default.reduce(lines, function (memo, line) { var spObj = {}, - trimmedline = '', splitter = '', tempstr = '', startIdx, endIdx = -1, matches, - abilitytype = '', - foundSpecialNoType = false; + abilitytype = ''; try { - trimmedline = line.replace(/^[^\w]+|[^\w]+$/g, ''); - if (trimmedline) { - matches = trimmedline.match(/\(Su\):??|\(Ex\):??|\(Sp\):??/i); - if (!matches || matches === null) { - matches = trimmedline.match(/^Spells[:\s]|^[\w\s]+:/i); //first one only - if (matches && matches[0].length < 20 && _PFDB2.default.monsterRules.test(matches[0])) { - foundSpecialNoType = true; - spObj.name = SWUtils.trimBoth(matches[0].replace(':', '')); - startIdx = matches[0].length + 1; - spObj.description = SWUtils.trimBoth(trimmedline.slice(startIdx)); - memo.specialAbilities.push(spObj); + //TAS.debug("PFNPCParser.parseSpecialAbilities on line:"+line); + //why am i removing non word characters from the ends? what would be there? + matches = line.match(/\((Su|Ex|Sp)\)|^(\w+):/i); + if (!matches) { + //this is just part of the description + memo.description.push(line + '\r\n'); + } else if (matches[2]) { + spObj.name = matches[2]; + spObj.description = SWUtils.trimBoth(line.slice(matches[0].length + 1)); + memo.specialAbilities.push(spObj); + } else { + tempstr = line.slice(0, matches.index); + spObj.name = tempstr.replace(/^[^\w]+|[^\w]$/, ''); + spObj.basename = spObj.name.replace(/\s/g, '').toLowerCase(); + spObj.rule_category = 'special-abilities'; + spObj.ability_type = matches[1][0].toUpperCase() + matches[1][1].toLowerCase(); + spObj.description = SWUtils.trimBoth(line.slice(matches.index + matches[0].length + 1)); + matches = spObj.description.match(/(\d+d\d+) (?:points of){0,1}(.*?) damage/i); + if (matches) { + if (matches[1]) { + spObj.extraDamage = '[[' + matches[1] + ']]'; } - if (!foundSpecialNoType && trimmedline.toLowerCase() !== 'special abilities') { - //this is just part of the description - memo.description.push(trimmedline); + if (matches[2]) { + spObj.extraDamageType = matches[2]; } - } else if (matches && matches.index > 0) { - tempstr = trimmedline.slice(0, matches.index); - spObj.name = SWUtils.trimBoth(tempstr); - spObj.basename = spObj.name.replace(/\s/g, '').toLowerCase(); - spObj.rule_category = 'special-abilities'; - spObj.ability_type = matches[0][1].toUpperCase() + matches[0][2].toLowerCase(); - startIdx = matches.index + matches[0].length + 1; - spObj.description = SWUtils.trimBoth(trimmedline.slice(startIdx)); - matches = spObj.description.match(/(\d+d\d+) (?:points of){0,1}(.*?) damage/i); + } else { + matches = spObj.description.match(/([a-z]) for (\d+d\d+) (rounds|minutes|hours|days)/i); if (matches) { - if (matches[1]) { - spObj.extraDamage = '[[' + matches[1] + ']]'; - } if (matches[2]) { - spObj.extraDamageType = matches[2]; + spObj.extraDamage = '[[' + matches[2] + ']] ' + matches[3] || ''; } - } else { - matches = spObj.description.match(/([a-z]) for (\d+d\d+) (rounds|minutes|hours|days)/i); - if (matches) { - if (matches[2]) { - spObj.extraDamage = '[[' + matches[2] + ']] ' + matches[3] || ''; - } - if (matches[1]) { - spObj.extraDamageType = matches[1]; - } + if (matches[1]) { + spObj.extraDamageType = matches[1]; } } - //before dc is usually 'the save' - matches = spObj.description.match(/dc is (cha|con|wis|int|str|dex)[a-zA-Z]*.based/i); - //TAS.debug"parseSpecialAbilities looking for DC ability it is: ",matches); - if (matches && matches[1]) { - tempstr = matches[1].toUpperCase(); - spObj.DCability = tempstr; - //TAS.debug"parseSpecialAbilities setting DC ability to "+tempstr); - } else if (_PFDB2.default.specialAttackDCAbilityBase[spObj.basename]) { - spObj.DCability = _PFDB2.default.specialAttackDCAbilityBase[spObj.basename]; - //TAS.debug"parseSpecialAbilities setting DC ability to "+spObj.DCability+" based on "+ spObj.basename); + } + //before dc is usually 'the save' + matches = spObj.description.match(/dc is (cha|con|wis|int|str|dex)[a-zA-Z]*.based/i); + //TAS.debug"parseSpecialAbilities looking for DC ability it is: ",matches); + if (matches && matches[1]) { + tempstr = matches[1].toUpperCase(); + spObj.DCability = tempstr; + //TAS.debug"parseSpecialAbilities setting DC ability to "+tempstr); + } else if (_PFDB2.default.specialAttackDCAbilityBase[spObj.basename]) { + spObj.DCability = _PFDB2.default.specialAttackDCAbilityBase[spObj.basename]; + //TAS.debug"parseSpecialAbilities setting DC ability to "+spObj.DCability+" based on "+ spObj.basename); + } + //bfore dc could be 'must make a', 'fails a' + matches = spObj.description.match(/DC (\d+) (Will|Fort|Ref)[a-zA-Z]* save/i); + if (matches) { + if (matches[1]) { + spObj.DC = matches[1]; + } + if (matches[2]) { + tempstr = matches[2][0].toUpperCase() + matches[2].slice(1).toLowerCase(); + spObj.save = tempstr; } - //bfore dc could be 'must make a', 'fails a' - matches = spObj.description.match(/DC (\d+) (Will|Fort|Ref)[a-zA-Z]* save/i); + } else { + matches = spObj.description.match(/(Will|Fort|Ref)[a-zA-Z]* DC (\d+) ([^),.])/i); if (matches) { if (matches[1]) { - spObj.DC = matches[1]; - } - if (matches[2]) { - tempstr = matches[2][0].toUpperCase() + matches[2].slice(1).toLowerCase(); + tempstr = matches[1][0].toUpperCase() + matches[1].slice(1).toLowerCase(); spObj.save = tempstr; - } - } else { - matches = spObj.description.match(/(Will|Fort|Ref)[a-zA-Z]* DC (\d+) ([^),.])/i); - if (matches) { - if (matches[1]) { - tempstr = matches[1][0].toUpperCase() + matches[1].slice(1).toLowerCase(); - spObj.save = tempstr; - if (matches[3]) { - spObj.save += ' ' + matches[3]; - } - } - if (matches[2]) { - spObj.DC = matches[2]; + if (matches[3]) { + spObj.save += ' ' + matches[3]; } } + if (matches[2]) { + spObj.DC = matches[2]; + } } - memo.specialAbilities.push(spObj); } + memo.specialAbilities.push(spObj); } } catch (err) { _exportsLoaderTASTheAaronSheet2.default.error('parseSpecialAbilities error parsing: ' + line + ' error is' + err); @@ -35858,10 +37674,14 @@

    if (matches && matches[1]) { spells.concentration = parseInt(matches[1], 10) || 0; } - matches = line.match(/([\w\s]*)spells\sknown/i); + matches = line.match(/([\w\s]*)spells\s(?:known|prepared)/i); if (matches && matches[1]) { spells.classname = matches[1].replace(/^\s|\s$/g, ''); - spells.classname = spells.classname[0].toUpperCase() + spells.classname[1]; + spells.classname = spells.classname[0].toUpperCase() + spells.classname.slice(1).toLowerCase(); + } else if (/spells\sprepared/i.test(line)) { + spells.classname = 'Cleric'; //if prep caster then not a sorcerer + } else { + spells.classname = 'Sorcerer'; //default } } else { //look for endash, emdash, or dash @@ -35936,6 +37756,13 @@

    return retstr; } } +/** Gets info on caster from the spells known/prepared section. + * @param {Map} spellObj output from parseSpells + * @param {Map} abilityScores ability score base and modifiers + * @param {Map} healthObj output from parseNPChp + * @param {boolean} isSLA if spell-like-ability then 1 else 0 + * @returns {{'classname':string,'ability':string,'abilityMod':number,'CL':number,'concentrationBonus':number,'oppositionschools':[string],'spellnotes':string}} + */ function getCasterObj(spellObj, abilityScores, healthObj, isSLA) { var caster = {}; if (!spellObj || !abilityScores || !healthObj) { @@ -35946,32 +37773,25 @@

    caster.abilityMod = 0; caster.CL = 0; caster.concentrationBonus = 0; - if (isSLA) { - caster.classname = "Spell-like abilities"; + if (isSLA || !spellObj.classname) { + caster.classname = isSLA ? "Spell-like abilities" : "Sorcerer"; caster.ability = 'CHA'; caster.abilityMod = abilityScores.cha.mod; } else { - if (spellObj.classname) { - caster.classname = spellObj.classname; - if (_PFDB2.default.casterDefaultAbility[spellObj.classname] && abilityScores[_PFDB2.default.casterDefaultAbility[spellObj.classname]]) { - caster.ability = _PFDB2.default.casterDefaultAbility[spellObj.classname].toUpperCase(); - caster.abilityMod = abilityScores[_PFDB2.default.casterDefaultAbility[spellObj.classname]].mod; - } - } else { - //assume sorcerer - caster.classname = 'Sorcerer'; - caster.ability = 'CHA'; - caster.abilityMod = abilityScores.cha.mod; + caster.classname = spellObj.classname; + if (_PFDB2.default.casterDefaultAbility[spellObj.classname] && abilityScores[_PFDB2.default.casterDefaultAbility[spellObj.classname]]) { + caster.ability = _PFDB2.default.casterDefaultAbility[spellObj.classname].toUpperCase(); + caster.abilityMod = abilityScores[_PFDB2.default.casterDefaultAbility[spellObj.classname]].mod; } } - if (spellObj.CL) { - caster.CL = spellObj.CL; + if (spellObj.classLevel) { + caster.CL = spellObj.classLevel; } else { //assume HD caster.CL = healthObj.hdice1; } if (spellObj.concentration) { - caster.concentrationBonus = parseInt(spellObj.concentration, 10) - parseInt(caster.abilityMod, 10) - parseInt(caster.CL, 10); + caster.concentrationBonus = spellObj.concentration - caster.abilityMod - caster.CL; } if (spellObj.oppositionschools) { caster.oppositionschools = spellObj.oppositionschools; @@ -36262,17 +38082,24 @@

    }); return setter; } -/*createAttacks - creates rows in repeating_weapon - * @attacklist = array of {enh:0,name:"",type:"",countFullBAB:1,plus:"",note:"",iter:[],dmgdice:0,dmgdie:0,crit:20,critmult:2,dmgbonus:0}; - * @setter = the map to pass to setAttrs - * @returns setterf +/**createAttacks - creates rows in repeating_weapon + * @param {[{enh:number,name:string,type:string,countFullBAB:number,plus:string,note:string,iter:[number],dmgdice:number,dmgdie:number,crit:number,critmult:number,dmgbonus:number}]} attacklist + * @param {Map} setter the map to pass to setAttrs + * @param {Map} attackGrid populated as out param by parseAndCreateAttacks + * @param {Map} abilityScores output of parseAbilityScores + * @param {[string]} importantFeats list of attack-affecting feats this char has + * @param {number} defaultReach the default reach for melee attacks + * @param {[[string,number]]} exceptionReaches list of attack names and reach numbers + * @param {Map} sizeMap output from PFSize.getSizeFromText + * @returns {Map} setter */ function createAttacks(attacklist, setter, attackGrid, abilityScores, importantFeats, defaultReach, exceptionReaches, sizeMap) { setter = setter || {}; if (!attacklist || _underscore2.default.size(attacklist) === 0) { return setter; } - _exportsLoaderTASTheAaronSheet2.default.debug("##################", "create attacks:", attacklist, attackGrid, abilityScores, importantFeats, defaultReach, exceptionReaches); + + //TAS.debug("##################","create attacks:", attacklist, attackGrid, abilityScores, importantFeats, defaultReach, exceptionReaches); setter = _underscore2.default.reduce(attacklist, function (memo, attack) { var newRowId = generateRowID(), prefix = "repeating_weapon_" + newRowId + "_", @@ -36346,9 +38173,9 @@

    } } } - if (specCMB) { - _exportsLoaderTASTheAaronSheet2.default.debug("############ SPEC CMB ###############", "dmgAbilityStr:" + dmgAbilityStr + " attackbonus:" + basebonus + ", mult:" + dmgMult); - } + //if(specCMB){ + // TAS.debug("############ SPEC CMB ###############","dmgAbilityStr:"+dmgAbilityStr+" attackbonus:"+basebonus +", mult:"+ dmgMult); + //} if (dmgAbilityStr || specCMB) { if (specCMB && attack.dmgbonus === 0) { memo[prefix + "damage-ability"] = "0"; @@ -36443,8 +38270,8 @@

    memo[prefix + "precision_dmg_type"] = attack.plustype; } } else if (attack.plus) { - memo[prefix + "precision_dmg_type"] = attack.plus; - memo[prefix + "precision_dmg_macro"] = "Plus"; + memo[prefix + "precision_dmg_type"] = "Plus"; + memo[prefix + "precision_dmg_macro"] = attack.plus; } if (attack.dmgtype) { memo[prefix + "notes"] = memo[prefix + "notes"] + ", damage type:" + attack.dmgtype; @@ -36458,6 +38285,7 @@

    } else if (/tongue/i.test(attack.name)) { reach = defaultReach * 3; memo[prefix + "range"] = reach; + memo[prefix + "vs"] = "touch"; } else if (attack.atktype === "melee") { if (exceptionReaches && exceptionReaches.length > 0) { //TAS.log("looking for match",exceptionReaches); @@ -36479,6 +38307,9 @@

    memo[prefix + "range"] = defaultReach; } } + if (attack.vs && !/tongue/i.test(attack.name)) { + memo[prefix + "vs"] = attack.vs; + } if (attack.group) { memo[prefix + "group"] = attack.group; } @@ -36671,25 +38502,28 @@

    abilitymod = 0, ranks = 0; try { - tot = parseInt(tot, 10); + tot = parseInt(tot, 10) || 0; if (tempAbilities[skill]) { ability = tempAbilities[skill]; abilitymod = abilityScores[ability] ? abilityScores[ability].mod : 0; - abilitymod = parseInt(abilitymod, 10); //TAS.debug("now setting " + skill + ", total:" + tot +", size:",sizeMap); memo[skill] = tot; ranks = tot; ranks -= abilitymod; if (skill === 'Stealth') { - ranks -= 2 * sizeMap.skillSize; + if (sizeMap.skillSize !== 0) { + ranks -= 2 * sizeMap.skillSize; + } } else if (skill === 'Fly') { - ranks -= sizeMap.skillSize; + if (sizeMap.skillSize !== 0) { + ranks -= sizeMap.skillSize; + } } if (racial && racial.skillmods && racial.skillmods[skill]) { - ranks -= parseInt(racial.skillmods[skill], 10); + ranks -= parseInt(racial.skillmods[skill], 10) || 0; } if (parseInt(memo[skill + "-feat"], 10) > 0) { - ranks -= parseInt(memo[skill + "-feat"], 10); + ranks -= parseInt(memo[skill + "-feat"], 10) || 0; } if (parseInt(memo[skill + "-cs"], 10) > 0) { ranks -= 3; @@ -36712,9 +38546,17 @@

    return setter; } } +/**createInitEntries adds init,init-misc,init-misc-mod,init-ability-mod values to setter + * @param {Map} setter the map to pass to setAttrs + * @param {number} baseInit the total initiative bonus + * @param {Map>} abilityScores output of parseAbilityScores + * @param {[string]} importantFeats list of attack-affecting feats this char has, IGNORED + * @returns {Map} setter + */ function createInitEntries(setter, baseInit, abilityScores, importantFeats) { var initMisc = 0; try { + setter = setter || {}; initMisc = baseInit - abilityScores.dex.mod; setter["init"] = baseInit; setter["init-misc"] = initMisc; @@ -36726,6 +38568,7 @@

    return setter; } } + function createHPAbilityModEntry(setter, abilityScores, isUndead) { try { if (isUndead || abilityScores.con.base === "-") { @@ -37004,8 +38847,9 @@

    return memo; }, setter); } -/*createFeatureEntries - *@returns setter */ +/**createFeatureEntries + *@returns {Map} setter + */ function createFeatureEntries(setter, abilitylist, abilityScoreMap) { var attrs = {}, creatureRace = "", @@ -37352,15 +39196,18 @@

    if (sizeMap && sizeMap.size !== 0) { setter.size = sizeMap.size; setter['default_char_size'] = sizeMap.size; - setter['old_size'] = sizeMap.size; setter.size_skill = sizeMap.skillSize; setter["CMD-size"] = sizeMap.size * -1; setter.size_skill_double = sizeMap.skillSize * 2; } else { - sizeMap = { 'size': 0, 'size_skill': 0, 'CMD-size': 0, 'size_skill_double': 0 }; setter['size'] = 0; setter['default_char_size'] = 0; - setter['old_size'] = 0; + setter.size_skill = 0; + setter["CMD-size"] = 0; + setter.size_skill_double = 0; + if (!sizeMap) { + sizeMap = { 'size': 0, 'skillSize': 0 }; + } } // Feats ********************************************************************* if (v["npc-feats-text"]) { @@ -37406,7 +39253,6 @@

    acMap = parseNPCAC(v["ac_compendium"], v.cmd_compendium, abilityScores.dex.mod, sizeMap.size); createACEntries(setter, acMap, abilityScores, importantFeats, hpMap, bab); // Reach ******************************************* - //TAS.debug("about to find reach: " + v.reach_compendium); reachObj = parseReach(v.reach_compendium); if (reachObj) { setter.reach = reachObj.reach; @@ -37542,6 +39388,7 @@

    setter["npc_import_now"] = 0; setter['npc-compimport-show'] = 0; _exportsLoaderTASTheAaronSheet2.default.info("##############################################", "END OF importFromCompendium"); + _exportsLoaderTASTheAaronSheet2.default.debug("setting", setter); setAttrs(setter, _PFConst2.default.silentParams, done); } else { setter["npc_import_now"] = 0; @@ -37556,7 +39403,7 @@

    _PFLog.PFLog.modulecount++; /***/ }), -/* 37 */ +/* 38 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -37676,7 +39523,7 @@

    _PFLog.PFLog.modulecount++; /***/ }), -/* 38 */ +/* 39 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -38104,7 +39951,7 @@

    _PFLog.PFLog.modulecount++; /***/ }), -/* 39 */ +/* 40 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; @@ -38120,7 +39967,7 @@

    var _PFConst2 = _interopRequireDefault(_PFConst); -var _PFSheet = __webpack_require__(21); +var _PFSheet = __webpack_require__(25); var PFSheet = _interopRequireWildcard(_PFSheet); @@ -38132,13 +39979,17 @@

    function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } -//importing PFSheet imports everything else _exportsLoaderTASTheAaronSheet2.default.config({ logging: { - info: false, - debug: false + info: "production" !== 'production', + debug: "production" !== 'production' } }); +if (false) { + _exportsLoaderTASTheAaronSheet2.default.debugMode(); +} +//importing PFSheet imports everything else + _PFLog.PFConsole.log(' ,## /## '); _PFLog.PFConsole.log(' /#/ / ## '); @@ -38150,7 +40001,7 @@

    _PFLog.PFConsole.log(' '); _PFLog.PFConsole.log(' PFSheet module loaded '); _PFLog.PFLog.modulecount++; -if (_PFLog.PFLog.modulecount === 34) { +if (_PFLog.PFLog.modulecount === 35) { _PFLog.PFConsole.log(' All ' + _PFLog.PFLog.modulecount + ' Modules Loaded '); } else { _PFLog.PFConsole.log(' ONLY ' + _PFLog.PFLog.modulecount + ' Modules Loaded! ' + _PFLog.PFLog.r, 'background: linear-gradient(to right,yellow,white,white,yellow); color:black;text-shadow: 0 0 8px white;'); diff --git a/Pathfinder-Neceros/sheet.json b/Pathfinder-Neceros/sheet.json index 8b453d98866a..cde58a0184ed 100644 --- a/Pathfinder-Neceros/sheet.json +++ b/Pathfinder-Neceros/sheet.json @@ -14,27 +14,28 @@ "value": "1", "description": "CHECK THIS so all new sheets set to 'new since v1'" }, + { + "attribute": "migrate1", + "displayname": "Update all sheets to latest version", + "type": "checkbox", + "value": "1", + "description" : "Use to update all sheets to latest versionusing Apply Default Settings on Experimental Features section of Settings from INSIDE your campaign." + }, { "attribute": "PC-whisper", "displayname": "PC rolls", - "displaytranslationkey": "whisper-character-rolls", "type": "select", - "options": ["","/w gm"], + "options": [" ","/w gm"], "optiontranslationkeys": ["public-rolls","whisper-to-game-master"], - "default": "", - "description": "Whisper to GM or broadcast publicly", - "descriptiontranslationkey": "whisper-rolls-title" + "default": " " }, { "attribute": "NPC-whisper", "displayname": "NPC rolls", - "displaytranslationkey": "whisper-non-player-character-rolls", "type": "select", - "options": ["","/w gm"], + "options": [" ","/w gm"], "optiontranslationkeys": ["public-rolls","whisper-to-game-master"], - "default": "/ gm", - "description": "Whisper to GM or broadcast publicly", - "descriptiontranslationkey": "whisper-rolls-title" + "default": "/ gm" }, { "attribute": "is_npc", @@ -103,7 +104,7 @@ "type": "select", "options": ["0","1","2","3","4","5"], "optiontranslationkeys": ["arial-default","verdana","comic-sans","segoe","lucida","fantasy"], - "default": "arial-default", + "default": "0", "description": "Extra fonts for Accessiblity" }, { @@ -113,11 +114,45 @@ "type": "select", "options": ["0","1","2","3"], "optiontranslationkeys": ["armor-shield-load-default","armor-shield-only","load-only","ignore-encumbrance"], - "default": "arial-default", - "descrition" : "Encumbrance based on:", + "default": "0", + "description" : "Encumbrance based on:", "descriptiontranslationkey": "encumbrance-based-on" - } - - + }, + { + "attribute": "use_advanced_options", + "displayname": "Display user defined fields", + "displaytranslationkey": "display-advanced-options", + "type": "checkbox", + "description": "Display extra fields for advanced customization, such as columns marked 'user defined'", + "descriptiontranslationkey": "display-advanced-options-title", + "value": "1" + }, + { + "attribute": "normal_macro_show", + "displayname": "Display user defined fields", + "displaytranslationkey": "display-macro-text", + "type": "checkbox", + "description": "Display macro fields for customizing roll template rolls", + "descriptiontranslationkey": "display-macro-text-title", + "value": "1" + }, + { + "attribute": "adv_macro_show", + "displayname": "Display Advanced roll-time macro fields", + "displaytranslationkey": "display-advanced-macros", + "type": "checkbox", + "description": "Display Advanced fields to add to rolls. These will add to any 1d20 roll. Evaluated at roll-time, so queries may be used. Each requires '0' as default, and [[]] around rolls", + "descriptiontranslationkey": "display-advanced-macros-title", + "value": "1" + }, + { + "attribute": "skill-query", + "displayname": "Enable Take 10 or 20 options?", + "displaytranslationkey": "enable-take-10-or-20-options", + "type": "select", + "options": ["1d20+@{skill-invest-query}","?{Roll or Take 10/20?|1d20,1d20|10,10|20,20}+@{skill-invest-query}","@{skill-invest-query}+@{custom_dice}"], + "optiontranslationkeys": ["no","yes","custom-roll"], + "default": "1d20+@{skill-invest-query}" + } ] } diff --git a/Pathfinder-Neceros/translation.json b/Pathfinder-Neceros/translation.json index e647aa69eed0..a7baad075e94 100644 --- a/Pathfinder-Neceros/translation.json +++ b/Pathfinder-Neceros/translation.json @@ -1,1662 +1,1867 @@ { - "tahoma":"Tahoma", - "lucida":"Lucida Sans", + "use-buff-bonus-stacking": " Use buff bonus types and stacking", + "bonus-type": "Bonus Type", + "untyped": "Untyped", + "untyped-default": "•Untyped", + "alchemical": "Alchemical", + "circumstance": "Circumstance", + "competence": "Competence", + "enhancement": "Enhancement", + "equivalent-to": "Equivalent-to Ability", + "inherent": "Inherent", + "insight": "Insight", + "luck": "Luck", + "profane": "Profane", + "sacred": "Sacred", + "customa": "Custom A", + "customb": "Custom B", + "customc": "Custom C", + "deflection": "Deflection", + "circumstance-cmd": "Circumstance (+CMD)", + "untyped-cmd-default": "•Untyped (+CMD)", + "deflection-touch-cmd": "Deflection (+Touch,CMD)", + "dodge-touch-cmd": "Dodge (+Touch,CMD)", + "insight-cmd": "Insight (+CMD)", + "luck-cmd": "Luck (+CMD)", + "morale-cmd": "Morale (+CMD)", + "profane-cmd": "Profane (+CMD)", + "sacred-cmd": "Sacred (+CMD)", + "rangeddmg-ability-buffs": "Damage and check buffs", + "all-checks": "All Checks", + "all-checks-calc": "All checks calc", + "ability-tracking": "Ability Tracking", + "item-tracking": "Item Tracking", + "misc-tracking": "Misc Tracking", + "3-sizes-smaller": "3 sz smaller", + "2-sizes-smaller": "2 sz smaller", + "1-size-smaller": "1 sz smaller", + "1-size-larger": "1 sz larger", + "2-sizes-larger": "2 sz larger", + "3-sizes-larger": "3 sz larger", + "buff-strength-based-skills-title": "Bonus to strength based skills", + "buff-dexterity-based-skills-title": "Bonus to dexterity based skills", + "buff-constitution-based-skills-title": "Bonus to constitution based skills", + "buff-intelligence-based-skills-title": "Bonus to intelligence based skills", + "buff-wisdom-based-skills-title": "Bonus to wisdom based skills", + "buff-charisma-based-skills-title": "Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv": "CMB Only", + "strength-calculation-skills-abbrv": "Str skills calc", + "dexterity-calculation-skills-abbrv": "Dex skills calc", + "constitution-calculation-skills-abbrv": "Con skills calc", + "intelligence-calculation-skills-abbrv": "Int skills calc", + "wisdom-calculation-skills-abbrv": "Wis skills calc", + "charisma-calculation-skills-abbrv": "Cha skills calc", + "buff-armor-title": "Bonus to armor", + "buff-shield-title": "Bonus to shield", + "buff-natural-title": "Bonus to natural", + "buff-flat-footed-title": "Bonus to flat-footed", + "buff-initiative-title": "Bonus to initiative", + "buff-size-title": "Bonus to size", + "buff-speed-title": "Bonus to speed", + "buff-damage-ranged-title": "Bonus to ranged damage", + "buff-damage-melee-title": "Bonus to melee damage", + "buff-combat-maneuver-bonus-title": "Bonus to combat maneuver bonus", + "buff-skill-checks-title": "Bonus to skill checks", + "buff-ability-checks-title": "Bonus to ability checks", + "armor-calculation-abbrv": "Armor calc", + "shield-calculation-abbrv": "Shield calc", + "shield-default": "•Shield", + "natural-armor-default": "•Natural Armor", + "armor-default": "•Armor", + "natural-armor-abbrv": "Nat Armor", + "natural-calculation-abbrv": "Natural Armor calc", + "flat-footed-only-calculation-abbrv": "Flat-foot only calc", + "initiative-calculation-abbrv": "Init calc", + "size-calculation-abbrv": "Size calc", + "speed-calculation-abbrv": "Speed calc", + "damage-ranged-calculation-abbrv": "Ranged dmg calc", + "damage-melee-calculation-abbrv": "Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv": "CMB calc", + "skill-checks-calculation-abbrv": "Skill check calc", + "ability-checks-calculation-abbrv": "Ability check calc", + "new-buffs": "New Buffs (BETA):", + "strength-skills-abbrv": "STR skills", + "dexterity-skills-abbrv": "DEX skills", + "constitution-skills-abbrv": "CON skills", + "intelligence-skills-abbrv": "INT skills", + "wisdom-skills-abbrv": "WIS skills", + "charisma-skills-abbrv": "CHA skills", + "natural-abbrv": "Nat AC", + "flat-footed-abbrv": "FF AC", + "initiative-abbrv": "Init", + "init-speed-full-macro": "Init and Speed Info Full Macro:", + "init-speed-info": "Initiative and Speed Info", + "init-speed-title": "%{init-speed-info} Post initiative and speed information.", + "information-abbrv": "Info", + "skill-checks": "Skill Checks", + "damage-ranged-abbrv": "Rng dmg", + "damage-melee-abbrv": "Melee dmg", + "skill-checks-abbrv": "Skll chk", + "ability-checks-abbrv": "Abil chk", + "spell-tracking": "Spell Tracking", + "extra-damage-condition": "Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc": "Condition - Rake, Rend, etc", + "number-extra-attacks": "# O.H. Atks", + "number-extra-attacks-title": "Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro": "All Saves Macro", + "all-saves-macro-title": "@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield": "Dual Wield", + "dual-wield-beta": "Dual Wield (BETA)", + "use-dual-wield-beta": " Use Dual Wield (BETA)", + "dual-wield-instructions": "To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) into the fields below. Set mainhand and offhand penalties and the additional number of attacks, then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change, update here and press Update to update ALL existing dual wield entries.", + "create-dual-wield": "Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title": "Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon": "Two Weapon", + "mainhand-id": "Mainhand Id", + "mainhand-penalty-abbrv": "M.H. Pen", + "mainhand-penalty": "Mainhand penalty when dual wielding", + "offhand-id": "Offhand Id", + "offhand-penalty": "Offhand penalty when dual wielding", + "offhand-penalty-abbrv": "O.H. Pen", + "offhand-damage-multiplier-abbrv": "O.H. dmg mult", + "offhand-damage-multiplier": "Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved": "Improved", + "tahoma": "Tahoma", + "lucida": "Lucida Sans", "segoe": "Segoe UI", "fantasy": "Fantasy", "font-background": "Font / Background", - "font": "Font", - "1-ordinal": "1st", - "10-ordinal": "10th", - "100-at-level-1": " Use max hp for first level/HD", - "100-at-level-1-title": "Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", - "2-ordinal": "2nd", - "24-per-target": "Per 24hrs per target", - "24-per-target-abbrv": "/24/target", - "3-ordinal": "3rd", - "4-ordinal": "4th", - "5-ordinal": "5th", - "6-ordinal": "6th", - "7-ordinal": "7th", - "8-ordinal": "8th", - "9-ordinal": "9th", - "1-ordinal-class": "1st Class", - "2-ordinal-class": "2nd Class", - "3-ordinal-class": "3rd Class", - "4-ordinal-class": "4th Class", - "5-ordinal-class": "5th Class", - "6-ordinal-class": "6th Class", - "1-ordinal-spellclass": "1st Spellcasting Class", - "2-ordinal-spellclass": "2nd Spellcasting Class", - "3-ordinal-spellclass": "3rd Spellcasting Class", - "Ex": "Ex", - "No (Harmless)": "No (Harmless)", - "No": "No", - "Sp": "Sp", - "Su": "Su", - "Yes (Harmless)": "Yes (Harmless)", - "Yes": "Yes", - "abilities": "Abilities", - "ability": "Ability", - "ability-basis": "Ability Basis", - "ability-basis-desc": "DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities", - "ability-bonus": "Ability Bonus", - "ability-checks": "Ability Checks", - "ability-damage-desc": "For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious.", - "ability-drain-desc": "Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses.", - "ability-list-default-values": "Abilities default values", - "ability-lists-flags": "Ability list flags", - "ability-macros-current": "Ability macros to current", - "ability-menus": "Ability Menus", - "ability-name": "Ability Name", - "ability-penalty-desc": "Penalties function just like ability damage, but they cannot cause you to fall unconscious or die. Penalties cannot decrease your ability score to less than 1.", - "ability-roll-template": "Ability Roll Template", - "ability-score": "Ability Score", - "ability-scores": "Ability Scores", - "ability-type": "Ability Type", - "ability-type-title": "Select the type of ability if applicable. Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural).", - "above-head": "Above Head", - "accessibility": "Accessibility", - "acrobatics": "Acrobatics", - "add-class-levels": "Add Class Levels", - "add-custom-column": "Add Custom Column", - "add-hit-dice": "Add Race/Monster HD", - "add-skill-bonus-macro": "Add Skill Bonus Macro?", - "additional-attack-macro-query-included-with-crits": "Additional Attack Macro/Query (included with crits)", - "additional-damage": "Extra Damage", - "additional-damage-macro-query-included-with-crits": "Additional Damage Macro/Query (included with crits)", - "additional-damage-title": "Add additional, precision, or extra critical damage", - "additional-modifier-or-macro": "Additional modifier or macro, e.g. [[1d6]], [[2d20k1]], etc.", - "adjust-damage-by-size": " Adjust damage based on size", - "advanced": "Advanced", - "adventure": "Adventure ", - "adventure-skills": "Adventure Skills", - "adventuring-gear-tool": "Adventuring Gear or Tool", - "age": "Age", - "alignment": "Alignment", - "alignment-abbrv": "Align", - "alignment-type-init": "Align Type Init", - "all": "All", - "all-abilities": "All Abilities", - "all-attacks": "All Attacks", - "all-attacks-insert-macro-attack": "Add to Attack Roll macro", - "all-attacks-insert-macro-cmb": "Add to CMB Roll macro", - "all-attacks-insert-macro-cmb-damage": "Add to CMB Dmg macro", - "all-attacks-insert-macro-damage": "Add to Dmg macro", - "all-attacks-insert-macro-melee": "Add to Melee Attack Roll macro", - "all-attacks-insert-macro-melee-damage": "Add to Melee Dmg macro", - "all-attacks-insert-macro-ranged": "Add to Ranged Attack Roll macro", - "all-attacks-insert-macro-ranged-damage": "Add to Ranged Dmg macro", - "all-attacks-macro-insert-section": "Attack 'Add-to-roll' Macros", - "all-features-desc": "Features list contains Special Abilities, Special Qualities, Feats, etc", - "all-other-desc": "Miscellaneous includes any not found under another tab", - "all-saves": "All Saves", - "all-skills": "All Skills", - "alternate-ability-cmb-desc": "Alternate ability combat maneuver", - "alternate-ability-melee-desc": "Alternate ability melee attack", - "alternate-ability-ranged-desc": "Alternate ability ranged attack", - "alternate-favored-class": "Alternate Favored Class point counter", - "alternate-favored-class-abbrv": "FC Alt", - "always-show-domain-spells": " Always show spells marked 'domain' in spellbook menu", - "ammo": "Ammo", - "ammunition": "Ammunition", - "announcements-0": "New Abilities section on it's own tab - special abilities tabs, linked attacks, pf_ability roll template.", - "announcements-1": "New Hero Lab character importer - import Hero Lab characters by converting the xml to a json file.", - "announcements-2": "New Inventory section- sub-type tabs, link armor/shield to defense, link weapons to attacks, slot placement for worn items.", - "announcements-3": "New NPC/Monster parser - drag/drop from the compendium's bestiary to the NPC page \"Monster Statblock Import Section\" and hit the parse button... be patient, some of the more complex stat-blocks will require more time.", - "announcements-4": "New Settings/Configuration features added;\n\t\t\t\t\t
      \n\t\t\t\t\t\t
    • Uses Spells - shows spell-related sections
    • \n\t\t\t\t\t\t
    • Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's. Included to help transition into the updated Abilities list.
    • \n\t\t\t\t\t\t
    • Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB)
    • \n\t\t\t\t\t\t
    • Encumbrance - encumbrance-based-on and dwarf-specific rules
    • \n\t\t\t\t\t\t
    • Hit Points - auto HP and max at 1st lvl/HD
    • \n\t\t\t\t\t\t
    • Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMD
    • \n\t\t\t\t\t\t
    • Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time')
    • \n\t\t\t\t\t\t
    • Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not)
    • \n\t\t\t\t\t\t
    • Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics.
    • \n\t\t\t\t\t\t
    • Header images - additional header images added
    • \n\t\t\t\t\t\t
    • Hero Lab Character Import
    • \n\t\t\t\t\t\t
    • and more...
    • \n\t\t\t\t\t
    \n\t\t\t\t", - "announcements-5": "Uses Spells - shows spell-related sections", - "announcements-6": "Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's. Included to help transition into the updated Abilities list.", - "announcements-7": "Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB)", - "announcements-8": "Encumbrance - encumbrance-based-on and dwarf-specific rules", - "announcements-9": "Hit Points - auto HP and max at 1st lvl/HD", - "announcements-10": "Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMD", - "announcements-11": "Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time')", - "announcements-12": "Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not)", - "announcements-13": "Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics.", - "announcements-14": "Header images - additional header images added", - "announcements-15": "Hero Lab Character Import", - "announcements-16": "and more...", - "announcements-17": "New Sheet Mode button. - Expanded mode(full editing) or Compact mode(important fields only)", - "announcements-18": "Added Sheet default settings options - \"Is NPC\" is currently the only option, more to come.", - "announcements-19": "Added Skill option to use custom rolls.", - "announcements-20": "Added Spells linked to an attack.", - "announcements-21": "Additional Menu Buttons for all important rolls with separate macros for PC and NPC with a configuration option to show both sets.", - "announcements-22": "New Notes page - create custom macros, rolls or add notes.", - "announcements-23": "In this version (1.18): Extra hit points in PC racial hp fixed. Reset init to try to fix GroupInit bug.", - "announcements-24": "Click ⛭ Settings button next to Pathfinder logo to toggle Settings page.", - "announcements-25": "Check Display roll templates for customization on Settings page to customize rolls.", - "announcements-26": "Check Use Spell Points on Settings page if you use spell points.", - "announcements-27": "Extra calculated numbers available on Notes page for point pools, or for use in tokens bars, etc", - "announcements-99": "and more...", - "announcements": "Announcements:", - "announcements-old": "Old Announcements", - "appraise": "Appraise", - "arcana": "Arcana", - "arial": "Arial", - "arial-default": "•Arial", - "armor": "Armor", - "armor-and-shield": "Armor and Shield", - "armor-attributes": "Armor Attributes", - "armor-check-penalty-abbrv": "ACP", - "armor-class": "Armor Class", - "armor-class-abbrv": "AC", - "armor-class-abbrv-default": "•AC", - "armor-class-bonus": "AC Bonus", - "armor-class-calculation-abbrv": "AC Calc", - "armor-notes": " Armor Notes", - "armor-notes-place": "Put notes about context-sensitive AC bonuses here.", - "armor-or-shield": "Armor or Shield", - "armor-penalties": "Armor Penalties", - "armor-shield": "Armor/Shield", - "armor-shield-bonus": "Armor or Shield bonus to Armor Class", - "armor-shield-load-default": "•Armor, Shield & Load", - "armor-shield-name": "Armor or Shield Name", - "armor-shield-only": "Armor & Shield only", - "armor-two": "Armor 2", - "armor-type": "Armor or Shield Type", - "artistry": "Artistry", - "at-will": "At Will", - "athletics": "Athletics", - "attack": "Attack", - "attack-1": "Attack 1", - "attack-1-ordinal": "1st Attack", - "attack-10-ordinal": "10th Attack", - "attack-2": "Attack 2", - "attack-2-ordinal": "2nd Attack", - "attack-3": "Attack 3", - "attack-3-ordinal": "3rd Attack", - "attack-4": "Attack 4", - "attack-4-ordinal": "4th Attack", - "attack-5": "Attack 5", - "attack-5-ordinal": "5th Attack", - "attack-6": "Attack 6", - "attack-6-ordinal": "6th Attack", - "attack-7": "Attack 7", - "attack-7-ordinal": "7th Attack", - "attack-8": "Attack 8", - "attack-8-ordinal": "8th Attack", - "attack-9-ordinal": "9th Attack", - "attack-and-combat-maneuver-bonuses": "Attack and Combat Maneuver Bonuses", - "attack-and-damage": "Attack and Damage", - "attack-grid-rows-migrated": "Attack grid extra rows", - "attack-list-default-values": "Attacks default values", - "attack-macros-current": "Attack macros to current", - "attack-modifier-abbrv": "Attack Mod", - "attack-modifiers-abbrv": "Attack Mods", - "attack-notes": "Attack Notes", - "attack-notes-place": "Put notes about context-sensitive Attack bonuses here.", - "attack-penalty": "Attack penalty", - "attack-roll-template": "Attack Roll Template ", - "attack-type": "Attack Type", - "attack-type-abbrv": "Atk Type", - "attacks": "Attacks", - "attacks-dmg-migrated": "Dmg Multiplier", - "attacks-dmg-migrated-title": "Repeating Attack damage multiplier migrated.", - "attacks-macros-migrated": "Attack Macro v.5", - "attacks-macros2-migrated": "Attack Macro v.6", - "attacks-macros64-migrated": "Attack Macro v.64", - "attacks-migrated-title": "Repeating Attack macros migrated. If an attack rolltemplate does not appear correct, delete the macro text and click into another field, the system will reset the macro text to defaults. Repeat for iterative attacks macros.", - "atwill": "At Will", - "aura": "Aura", - "automatically-calculate-hit-points-abbrv": " Auto-calc hp", - "average-hit-point-abbrv": "Avg hp:", - "azure": "Azure", - "background": "Background", - "background-title": "Choose a background image.", - "background-ranks-remaining": "Background Ranks Remaining", - "background-skills": " Background Skills", - "base": "Base", - "base-attack-bonus": "Base Attack Bonus", - "base-attack-bonus-abbrv": "BAB", - "base-attacks": "Base Attacks", - "base-level": "Base Level", - "base-points-per-day": "Base Points/Day", - "base-speed": "Base", - "base-spells-per-day": "Base
    Spells/Day", - "base-statistics": "Base Statistics", - "base-statistics-place": "If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here.", - "base-value": "Base", - "before-combat": "Before Combat", - "before-combat-place": "List any spells and/or abilities used before combat. His stats should reflect these spells.", - "belt": "Belt", - "black": "Black", - "black-default": "•Black", - "blank": "Blank", - "blinded": " Blinded", - "block-roll-template": "Block Text Roll Template ", - "bludgeoning": "Bludgeoning", - "blue": "Blue", - "bluff": "Bluff", - "body": "Body", - "bonus": "Bonus", - "bonus-points": "Ability Bonus", - "bonus-power-points-abbrv": "Bonus PP", - "bonus-spells": "Bonus Spells", - "buff": "Buff", - "buff-armor-class-title": "Bonus to armor class.", - "buff-caster-level-title": "Bonus to spell caster level.", - "buff-charisma-title": "Bonus to Charisma ability score.", - "buff-cmd-title": "Bonus to combat maneuver defense.", - "buff-constitution-title": "Bonus to Constitution ability score.", - "buff-damage-title": "Bonus to all attack damage.", - "buff-dexterity-title": "Bonus to Dexterity ability score.", - "buff-fortitude-title": "Bonus to fortitude saving throws.", - "buff-intelligence-title": "Bonus to Intelligence ability score.", - "buff-melee-title": "Bonus to all melee attack rolls.", - "buff-notes": "Buff Notes", - "buff-ranged-title": "Bonus to all ranged attack rolls.", - "buff-reflex-title": "Bonus to reflex saving throws.", - "buff-skill-checks-title": "Bonus to all skill and ability checks.", - "buff-spell-caster-level-title": "Bonus to spell caster level.", - "buff-strength-title": "Bonus to Strength ability score.", - "buff-temp-hp-title": "Temporary hit points.", - "buff-touch-title": "Bonus to touch attack armor class.", - "buff-will-title": "Bonus to will saving throws.", - "buff-wisdom-title": "Bonus to Wisdom ability score.", - "buffs": "Buffs", - "buffs-conditions-edit-section": "Set and edit buffs and conditions", - "buffs-conditions-section": "Buffs and Conditions", - "buffs-conditions-status-section": "Buff and Condition status panels", - "buffs-migrated": "Buffs", - "buffs-migrated-title": "Buffs migrated to Buffs repeating section. Cannot be remigrated.", - "buffs-set": "Set Buffs", - "buffs-showsect-cmd": "Click to expand buff edit area.", - "burrow-speed": "Burrow", - "buttons": "Buttons", - "buttons-showsect-cmd": "Show chat ability command buttons", - "calculation-abbrv": "Calc", - "cannot-parse": "Cannot parse", - "cantrips": "Cantrips", - "carried": "Carried", - "carried-not-worn": "Carried (not worn)", - "carried-currency": "Carried Currency", - "carried-currency-title": "The amount of currency carried on the character that will contribute to total load", - "carried-default": "•Carried", - "carried-equipment": "Carried Equipment", - "carried-weight": "Carried Weight", - "cast-defensive-bonus": "Concentration Bonus when casting defensively", - "cast-defensive-bonus-abbrv": "Cast Def. Bonus", - "cast-defensively": "Cast Defensively", - "cast-defensively-abbrv": "Cast Def", - "cast-defensively-check": "Cast Defensively Check", - "cast-defensively-difficulty-class-abbrv": "Cast Def DC", - "caster-class-level": "Spellcasting class and level", - "caster-level": " Caster Level", - "caster-level-abbrv": "CL", - "caster-level-basis-abbreviation": "CL basis", - "caster-level-basis-explanation": "Race/class basis defaults to total character level", - "caster-level-calculation": "Caster Lvl Calc", - "caster-level-check": "Casterlevel Check", - "caster-level-check-abbrv": "CL Check", - "caster-level-check-abbrv2": "Casterlvl Chk", - "caster-level-check-notes": "Caster-level Check notes", - "caster-level-miscellaneous-abbrv": "Cl misc", - "caster-level-miscellaneous-abbrv2": "Caster lvl misc", - "caster-level-modifier-abbrv": "CL Mod", - "casting-time": "Casting Time", - "casting-time-abbrv": "Cast Time", - "casting-type": "Casting Type: ", - "category": "Category", - "challenge-rating-abbrv": "CR", - "char": "Character Details", - "char-h-exp": "Expand Character Details", - "charged": "Charged", - "charged-magic": "Charged Magic Item", - "charged-magics": "Charged Magic Items", - "character-import": "HeroLab Character Import", - "character-import-desc": "Hero Lab XML Import
    Used to import characters from Hero Lab via XML files.
    Step 1: Save the character as an XML file in Hero Lab (File -> Save Custom Output).
    Step 2: Use Code Beautify's XML to JSON converter (link below) to convert the contents of the XML file to JSON (paste contents of XML file from a text editor into the text area labelled 'Xml Input', click 'XML to JSON', then copy the text from the Result area on the right).
    Step 3: Paste the JSON into the text field below these instructions.
    Step 4: Profit!
    Code Beautify: ", - "character-level": "Character Level", - "character-level-abbrv": "Character lvl", - "character-name": "Character Name", - "charges": "Charges", - "charisma": "Charisma", - "charisma-abbrv": "CHA", - "charisma-abbrv-default": "•CHA", - "charisma-calculation-abbrv": "CHA Calc", - "charisma-penalized": "CHA Penalized", - "charisma-penalized-title": "Charisma Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "check": "Check", - "check-calculation": "Check Calc", - "checks": "Checks", - "chest": "Chest", - "choose-background": "Choose Background:", - "class skill-bonus|armor-check-penalty|size-mod|condition-penalty": "Class Skill Bonus / Armor check penalty / Size mod / Condition penalty", - "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv": "Cl/Ac/Sz/Co", - "class": "Class", - "class-0": "0th Class", - "class-0-title": "Class 0: 1st class", - "class-0-default": "•0th Class", - "class-1": "1st Class", - "class-1-title": "Class 1: 2nd class", - "class-2": "2nd Class", - "class-2-title": "Class 2: 3rd class", - "class-3": "3rd Class", - "class-3-title": "Class 3: 4th class", - "class-4": "4th Class", - "class-4-title": "Class 4: 5th class", - "class-5": "5th Class", - "class-5-title": "Class 5: 6th class", - "class-abilities": "Abilities", - "class-ability": "Class Ability", - "class-and-level": "Class(es) and levels", - "class-bonus": "Class Bonus", - "class-features": "Class Features", - "class-hd": "Class HD", - "class-hit-points": "Class Hit Points", - "class-hit-points-abbrv": "Class hp", - "class-information": "Class Information", - "class-level-abbrv": "CL", - "class-name": "Class Name", - "class-number": "Class #", - "class-number-explanation": "Class number, this number used in dropdowns when selecting class (cannot create select by name)", - "class-power-points-abbrv": "Class PP", - "class-race": "Class and Race", - "class-race-information-abbrv": "Class and Race Information", - "class-race-xp": "Class, Race, Experience", - "class-skill": "Class Skill", - "class-skill-abbrv": "CS", - "class-skills-migrated": "Class skill checkboxes", - "cleanup-old-attributes": "Cleanup old attributes", - "cleanup-old-spell-lists": "Cleanup old spell lists", - "climb": "Climb", - "close": "Close", - "column-cmd": "Split into two columns", - "combat-effects-migrated": "Combat Effects", - "combat-effects-migrated-title": "Attack and damage effects migrated to Buffs. Cannot be remigrated.", - "combat-gear": "Combat Gear", - "combat-maneuver": "Combat Maneuver", - "combat-maneuver-bonus-abbrv": "CMB", - "combat-maneuver-bonus-abbrv2": "Alt CMB", - "combat-maneuver-bonus-image": " CMB Image", - "combat-maneuver-bonus-notes": " CMB Notes", - "combat-maneuver-bonus-notes-place": "Put notes about context-sensitive CMB bonuses here.", - "combat-maneuver-defense-abbrv": "CMD", - "combat-maneuver-defense-calculation-abbrv": "CMD Calc", - "combat-maneuver-defense-notes": "CMD Notes", - "combat-maneuver-defense-notes-place": "Put notes about context-sensitive CMD bonuses here.", - "combat-maneuver-notes-place": "Put notes about context-sensitive CMD bonuses here.", - "combat-skills": "Combat Skills", - "comic-sans": " Comic Sans", - "compendium-drag-drop-compatible": " Compendium drag-n-drop compatible ", - "compendium-drag-n-drop-desc": "Drag items, spells, etc from the compendium to an empty row below to auto populate the information. Compendium is at the italic i icon above the chat.", - "components": "Components", - "concentration": " Concentration", - "concentration-abbrv": "Conc", - "concentration-bonus-desc": "Bonus to concentration rolls = caster level plus ability score", - "concentration-check": "Concentration Check", - "concentration-check-abbrv": "Concentration", - "concentration-check-notes": "Concentration Check notes", - "concentration-label": "Concentration", - "concentration-miscellaneous-abbrv": "Conc Misc", - "concentration-modifier-abbrv": "Conc Mod", - "condition": "Condition", - "condition-abbrv": "Cond", - "condition-blinded-title": "-2 penalty to Armor Class", - "condition-cowering-title": "-2 penalty to Armor Class", - "condition-dazzled-title": "-1 penalty on attack rolls", - "condition-deafened-spellonly": "Has a 20% chance of spell failure when casting spells with verbal components", - "condition-deafened-title": "-4 penalty on initiative rolls, -4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components", - "condition-description": "Modifiers due to conditions that affect this bonus", - "condition-energy-drained-title": "-1 penalty on all attack rolls, combat maneuver checks, combat maneuver defense, saving throws, skill checks, and ability checks. Additionally there is a 5 hp reduction to both current hp and maximum hp.", - "condition-entangled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity", - "condition-exhausted-title": "-6 penalty to Strength and Dexterity", - "condition-fatigued-title": "-2 penalty to Strength and Dexterity", - "condition-fear-title": "Shaken/Frightened/Panicked: -2 penalty on attack rolls, saving throws, skill checks, and ability checks", - "condition-flat-footed-title": "Flat-Footed: loses DEX bonus to AC and CMD (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.", - "condition-grappled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity", - "condition-helpless-title": "Set Dexterity to 0 (-5 DEX-mod)", - "condition-invisible-title": "+2 bonus on attack rolls", - "condition-lose-dexterity-abbrv": " Lose DEX", - "condition-maximum-dexterity-abbrv": " Max DEX", - "condition-pinned-title": "Additional -4 penalty to Armor Class", - "condition-prone-title": "-4 penalty on melee attack rolls", - "condition-sickened-title": "-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks", - "condition-stunned-title": "-2 penalty to Armor Class", - "conditions": "Conditions", - "conditions-set": "Set Conditions", - "conditions-showsect-cmd": "Click to expand condition edit area.", - "config-header-image-info": "Header images are iconic images that appear in the header of roll templates. All macros on the sheet include {{header_image=image attribute}}. Each roll template has a specific image attribute that works with the options below. i.e. The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section. Hover over the template names below to learn the specific image attributes. You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}} For best results, try to keep header images under 32x32px.", - "config-roll-template-info1": "Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros. Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", - "config-roll-template-info2": "Macro roll template syntax: &{template:roll template name} {{key=value}}", - "config-roll-template-info3": "Below is a list of each roll template along with it's defined properties(keys). Keys can only be used once within a macro. A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template. i.e. {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc., or any combination of such values.", - "config-roll-template-info4": "Each has a @{toggle_accessible_flag} , this makes the following string appear or not: {{accessible=true}}. If accessible is set, then an alternate rolltemplate is used that does not uses divs or tables but only labels and spans, which some users may find easier to use. This can also be set globally by checking \"use simple templates\"", - "config-roll-template-info5": "Use this syntax to customize output of rolls in the "macro-text" fields found on the sheet.", - "config-roll-template-pf_ability": "Ability Roll Template (pf_ability)
    Used for all Abilities(Class Features, Feats, Traits, etc.). 2 column format except for the \"description\" property.", - "config-roll-template-pf_attack": "Attack Roll Template (pf_attack)
    Used for attacks. 2 column format except for the \"description\" property. (note: @{macro_options} is used by the sheet to enable the toggling of notes related to attacks and contains the properties for @{melee_notes}, @{ranged_notes}, @{cmb_notes}, and @{attack_notes}.)\n\t\t\t\t\t\t\t", - "config-roll-template-pf_block": "Block Text Roll Template (pf_block)
    Used for Inventory rolls. Key/Property names are not shown in this template. Best for long blocks of text.\n\t\t\t\t\t\t\t", - "config-roll-template-pf_defense": "Defense Roll Template (pf_defense)
    Used for Saving Throws. (note: @{macro_options} is used by the sheet to enable the toggling of notes related to defense and contains the properties for @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes}.)\n\t\t\t\t\t\t\t", - "config-roll-template-pf_generic": "Generic Roll Template (pf_generic)
    Used for Ability checks, Initiative, Spell Failure Check, Skill Checks, Concentration Check, Caster Level Check. 2 column format, except for righttext_X(1-10), lefttext_X(1-10), and the description keys.\n\t\t\t\t\t\t\t", - "config-roll-template-pf_spell": "Spell Roll Template (pf_spell)
    Used for all spell-based sheet rolls. Primarily formatted to emulate a typical spell stat-block. (note: @{spell_options} is used by the sheet to enable the toggling of spell attributes and contains ALL pf_spell specific properties.)\n\t\t\t\t\t\t\t", - "config-update-spell-macros-info1": "This is a mapping of old spell ids to new spell ids for use in upgrading macros.", - "config-update-spell-macros-info2": "\n\t\t\t\t\t\tClick Modify for each spell level and delete all the old spell lists to eliminate old redundant attributes and possibly speed up your sheet.\n\t\t\t\t\t\tOnce you delete the below you will not be able to re-migrate the spells.\n\t\t\t\t\t", - "configuration": "Configuration", - "confirm-critical": "Crit Confirm", - "confirm-critical-bonus": "Crit Confirmation Bonus", - "confirm-critical-bonus-abbrv": "+Crit", - "consolidated": "Consolidated", - "constant": "Constant", - "constitution": "Constitution", - "constitution-abbrv": "CON", - "constitution-abbrv-default": "•CON", - "constitution-calculation-abbrv": "CON Calc", - "constitution-penalized": "CON Penalized", - "constitution-penalized-title": "Constitution Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "consumable-charge": "Consumable or Item with Charges or Uses", - "consumable": "Consumable", - "consumables": "Consumables", - "content": "Content", - "copy-duplicate-attrs": "Copy duplicate fields", - "copper-pieces": "Copper pieces", - "copper-pieces-abbrv": "CP", - "core": "Core", - "core-rules": "Core Rule Options", - "cowering": " Cowering", - "craft": "Craft", - "create-attack": "Create Atk", - "create-attack-entry": "Create a new attack based on this weapon", - "crit-confirmation-bonus": "Critical confirmation bonus", - "critical": " Critical ", - "critical-abbrv": "Crit", - "critical-confirm": "Crit Confirm", - "critical-damage": "Crit Damage", - "critical-title": "-3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", - "cs-acrobatics": "Acrobatics", - "cs-athletics": "Athletics", - "cs-finesse": "Finesse", - "cs-influence": "Influence", - "cs-nature": "Nature", - "cs-perception": "Perception", - "cs-performance": "Performance", - "cs-religion": "Religion", - "cs-society": "Society", - "cs-spellcraft": "Spellcraft", - "cs-stealth": "Stealth", - "cs-survival": "Survival", - "currency": "Currency", - "current-buffs": "Current Buffs", - "current-conditions": "Current Conditions", - "current-experience": "Current Experience", - "current-hit-points-abbrv": "Curr hp", - "current-hp-title": "Player adjustable hit tracking of current hit points remaining.", - "current-load": "Current Load", - "current-power-points-abbrv": "Current PP", - "custom": "Custom", - "custom-roll": "Custom Roll", - "custom-rolls": "Custom Rolls", - "custom-url": "Custom URL", - "custom-url-title": "Include a custom header image using the provided URL.", - "custom-category-desc": "Custom category such as spell school or other user defined", - "custom-crit-confirmation-bonus": "Custom critical confirmation bonus for this attack", - "custom-level-abbrv": "Custom Lvl", - "custom-name": "Custom Name", - "cyan": "Cyan", - "d-hit-die": "d(hitdie)", - "damage": "Damage", - "damage-abbrv": "Dmg", - "damage-ability": "Dmg Ability", - "damage-calculation-abbrv": "Dmg Calc", - "damage-dice-affected-by-size": "Damage dice affected by size changes", - "damage-macro-desc": "Damage macro, must use brackets", - "damage-modifier-abbrv": "Dmg Mods", - "damage-modifiers": "Damage Modifiers", - "damage-multiplier-place": "1.5 etc", - "damage-multiplier-title": "Damage ability modifier: .5, 1.5, 2, etc, can leave blank to represent 1.", - "damage-reduction": "Damage Reduction", - "damage-resistance-abbrv": " DR", - "damage-resistance-title": "Damage Reduction: The amount of damage ignored and the type of weapon that negates the ability. (e.g. 5/silver)", - "damage-type": "Damage Type", - "damage-type-or-description": "Dmg type / Description", - "damage-type-title": "Pierce Blunt Slash other", - "dark-azure": "Dark Azure", - "dark-blue": "Dark Blue", - "dark-cyan": "Dark Cyan", - "dark-green": "Dark Green", - "dark-grey": "Dark Grey", - "dark-orange": "Dark Orange", - "dark-pink": "Dark Pink", - "dark-purple": "Dark Purple", - "dark-red": "Dark Red", - "dark-teal": "Dark teal", - "dark-violet": "Dark Violet", - "dark-yellow": "Dark Yellow", - "dazzled": " Dazzled", - "deafened": " Deafened", - "debuff": "Debuff", - "debuff-title": "Negative buffs count as penalties", - "default": "Default", - "default-size": "Default Size", - "defense": "DEFENSE", - "defense-notes": "Defense Notes", - "defense-notes-place": "Put notes about context-sensitive defense bonuses here.", - "defense-options": "Defense Options", - "defense-roll-template": "Defense Roll Template ", - "defense-statistics": "Defense Statistics", - "defense-statistics-abbrv": "Defense Stats", - "defense-values-grid": "Defense Values", - "defenses": "Defenses", - "defensive-abilities": "Defensive Abilities", - "defensive-casting-bonus-abbrv": "Def Cast Bonus", - "defensive-info": "Defensive Info", - "defensively": "Defensively", - "deflect": "Deflect", - "deity": "Deity", - "description": "Description", - "details-age": "Age", - "details-deity": "Deity", - "details-height": "Height", - "details-homeland": "Homeland", - "details-languages": "Languages", - "details-occupation": "Occupation", - "details-weight": "Weight", - "dexterity": "Dexterity", - "dexterity-abbrv": "DEX", - "dexterity-abbrv-default": "•DEX", - "dexterity-calculation-abbrv": "DEX Calc", - "dexterity-penalized": "DEX Penalized", - "dexterity-penalized-title": "Dexterity Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "dice": "Dice", - "dice-abbrv": "d", - "die": "Die", - "difficulty-class-abbrv": "DC", - "difficulty-class-calculation-desc": "10 + Ability score modifier + DC basis level", - "difficulty-class-effect-basis": "DC Basis", - "difficulty-class-effect-basis-desc": "Base for calculation of DC and effects, defaults to one half level / hit dice", - "difficulty-class-modifier-abbrv": "DC Mod", - "diplomacy": "Diplomacy", - "disable-calculations": "Disable Calculations", - "disable-device": "Disable Device", - "disabled": " Disabled at ", - "disabled-title": "Not unconscious until hp is under this value.", - "disguise": "Disguise", - "display-advanced-macros": " Display 'add-to-roll' rolltime fields", - "display-advanced-macros-title": "Display Advanced fields to add to rolls. These will add to any 1d20 roll. Evaluated at roll-time, so queries may be used. Each requires '0' as default, and [[]] around rolls", - "display-advanced-options": " Display user defined and misc fields", - "display-advanced-options-title": "Display extra fields for advanced customization, such as columns marked 'user defined'", - "display-both-whispers": "Show both roll menu buttons for Monsters/NPCs", - "display-both-whispers-title": "Display both sets of menu buttons at top of page: for PC-Whisper and NPC-Whisper", - "display-cmb-2": " Display Alt CMB attack type", - "display-macro-text": " Display roll templates for customization", - "display-macro-text-title": "Display macro fields for customizing roll template rolls", - "display-ranged-2": " Display Alt Ranged attack type", - "display-settings-config": "Display settings and configuration page", - "display-spells-known": "Click this to display spells known column", - "do-not-show-again": "Do not show again", - "do-not-touch": "Do not use this section unless instructed to by sheet developers", - "dodge": "Dodge", - "domain-etc-type-example": "(Sub)Domain/School/Bloodline/Patron", - "domain-spells-explanation": "On hybrid that use a mix of prepared and spontaneous spells, this allows the domain checkbox to be used to indicate spontaneous spells that are always available. Domain can be used for Mysteries, Spirit Magic, etc", - "domains": "Domains / SubDomains / Bloodlines / Patrons / Schools", - "double-charisma-abbrv": "2x CHA", - "double-constitution-abbrv": "2x CON", - "double-dexterity-abbrv": "2x DEX", - "double-intelligence-abbrv": "2x INT", - "double-strength-abbrv": "2x STR", - "double-wisdom-abbrv": "2x WIS", - "drag-push": "Drag & Push", - "drain": "Drain", - "dungeoneering": "Dungeoneering", - "duration": "Duration", - "during-combat": "During Combat", - "during-combat-place": "List all combat tactics here, including spell, feat, and magic item use.", - "ecology": "ECOLOGY", - "edit-mode-title": "Toggle Expanded mode(full editing) or Compact mode(important fields only).", - "edit-time-custom-num-attributes": "Evaluate at edit time custom number attributes", - "effect": "Effect", - "effective-caster-level": "Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration", - "effective-spell-level": "Effective spell level: use for difficulty class and concentration checks", - "effects-target": "Effects/Target", - "enable-pfs": " Set to PFS config settings", - "enable-pfs-desc": "Sets hit points autocalc, prestige and fame points", - "enable-skill-check-query-title": "Skill Checks will include an option to Roll, Take 10, or Take 20.", - "enable-take-10-or-20-options": "Enable Take 10 or 20 options?", - "enabled-chkbox": "Enabled", - "encumbered-speed": "Encumbered", - "encumbrance": "Encumbrance", - "encumbrance-above-title": "A character can lift as much as his maximum load over his head", - "encumbrance-based-on": "Encumbrance based on", - "encumbrance-drag-push-title": "A character can generally push or drag along the ground as much as five times his maximum load", - "encumbrance-heavy-title": "Over the medium load and up to this weight, the character is heavily encumbered", - "encumbrance-light-title": "At this weight of carried equipment or less, the character is unencumbered", - "encumbrance-max-title": "At this weight or greater the character is immobilized", - "encumbrance-medium-title": "Over the light load and up to this weight, the character is moderately encumbered", - "encumbrance-misc-title": "Miscellaneous bonus to load values", - "encumbrance-multiplier-title": "The amount that load values will be multiplied", - "encumbrance-multiplier-total-title": "Total amount that load values will be multiplied.", - "encumbrance-off-ground-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it", - "encumbrance-size-multiplier-title": "The amount that load values will be multiplied for size. Number of legs are accounted for.", - "encumbrance-source": "Encumbrance Source", - "encumbrance-str-bonus-title": "Bonus to Strength score for carrying capacity only", - "energy-drained": " Energy Drain", - "enforce-requires-training": "Enforce Requires Training?", - "engineering": "Engineering", - "enhance": "Enhance", - "enhancement-abbrv": "Enh", - "enhancement-bonus": "Enhancement Bonus", - "ensure-macros-uptodate": "Ensure macros are up to date.", - "entangled": " Entangled", - "environment": "Environment", - "equation-macro-place": "#/Equation", - "equipment": "Equipment", - "equipment-abbrv": "Equip", - "equipment-list": "Equipment List", - "equipment-type-abbrv": "Equip Type", - "equipped": "Equipped", - "equipped-title": "Select which armor and shield are equipped.", - "error-delete-row": "Error! You must delete this row before editing any items in this section.", - "error-msg1": "Error! You must delete this row before editing any items in this section.", - "escape-artist": "Escape Artist", - "every-rounds-abbrv": "Every n rnds", - "everyrounds": "Every", - "exhausted": " Exhausted", - "expand-all": "Expand All", - "expand-cmd": "Lock or unlock all rows.", - "expand-multiclass": "Expand to reveal more class rows", - "experience-and-hero-points": "Experience and Hero Points", - "experience-current-place": "Current Experience", - "experience-migrated": "Prestige/ Hero Pt flag", - "experience-next": "Next Level", - "experience-points": "Experience Points", - "experience-points-abbrv": "XP", - "extra-crit-abbrv": "Extra Crit Dmg", - "extra-critical-damage": "Extra Crit Dmg", - "extra-critical-damage-title": "Extra Critical Damage", - "extra-damage": "Extra Non-Crit Dmg", - "extra-damage-section": "Extra Damage (not multiplied on crit)", - "extra-ranks": "Extra ranks:", - "extraordinary-abbrv": "Ex", - "extraordinary-abilities": "Extraordinary Abilities", - "extraordinary-abilities-desc": "Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.", - "extraordinary-abilities-menu": "Ex", - "eyes": "Eyes", - "eyes-details": "Eyes Details", - "faction-notes": "Faction Notes", - "faction-notes-place": "Fame, Prestige, and Faction Notes", - "fame": "Fame", - "fatigued": " Fatigued", - "favored-class": "Favored Class(es)", - "favored-class-abbrv": "FC:", - "favored-class-hit-points-abbrv": "FC hp", - "favored-class-hit-points-title": "Favored Class hp", - "favored-class-skill": "Favored Class Skill Ranks.", - "favored-class-skill-abbrv": "FC Skill", - "fear": " Fear", - "fear-any": " Fear (any)", - "feat": "Feat", - "feat-name": "Feat Name", - "feats": "Feats", - "feats-available": "Feats Available", - "feats-by-level": "Feats by Level", - "feats-calculation": "Feat Calculations", - "feature-list-default-values": "Features default values", - "feature-macros-v1": "Orig feature macros to v1", - "features": "Features", - "feet": "Feet", - "feet-abbrv": "ft.", - "finesse": "Finesse", - "flat-footed": " Flat-Footed", - "flat-footed-armor-class": "Flat-Footed Armor Class", - "flat-footed-armor-class-abbrv": "Flat-Footed", - "flat-footed-combat-maneuver-defense-abbrv": "FF CMD", - "flat-footed-touch-abbrv": "FF Touch", - "fly": "Fly", - "footer-aria": "Help links and footer information", - "footnote-a": "â’œ Evaluated at edit time, must evaluate to number. No queries. Extended Expressions allowed.", - "footnote-b": "â’ Evaluated at roll time in chat. Queries allowed. Must put [[brackets]] around rolls.", - "footnote-c": "â’ž Evaluated at roll time in chat. Queries allowed. Must evaluate to number. No [[brackets]] needed.", - "footnote-d": "â’Ÿ Sent to roll template.", - "footnotes-aria": "Footnotes information", - "footer-info": "Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W. | Last updated:", - "fortitude": "Fortitude", - "fortitude-abbrv": "Fort", - "fortitude-calculation-abbrv": "Fort Calc", - "fortitude-save": "Fortitude Save", - "four-legged-abbrv": "Quad", - "frequency": "Frequency", - "frequency-abbrv": "Freq", - "frequency-title": "Select how often this ability is available.", - "full-caster-level-abbrv": "Lvl/HD", - "full-macro": "Full Macro:", - "full-macro-place": "Macro/Query", - "gear": "Gear", - "gear-not-used-place": "Gear not used in combat", - "gear-or-tool": "Gear or Tool", - "gear-tool": "Gear and tools", - "gear-used-place": "Gear used in combat", - "gender": "Gender", - "generic-roll-template": "Generic Roll Template ", - "geography": "Geography", - "global": "Global", - "gold-pieces": "Gold pieces", - "gold-pieces-abbrv": "GP", - "graphpaper": "Graph-paper", - "grappled": " Grappled", - "grazed": " Grazed ", - "grazed-title": "-1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", - "green": "Green", - "grey": "Grey", - "group": "Group", - "group-by-school": " Group by school", - "group-by-school-desc": "Group spells by school in spells menu", - "group-name": "Group by name for attackbook buttons", - "hair": "Hair", - "hair-details": "Hair Details", - "half-caster-level": "½ Caster Level", - "half-caster-level-abbrv-selected": "•½ Lvl/HD", - "half-charisma-abbrv": "1/2 CHA", - "half-constitution-abbrv": "1/2 CON", - "half-dexterity-abbrv": "1/2 DEX", - "half-intelligence-abbrv": "1/2 INT", - "half-strength-abbrv": "1/2 STR", - "half-wisdom-abbrv": "1/2 WIS", - "handle-animal": "Handle Animal", - "hands": "Hands", - "hardness-abbrv": "Hard", - "hd-not-bab": " Use Level/HD for CMD instead of BAB", - "hd-not-bab-title": "If checked use total HD not BAB for CMD", - "head": "Head", - "headband": "Headband", - "header-image": "Header Image", - "header-image-default": "Include the default header image.", - "header-image-none": "Do not include a header image.", - "heading-border-colors": "Heading background and outlines:", - "heal": "Heal", - "heal-conditions": "Heal Conditions", - "health-and-wounds": "Health and Wounds", - "healthy": " Healthy ", - "heavy": "Heavy", - "heavy-armor": "Heavy Armor", - "height": "Height", - "help-translate": "Help Translate", - "helpless": " Helpless", - "hero-points": "Hero Points", - "hexfreq": "Per 24 hrs per target", - "history": "History", - "hit-dice-abbrv": "# HD", - "hit-dice-desc": "Number of Hit Dice to roll", - "hit-die": "Hit Die", - "hit-die-abbrv": "HD", - "hit-die-desc": "Number of Sides of Hit Die", - "hit-point-adjustment-2-abbrv": "hp adj2", - "hit-point-misc-migrated": "Misc hp field", - "hit-points": "Hit Points", - "hit-points-abbrv": "hp", - "hit-points-ability-title": "The Ability Score that contributes a bonus/penalty to the overall character hit points by level.", - "hit-points-adjustment-1-abbrv": "hp adj1", - "hit-points-adjustment-title": "Player configurable adjustment to maximum hit points by way of a formula.", - "hit-points-class-title": "Hit Points due to Class Only", - "hit-points-due-to-hit-dice-abbrv": "Class/HD hp", - "hit-points-due-to-hit-dice-title": "Hit points due to class levels and hit dice", - "hit-points-modifier-2-title": "The value produced by the hp adj2 formula.", - "hit-points-modifier-title": "The modifier that comes from the Ability Score chosen to adjust hit points per level.", - "homeland": "Homeland", - "how-encumbrance-affects-speed": "How encumbrance affects speed", - "hybrid": "Hybrid", - "identification-abbrv": "ID", - "ignore-encumbrance": "Ignore Encumbrance", - "immunities": " Immunities", - "immunities-title": "Takes no damage from listed sources. (e.g. acid, fire, paralysis)", - "in-special-abilities-section": "In list under Special Abilities below", - "include-attack-notes": "Include notes or images in attack rolls? Notes and image will be mapped to attack type.", - "include-attack-totals": "Include Attack Totals?", - "include-attacks-?": "Include Attack?", - "include-eighth-attack": "Include an 8th attack?", - "include-fifth-attack": "Include a 5th attack?", - "include-fourth-attack": "Include a 4th attack?", - "include-info": "Include info?", - "include-information": "Include info?", - "include-information-title": "Include these additional attributes with saving throws?", - "include-notes": "Include notes in roll", - "include-save-notes": "Include Save Notes in roll", - "include-second-attack": "Include a 2nd attack?", - "include-seventh-attack": "Include a 7th attack?", - "include-sixth-attack": "Include a 6th attack?", - "include-skill-notes": "Include Skill notes?", - "include-skill-totals": "Include Skill Totals?", - "include-spell-info": "Include these attributes with each spell roll?", - "include-third-attack": "Include a 3rd attack?", - "update-hp-when-max-changes": " Update curr HP when max HP changes", - "update-hp-when-max-changes-title": "When max hp changes, udates current hit points by same amount", - "influence": "Influence", - "inherent-abbrv": "Inhr", - "inherent-bonus": "Inherent Bonus", - "initiative": "Initiative", - "initiative-abbrv": "INIT", - "initiative-and-speeds": "Initiative and Speeds", - "initiative-notes": " Initiative Notes", - "initiative-notes-title": "Include initiative notes with roll.", - "insert-macro-attack": "'Add to Attack' Macro:", - "insert-macro-damage": "'Add to Damage' Macro:", - "instru-a-0": "New sheets begin on the Configuration page. Use the Settings button(config-show) to edit the sheet.", - "instru-a-1": "Checkboxes with a label cause the section with same name (h2 or h3 header) to be revealed or hidden.", - "instru-a-2": "Screenreader users please turn on reading of Title attributes. A lot of information is still in the titles.", - "instru-a-3": "Screenreader users should check expand all to ensure all content is visible to the reader. It is the second checkbox on this page.", - "intelligence": "Intelligence", - "intelligence-abbrv": "INT", - "intelligence-abbrv-default": "•INT", - "intelligence-calculation-abbrv": "INT Calc", - "intelligence-penalized": "INT Penalized", - "intelligence-penalized-title": "Intelligence Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "intimidate": "Intimidate", - "inventory": "Inventory", - "invisible": " Invisible", - "is-mythic": "Check if this row is Mythic", - "is-npc-check-caps": " Is NPC or monster", - "is-npc-description": "Sheet is an NPC or Monster", - "is-v1": "Is a V1 sheet", - "item": "Item", - "item-hit-points-abbrv": "hp", - "item-list-default-values": "Items Default Values", - "item-macros-current": "Equipment macros to current", - "item-name": "Item Name", - "items": "Items", - "iterative-attacks": "Iterative Attacks", - "iterative-attacks-abbrv": "Iterative Atks", - "iterative-attacks-title": "Add additional attacks for this weapon.", - "key-ability": "Key Ability", - "knowledge": "Knowledge", - "knowledge-arcana": "Knowledge (Arcana)", - "knowledge-dungeoneering": "Knowledge (Dungeoneering)", - "knowledge-engineering": "Knowledge (Engineering)", - "knowledge-geography": "Knowledge (Geography)", - "knowledge-history": "Knowledge (History)", - "knowledge-local": "Knowledge (Local)", - "knowledge-nature": "Knowledge (Nature)", - "knowledge-nobility": "Knowledge (Nobility)", - "knowledge-planes": "Knowledge (Planes)", - "knowledge-religion": "Knowledge (Religion)", - "known-or-special": "Known / Specialties", - "languages": "Languages", - "legs": "Legs", - "legs-title": "How many legs the character has. Affects carrying capacity. Check if it should use quadraped carrying capacity.", - "level": "Level", - "level-0-spells": "Level 0 Spells", - "level-1-ordinal": "1st Level", - "level-1-spells": "Level 1 Spells", - "level-10-ordinal": "10th Level", - "level-2-ordinal": "2nd Level", - "level-2-spells": "Level 2 Spells", - "level-3-ordinal": "3rd Level", - "level-3-spells": "Level 3 Spells", - "level-4-ordinal": "4th Level", - "level-4-spells": "Level 4 Spells", - "level-5-ordinal": "5th Level", - "level-5-spells": "Level 5 Spells", - "level-6-ordinal": "6th Level", - "level-6-spells": "Level 6 Spells", - "level-7-ordinal": "7th Level", - "level-7-spells": "Level 7 Spells", - "level-8-ordinal": "8th Level", - "level-8-spells": "Level 8 Spells", - "level-9-ordinal": "9th Level", - "level-9-spells": "Level 9 Spells", - "level-abbrv": "Lvl", - "level-and-ability": "Level and Caster Ability", - "level-basis": "Level Basis", - "level-current": "Current Class Level", - "level-hit-dice": "Level and Hit Dice", - "level-hit-dice-abbrv": "Level/HD", - "lift": "Lift", - "lift-levels": "Lift Levels", - "lift-modifiers": "Lift Modifiers", - "light": "Light", - "light-armor": "Light Armor", - "linguistics": "Linguistics", - "link-hit-points-npc-to-pc": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa", - "link-hit-points-title": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa.", - "lists": "Lists", - "load-only": "Load only", - "loading": "Loading...", - "loads": "Loads", - "loads-and-lift": "Loads and Lift", - "local": "Local", - "location": "Location", - "long": "Long", - "lore": "Lore", - "lose-dexterity-title": "Lose Dexterity to AC.", - "macro": "Macro", - "macros": "Macros", - "macro-options": "Macro Options", - "macro-recalc-instructions": "If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", - "macro-text": "Macro Text", - "macro-text-advanced": "'Add-to-roll' Macros", - "magic-item": "Magic Item", - "maneuverability": "Maneuverability", - "manifester-levels": "Manifester Levels", - "masterwork": "Masterwork", - "masterwork-abbrv": "Mwk", - "max-hp-title": "Automatically calculated using Class hit points, Favored Class hit points (see Classes tab), Ability bonus/penalty & Level, misc mod, Drained condition and Mythic Adventures hit points (if enabled).", - "maximum-abbrv": "Max", - "maximum-ability-abbrv": "Max Ability Dmg", - "maximum-calculation-abbrv": "Max Calc", - "maximum-damage-ability-title": "Maximum damage ability applied (for Strength score, etc.)", - "maximum-dexterity-bonus-abbrv": "Max DEX", - "maximum-dexterity-bonus-source-abbrv": "Max DEX Source", - "maximum-dexterity-title": "Maximum Dexterity to AC limited due to armor or encumbrance.", - "maximum-encumbrance-title": "Maximum encumbrance: 2x heavy, immobilized", - "medium": "Medium", - "medium-abbrv-default": "•Medium", - "medium-armor": "Medium Armor", - "melee": "Melee", - "melee-attack": "Melee Attack", - "melee-attack-notes": "Melee Attack Notes", - "melee-attack-notes-place": "Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation": "Melee Calc", - "melee-image": " Melee Image", - "melee-notes": " Melee Notes", - "melee2": "Alt Melee", - "melee2-attack": "Alt Melee Attack", - "menu-whisper": "Menu Whisper:", - "metamagic": "Meta Magic", - "metamagic-title": "Click to show spell slot field to differentiate slot from spell level", - "migrations": "Migrations", - "migrations-completed": "Migrations Completed", - "minimize-all-cmd": "Minimize / Maximize all rows.", - "minimize-cmd": "Minimize row", - "misc-skill": "Misc Skill", - "misc-skill-point-field": "Misc skill point field", - "miscellaneous-abbrv": "Misc", - "miscellaneous-abbrv-default": "•Misc", - "miscellaneous-bonus": "Miscellaneous Bonus", - "miscellaneous-bonus-abbrv": "Misc Bonus", - "miscellaneous-macro-abbrv": "Misc Macro", - "miscellaneous-skill-abbrv": "Misc Skill", - "mode": "Mode", - "modifier-2-abbrv": "Mod2", - "modifier-abbrv": "Mod", - "monster-or-non-player-character": "Sheet represents a Monster or NPC", - "monster-or-non-player-character-abbrv": "Monster/NPC", - "monster-or-pc-indicator": "Monster or Player Character indicator", - "monster-race": "Monster Race", - "monster-racial-hit-dice-abbrv": "Racial HD and stats", - "monster-rule": "Monster Rule", - "morale": "Morale", - "morale-place": "List here under what condition the creature flees combat, if any.", - "move-adventure-to-background": "Move Adventure to Background", - "multiclass": "Multiclass", - "multiple-spellclasses": " Has multiple spellcasting classes", - "multiplier": "Multiplier", - "multiplier-abbrv": "Mult", - "mythic-abilities": "Mythic Abilities", - "mythic-ability-name": "Mythic Feature/Ability Name", - "mythic-bonus-hit-points-abbrv": "Bonus hp", - "mythic-bonus-hit-points-title": "Bonus hit points that are gained from each tier advancement: archmage: 3, champion: 5, guardian: 5, hierophant: 4, marshal: 4, or trickster: 4", - "mythic-feat-name": "Mythic Feat Name", - "mythic-feats": "Mythic Feats", - "mythic-hero-power": "Mythic Hero Information and Mythic Power", - "mythic-hit-points": "Total Mythic hp", - "mythic-hit-points-title": "Bonus hp x Tier. This is automatically added to Max hp", - "mythic-information": "Mythic Information", - "mythic-paragon": " Mythic Paragon", - "mythic-paragon-title": "Has Mythic Paragon feat", - "mythic-path": "Mythic Path", - "mythic-path-features-and-abilities": "Mythic Path Features and Abilities", - "mythic-path-name": "Path Name", - "mythic-path-title": "Mythic Path: archmage, champion, guardian, hierophant, marshal, or trickster", - "mythic-power": "Mythic Power", - "mythic-power-avail-title": "How much mythic power you have available to use", - "mythic-power-current": "Current MP", - "mythic-power-max-title": "The maximum amount of mythic power you have", - "mythic-power-maximum": "Max MP", - "mythic-power-miscellaneous-title": "Any additional mythic power you gain from abilities or feats", - "mythic-power-tier": "Tier MP", - "mythic-power-tiers-title": "The amount of mythic power you gain from tiers", - "mythic-rating-abbrv": "MR", - "mythic-tier": "Tier", - "mythic-tier-title": "Mythic tier or rank. Mythic tiers range from 1 to 10", - "name": "Name", - "natural": "Natural", - "natural-attack": "Natural Attack", - "natural-attack-secondary": "Natural Attack (Secondary)", - "nature": "Nature", - "nav-main-desc": "Main menubar follows this element (it is not inside the menubar element). Menuitem 'all' displays all sections.", - "neck": "Neck", - "negative-number": "Use a negative number to indicate the penalty", - "neither": " Neither", - "new": "New", - "new-features": "New Features and Updates", - "next-cast": "Next cast", - "next-level": "Next Level", - "no": "No", - "no-harmless": "No Harmless", - "no-skills-available": "None Available", - "nobility": "Nobility", - "non-lethal-abbrv": "NL", - "non-player-character-abbrv": "NPC", - "non-player-character-attacks-abbrv": "NPC Attacks", - "non-player-character-class-one-spells": "NPC Class 1 Spells", - "non-player-character-class-two-spells": "NPC Class 2 Spells", - "non-player-character-feats": "NPC Feats", - "non-proficient-armor-title": "Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks", - "none": "None", - "none-available": "None Available", - "none-default": "•None", - "nonlethal": "Nonlethal", - "nonlethal-damage": "Nonlethal Damage", - "nonlethal-damage-title": "Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", - "not-applicable": "N/A", - "not-applicable-abbrv": "N/A", - "not-applicable-abbrv-default": "•N/A", - "not-carried": "Not Carried", - "notes": "Notes", - "notes-and-custom-attributes": "Notes and custom attributes", - "npc": "NPC", - "npc-abilities": "NPC Abilities", - "npc-ability-checks": "NPC Ability Checks", - "npc-ac-compendium-place": "Format: AC nn, touch nn, flat-footed nn (+n DEX, +n natural, +n size, +n dodge)", - "npc-adventure": "NPC Adventure", - "npc-all-skills": "NPC All Skills", - "npc-all-saves": "NPC All Saves", - "npc-aura-compendium-place": "Format: flaming body, unholy aura (DC 26)", - "npc-background": "NPC Background", - "npc-buttons": "NPC Buttons", - "npc-combat-skills": "NPC Combat Skills", - "npc-consolidated": "NPC Consolidated", - "npc-defenses": "NPC Defenses", - "npc-experience-points-abbrv": "XP", - "npc-feats-text": "Feats from compendium", - "npc-hp-compendium-place": "Format: 13 (3d8) +n", - "npc-initiative-compendium-example": "Format: Alignment Type (Subtype) +Init mod", - "npc-initiative-abbrv": "NPC Init", - "npc-items": "NPC Items", - "npc-melee-attacks-text-place": "Melee attacks from compendium", - "npc-migrated": "NPC Settings", - "npc-ranged-attacks-text-place": "Ranged attacks from compendium", - "npc-senses-compendium-place": "Format: blindsense 20 ft., low-light vision; Perception + 20", - "npc-special-attacks-place": "List all special combat actions here.", - "npc-spellike-abilities-text-place": "Spell like abilities from compendium", - "npc-spells-known-text-place": "Spells known abilities from compendium", - "npc-statblock-header": "Monster statblock input section", - "npc-statblock-import": "Monster statblock import", - "npc-statblock-parse-instructions": "Drag a monster from the compendium here, or type in the statblock values below. Then hit the parse button. The parser will populate the sheet with the underlying stats and attacks.", - "npc-statblock-textarea-instructions": "For multiline textareas, paste in exactly as appears in source. Keep newlines in input.", - "number": "Number", - "number-fill-in-skills-show": "Number of craft, perform, profession skills to show:", - "number-hit-dice-abbrv": "# HD", - "number-misc-skills-show": "Number of Misc skills to show:", - "number-prepared": "# Prepared", - "number-prepared-title": "Indicates the number of prepared spells remaining.", - "number-prepared-abbrv": "# Left", - "number-used": "# Used", - "occult": "Occult", - "occult-kineticist": "Occult (Kineticist)", - "occult-other": "Occult (Other)", - "occupation": "Occupation", - "old-school": "Old School, baby!", - "off-ground": "Off Ground", - "offense": "OFFENSE", - "old": "Old", - "one-and-a-half-charisma-abbrv": "1.5x CHA", - "one-and-a-half-constitution-abbrv": "1.5x CON", - "one-and-a-half-dexterity-abbrv": "1.5x DEX", - "one-and-a-half-intelligence-abbrv": "1.5x INT", - "one-and-a-half-strength-abbrv": "1.5x STR", - "one-and-a-half-wisdom-abbrv": "1.5x WIS", - "opposed-combat-maneuver-bonus-abbrv": "CMB (Opposed)", - "opposition": "Opposition", - "opposition-school-example": "Cost double or prohibited", - "options": "Options", - "options-attacks-accessible-title": "Use simple accessible template for attacks.", - "options-attacks-attack-title": "Include Attack notes.", - "options-attacks-cmb-image-title": "Include the CMB header image.", - "options-attacks-cmb-title": "Include CMB notes.", - "options-attacks-header-title": "Include a header image.", - "options-attacks-melee-image-title": "Include the Melee header image.", - "options-attacks-melee-title": "Include Melee attack notes.", - "options-attacks-ranged-image-title": "Include the Ranged header image.", - "options-attacks-ranged-title": "Include Ranged attack notes.", - "options-defenses-armor-title": "Show Armor Notes", - "options-defenses-cmd-title": "Show CMD Notes", - "options-defenses-def-title": "Show Defense Notes", - "options-defenses-defensive-abilities-title": "Show Defensive Abilities", - "options-defenses-dr-title": "Show Damage Reduction", - "options-defenses-immun-title": "Show Immunities", - "options-defenses-resis-title": "Show Spell Resistance", - "options-defenses-save-title": "Show Save Notes", - "options-defenses-weak-title": "Show Weaknesses", - "options-spell-caster-level-chk-title": "Roll Caster Level Check", - "options-spell-caster-level-title": "Include Caster Level", - "options-spell-casting-time-title": "Include Casting Time", - "options-spell-comp-title": "Include Components", - "options-spell-concentration-chk-title": "Roll Concentration Check", - "options-spell-concentration-title": "Include Concentration", - "options-spell-damage": " Spell Damage", - "options-spell-damage-title": "Include Spell Damage", - "options-spell-dc-title": "Include DC", - "options-spell-desc-title": "Include Description", - "options-spell-duration-title": "Include Duration", - "options-spell-level-title": "Include Class/Level", - "options-spell-range-title": "Include Range", - "options-spell-save-title": "Include Saving Throw", - "options-spell-school-title": "Include School", - "options-spell-spellfail-chk-title": "Include Spell Failure Check", - "options-spell-sr-title": "Include Spell Resistance", - "options-spell-target-title": "Include Targets/Area", - "options-spells-accessible-title": "Use simple accessible template for spells.", - "orange": "Orange", - "organization": "Organization", - "original-abilities-menus": "Orig Abilities", - "original-class-features-list": "Orig Class Features", - "original-feats-list": "Orig Feats", - "original-racial-traits-list": "Orig Racial Traits", - "original-spell-like-abilities-list": "Orig Spell-Like Abilities", - "original-traits-list": "Orig Traits", - "other": "Other", - "other-1": "Other 1", - "other-1-abbrv": "Oth 1", - "other-2": "Other 2", - "other-2-abbrv": "Oth 2", - "other-currency": "Other Currency", - "other-currency-title": "The amount of currency not actively carried by the character", - "other-gear": "Other Gear", - "other-items": "Other Items", - "other-items-2": "Other Items 2", - "other-magic": "Other Magic", - "other-magic-abbrv": "Magic", - "other-magic-items": "Other Magic Items", - "other-spells-per-day-title": "If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day. Or vice-versa", - "over": "Over", - "over-heavy-encumbrance-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it.", - "overcome-spell-resistance-abbrv": "Overcome SR", - "overloaded": " Overloaded", - "overloaded-title": "While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).", - "pages": "Pages", - "parchment-1": "Parchment 1", - "parchment-2": "Parchment 2", - "parse": "Parse", - "path": "Path", - "path-number": "Path #", - "pathfinder-logo": "Pathfinder RPG Logo © Paizo", - "pathfinder-mythic-adventures": "Pathfinder Mythic Adventures", - "pathfinder-psionics": "Pathfinder Psionics", - "pathfinder-unchained": "Pathfinder Unchained", - "penalty": "Penalty", - "per-day-abbrv": "/day", - "per-month-abbrv": "/month", - "perception": "Perception", - "perday": "Per day", - "perform": "Perform", - "performance": "Performance", - "perlevel": "Per Level", - "permonth": "Per month", - "personal": "Personal", - "pierce-blunt-slash-abbrv": "P/B/S", - "piercing": "Piercing", - "pink": "Pink", - "pinned": " Pinned", - "planes": "Planes", - "platinum-pieces": "Platinum pieces", - "platinum-pieces-abbrv": "PP", - "player-character": "Sheet represents a Player Character", - "player-character-abbrv": "PC", - "player-name": "Player Name", - "points-per-day": "Points/Day", - "post-identification": " Post ID", - "post-identification-abbrv": " Post ID", - "post-identification-number": " Post ID", - "post-identification-numbers": " Post IDs", - "post-v1": "V 1.0", - "pounds-title": "Weight in pounds", - "pounds-abbrv": "lbs.", - "power-point-reserve-abbrv": "PP Reserve", - "pre-v1": "Prev 1.0", - "precision-abbrv": "Extra Dmg", - "precision-damage-title": "Extra or Precision Damage (not added to critical damage)", - "precision-damage-type": "Extra Damage type", - "prepared": "Prepared", - "prepared-manual": "Prepared Manual Tracking", - "prepared-spells-explanation": "On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left.", - "prestige-points": "Prestige Points", - "primary-attack": "Primary Attack", - "profession": "Profession", - "proficiency": "Proficiency", - "proficiency-abbrv": "Prof", - "proficiency-title": "Proficient with weapon or attack", - "prone": " Prone", - "psionic-ability-title": "The psionic class key ability modifier source.", - "psionic-focus": " Psionic Focus", - "psionic-focus-title": "Is maintaining psionic focus.", - "psionic-information": "Psionic Information", - "psionic-manifester-level-and-power-points": "Psionic Manifester Level and Power Points", - "psionic-manifester-levels-title": "The total adjusted manifester level.", - "psionic-manifester-lvls-title": "The sum of the levels of psionic classes that have a key ability score selected on the right.", - "psionic-manifester-miscellaneous-title": "Any miscellaneous modifiers to the manifester level.", - "psionic-power-points-available-title": "How many power points you have available to use.", - "psionic-power-points-bonus-title": "The amount of bonus power points you gain from manifester level and key ability modifier.", - "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es).", - "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats.", - "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections.", - "public-roll": "Roll: Public", - "public-rolls": "Public Rolls", - "purple": "Purple", - "quantity-abbrv": "Qty", - "questions-feedback": "Questions/Feedback?", - "quick-stats": "QUICK STATS", - "race": "Race", - "race-hd": "Race only", - "race-hd-default": "•Race only", - "race-hit-points": "Race Hit Points", - "race-hit-points-abbrv": "Race hp", - "racial-bonus": "Racial", - "racial-modifiers": "Racial Modifiers", - "racial-trait-name": "Racial Trait Name", - "racial-traits": "Racial Traits", - "range": "Range", - "range-custom": "Custom #", - "range-custom-place": "Flat # or # /level", - "range-in-feet": "Range(′)", - "range-in-feet-long": "Range (ft.)", - "range-per-level-desc": "Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')", - "ranged": "Ranged", - "ranged-attack": "Ranged Attack", - "ranged-attack-notes": "Ranged Attack Notes", - "ranged-attack-notes-place": "Put notes about context-sensitive Ranged Attack bonuses here.", - "ranged-calculation": "Ranged Calc", - "ranged-image": " Ranged Image", - "ranged-notes": " Ranged Notes", - "ranged-touch-ray": "Ranged Touch / Ray", - "ranged-touch-ray2": "Alt Ranged Touch / Ray", - "ranged2": "Alt Ranged", - "ranged2-attack": "Alt Ranged Attack", - "ranks": "Ranks", - "ranks-remaining": "Ranks Remaining", - "reach": "Reach (ft.)", - "reach-notes": "Reach Notes", - "reach-small": "Reach", - "recalculate-abbrv": "Recalc", - "recalculate-cmd": "Recalculate Sheet", - "recalculate-hit-points": "Recalculate hp and reset to max.", - "recalculate-hit-points-title": "Recalculate hp and Temp hp and set current hp to max.", - "red": "Red", - "reflex": "Reflex", - "reflex-abbrv": "Ref", - "reflex-calculation-abbrv": "Ref Calc", - "reflex-save": "Reflex Save", - "religion": "Religion", - "requires-training": "Requires Training", - "requires-training-abbrv": "RT", - "reset": "Reset", - "resistance": " Resistances", - "resistances": "Resistances", - "resistances-title": "Ignores some damage of the indicated type each time it takes damage of that kind. (e.g. acid 10)", - "ride": "Ride", - "ring-one": "Ring 1", - "ring-two": "Ring 2", - "roll": "Roll", - "roll-appearance": "Roll Appearance", - "roll-configuration": "Roll Configuration", - "roll-template": "Roll Template", - "roll-template-info": "Roll Template Info", - "roll-time-custom-attributes": "Evaluate at roll time custom attributes", - "roll-time-custom-num-attributes": "Evaluate at roll time custom number attributes", - "rolls": "Rolls", - "rounds": "Rounds", - "row-identification-for-macros": "Row ID for macros", - "rule": "Rule", - "rule-category": "Category of rule this falls under", - "rule-options": "Rule Options", - "run": "Run", - "run-multiplier-abbrv": "Run Mult", - "save": "Save", - "save-difficulty-class": "Save
    DC", - "save-effect": "Save Effect", - "save-no-harmless": "No Harmless", - "save-notes": " Save Notes", - "save-notes-place": "Put notes about context-sensitive Saving Throw bonuses here.", - "save-yes-harmless": "Yes Harmless", - "saves": "Saves", - "saving-throw": " Saving Throw", - "saving-throws": "Saving Throws", - "school": "School", - "school-etc": "School, etc", - "secondary-hit-die-abbrv": "HDie2", - "see-text": "See text", - "see_text": "See Text", - "select-buffs": "Select Buffs", - "select-class-or-manual-default": "•Select Class from grid or enter other manually", - "select-one-default": "•Select One", - "select-spell-resistance-default": "•Select SR", - "sense-motive": "Sense Motive", - "senses": "Senses", - "set-armor": "Set Armor", - "set-as-armor": "Set armor values using this row", - "set-as-shield": "Set shield values using this row", - "set-buffs": "Set Buffs", - "set-on-inventory": "Set on inventory page", - "set-sheet-color": "Set sheet color to rolltemplate color", - "set-shield": "Set Shield", - "settings": "Settings", - "sheet-configuration": "Sheet Configuration", - "sheet-created-after-v1": "Sheet created at version 1.00 or later", - "sheet-guide": "Wiki 'how to use' Sheet Guide", - "shield": "Shield", - "shield-one": "Shield 1", - "shield-two": "Shield 2", - "short-description": "Short Description", - "short-description-abbrv": "Short Desc", - "shoulders": "Shoulders", - "show-announcements": "Check to reveal Announcements section", - "show-graph-paper": "Show graphpaper background", - "show-in-menu": "Show", - "show-in-menu-title": "Click to display a button for this row in the appropriate command menu.", - "show-old-announcements": "Check to reveal Old Announcements section", - "show-onetime-columns": "Show onetime columns", - "show-onetime-columns-title": "Show feat, race, trait, and class and requires training columns.", - "show-onetime-fields": "Show more fields", - "show-more-fields": "Show more fields", - "show-onetime-item-fields-title": "Show item equipment type, hardness, item-hp, item-hp|max, and value.", - "show-skills": "Expand to show more custom skills", - "show-uses": " Show uses", - "show-uses-spell-desc": "Show # spells used per day in spells menu", - "showsect-cmd": "Click to expand", - "sickened": " Sickened", - "silver-pieces": "Silver pieces", - "silver-pieces-abbrv": "SP", - "simple-template": "Use Simple Template", - "size": "Size", - "size-colossal": "Colossal", - "size-diminutive": "Diminutive", - "size-fine": "Fine", - "size-gargantuan": "Gargantuan", - "size-huge": "Huge", - "size-large": "Large", - "size-modifier-attack": "Attack Size Modifier", - "size-small": "Small", - "size-tiny": "Tiny", - "skill": "Skill", - "skill-bonus-macro": "Skill Bonus Macro", - "skill-macros-migrated": "Skill Macros", - "skill-macros-current": "Skill macros to current", - "skill-miscellaneous": "Skill Misc", - "skill-notes": "Skill Notes", - "skill-notes-place": "Put notes about context-sensitive Skill bonuses here.", - "skill-options": "Skill Options", - "skill-rank-totals": "Skill Rank Totals", - "skill-ranks": "Skill Ranks", - "skill-size-modifier": "Skill", - "skill-size-title": "Size adjustment for skills. Double for stealth", - "skill-untrained": "Skill is untrained", - "skills": "Skills", - "skills-per-hit-die": "Skill Ranks per hit die due to race", - "skills-per-hit-die-abbrv": "Skill pts /HD", - "skills-per-level": "Skill Ranks per level due to Class only", - "skills-per-level-abbrv": "Skill pts /lvl", - "skin": "Skin", - "skin-details": "Skin Details", - "slashing": "Slashing", - "sleight-of-hand": "Sleight of Hand", - "slot": "Slot", - "society": "Society", - "source": "Source", - "source-ability": "Linked ability ID for", - "source-ability-placeholder": "Linked ability ID", - "source-ability-title": "ID of the ability from the abilities tab that, when changed, updates this attack entry", - "source-item": "Linked Item ID for", - "source-item-name": "Linked Item Name", - "source-item-name-title": "Name of the Item from the Inventory tab that, when changed, updates this attack entry", - "source-item-placeholder": "Linked Item ID", - "source-item-title": "ID of the Item from the Inventory tab that, when changed, updates this attack entry", - "source-name": "Source Name", - "source-spell": "Linked Spell ID for", - "source-spell-name": "Linked Spell Name", - "source-spell-name-title": "Name of the Spell from the Spell tab that, when changed, updates this attack entry", - "source-spell-placeholder": "Linked Spell ID", - "source-spell-title": "ID of the Spell from the Spell tab that, when changed, updates this attack entry", - "source-title": "Source of ability - class or race", - "space": "Space (ft.)", - "space-reach": "Space and Reach", - "special": "Special", - "special-abilities": "Special Abilities", - "special-abilities-abbrv": "Spec Abil", - "special-abilities-and-content": "Special Abilities and Content", - "special-abilities-and-content-place": "Format: Special Abilities (newline) Ability Name (Ex): ability description (newline) description of monster", - "special-ability-name": "Special Ability Name", - "special-attacks": "Special Attacks", - "special-attacks-abbrv": "Spec Atk", - "special-defense": "Special Defenses", - "special-defense-notes": "Special Defenses and Notes", - "special-qualities": "Special Qualities", - "special-qualities-abbrv": "SQ", - "special-qualities-place": "Special qualities moved to abilities list for monsters parsed after v1.00", - "speed": "Speed", - "speed-base-title": "The base speed for the character", - "speed-multiplier-title": "Run Multiplier", - "speed-notes": "Speed Notes", - "speed-run-title": "The maximum distance that the character can run in a straight line during your turn", - "speed-space-reach": "Speed, Space and Reach", - "speed-title": "The modified speed due to encumbrance", - "speeds": "Speeds", - "spell-casting-time-place": "Casting Time", - "spell-class-one": "Spell Class 1", - "spell-class-two": "Spell Class 2", - "spell-class-zero": "Spell Class 0", - "spell-components": "Components", - "spell-damage": "Spell Damage", - "spell-domain-chk": "Domain", - "spell-duration": "Duration", - "spell-failure": "Spell Fail", - "spell-failure-chance": "Spell Failure Chance", - "spell-failure-chk": "Spell Failure Check", - "spell-level": "Spell Level", - "spell-level-abbrv": "Spell lvl", - "spell-level-miscellaneous-abbrv": "Spell lvl misc", - "spell-level-miscellaneous-desc": "Spell level and DC bonus", - "spell-like-abbrv": "Sp", - "spell-like-abilities": "Spell-Like Abilities", - "spell-like-abilities-abbrv": "Spell-like", - "spell-like-abilities-class-zero": "Spell Like Abilities Class 0", - "spell-like-abilities-default": "•Spell-like Abilities", - "spell-like-abilities-menu": "Sp", - "spell-like-abilities-option": "Spell Like Abilities", - "spell-lists": "Spell List", - "spell-macros-current": "Spell macros to current", - "spell-migration": "Spell Migration", - "spell-mythic-chk": "Mythic", - "spell-name": "Spell Name", - "spell-penetration-abbrv": "Spell Pen", - "spell-penetration-abbrv-short": "SP", - "spell-penetration-bonus-abbrv": "Spell Pen Bonus", - "spell-penetration-bonus-label": "Bonus to caster level check for Spell Penetration", - "spell-penetration-check": "Spell Penetration Check", - "spell-penetration-modifier-abbrv": "Spell Pen Mod", - "spell-points": "Spell Points", - "spell-points-abbrv": "SP", - "spell-range": "Spell Range", - "spell-resist-bonus-abbrv": "SR Bonus", - "spell-resistance": "Spell Resistance", - "spell-resistance-abbrv": "SR", - "spell-resistance-abbrv2": "Spell Resist", - "spell-resistance-title": "Spell Resistance: Avoids the effects of spells and spell-like abilities that directly affect it. Caster Level check vs SR to negate resistance.", - "spell-roll-options": "Spell Roll Options", - "spell-roll-template": "Spell Roll Template ", - "spell-school-place": "Spell School [descriptor]", - "spell-targets-area-effect": "Targets/ Area/ Effect", - "spellbook": "Spellbook", - "spellbook-only-prepared-spells": " Show only prepared spells in spellbook menu", - "spellcasting-ability": "Spellcasting Ability", - "spellcasting-classes": "Spellcasting Classes", - "spellclass-level-base": "Spellclass level, concentration, and base stats", - "spellclass-options": "SpellcasterOptions", - "spellcraft": "Spellcraft", - "spellpoints": "Spellpoints", - "spellranges-migrated": "Spell Ranges", - "spells": "Spells", - "spells-known": "Spells Known", - "spells-migrated": "Spells", - "spells-migrated-title": "Spells migrated. If you have not deleted original spells you can remigrate. To remigrate, delete all spells on spells tab and uncheck, then press refresh.", - "spells-notes": "Spells Notes", - "spells-per-day": "Spells/Day", - "spells-prepared": "Spells Prepared", - "spells-ranges": "Spell Ranges", - "sphere-power": "Spheres of Power", - "spontaneous": "Spontaneous", - "spontaneous-spells-known": "(Spontaneous) Spells Known", - "statistics": "STATISTICS", - "statistics-rolls-abbrv": "Stats rolls:", - "statistics-rolls-title": "Defense stats and other future stat blocks", - "stealth": "Stealth", - "strength": "Strength", - "strength-abbrv": "STR", - "strength-abbrv-default": "•STR", - "strength-bonus-abbrv": "STR Bonus", - "strength-calculation-abbrv": "STR Calc", - "strength-penalized": "STR Penalized", - "strength-penalized-title": "Strength Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "stunned": "Stunned", - "sum-uses-from-spells": "Sum of 'Uses' fields in spell rows", - "sum-uses-spells": "Spontaneous
    # Used", - "supernatural-abbrv": "Su", - "supernatural-abilities": "Supernatural Abilities", - "supernatural-abilities-menu": "Su", - "survival": "Survival", - "swim": "Swim", - "swim-speed": "Swim", - "synchronize-class": "Sync Class", - "tactics": "TACTICS", - "target": " Target", - "targets-area-effect": "Targets/Area/Effect", - "teal": "Teal", - "temporary-abbrv": "Temp", - "temporary-hit-points-abbrv": "Temp hp", - "temporary-hit-points-buff-title": "Temporary hit points that come from active Buffs (see Core tab).", - "temporary-hit-points-calculation-abbrv": "Temp hp Calc", - "temporary-hit-points-maximum-title": "Temporary hit points max if using as secondary pool.", - "temporary-hit-points-miscellaneous-title": "Player configurable temporary hit points that add to the total Temp hp value.", - "temporary-hit-points-title": "Current Temporary hit points.", - "temporary-hp-calculations": "Temp hp calculations", - "title": "Title/Nickname", - "toggle-background-skills": " Background Skills.", - "toggle-buff": "When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", - "toggle-consolidated-skills": " Consolidated Skills.", - "toggle-endurance-feat": " Has Endurance Feat", - "toggle-gritty-mode": " Gritty Mode", - "toggle-mythic-adventures": " Display/Enable Mythic Adventures Character Sheet Items", - "toggle-psionics": " Display/Enable Psionics Character Sheet Items", - "toggle-unchained-skills": " Display/Enable Unchained Skills", - "toggle-wound-threshold": " Display Wound Thresholds.", - "total": "Total", - "total-background-skill-ranks": "Total Background Skill Ranks", - "total-feats": "Total Feats", - "total-listed": "Total spells", - "total-spells-manually": "Total spells manually", - "total-weight-title": "Total weight carried by character", - "totals": "Totals:", - "touch": "Touch", - "touch-armor-class-abbrv": "Touch", - "touch-armor-class-calculation-abbrv": "Touch Calc", - "touch-melee2": "Alt Touch (alt melee)", - "tower": "Tower", - "tower-shield": "Tower Shield", - "trait": "Trait", - "trait-name": "Trait Name", - "traits": "Traits", - "traits-and-racial-traits": "Traits and Racial Traits", - "traits-monster-rules": "Traits/MRules", - "treasure": "Treasure", - "two-legged-default": "•Biped", - "type": "Type", - "type-or-sub-type": "Type/(sub-type)", - "unarmed-strike": "Unarmed Strike", - "uncanny-dodge-desc": " Do not lose DEX when Flat-Footed", - "uncanny-dodge-title": "If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions.", - "undead": "Undead", - "undead-title": "Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution", - "uniform-resource-locater-abbrv": "URL", - "unknownrange": "Unknown Range", - "unlock-defense-dropdowns": "Allow AC and CMD to use different ability scores", - "unlock-defense-dropdowns-title": "If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", - "upcoming-changes": "Upcoming Changes", - "update-spell-macros": "Update spell macros", - "use-class-features": " Use Separate Class Features List", - "use-dwarf-encumbrance": " Uses dwarf encumbrance rules", - "use-dwarf-encumbrance-title": "Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance", - "use-feats": " Use Separate Feats List", - "use-hero-points": " Use Hero Points", - "use-magic-device": "Use Magic Device", - "use-prestige-fame": " Use Prestige and Fame Points", - "use-racial-traits": " Use Separate Racial Traits List", - "use-round-corners-on-simple-templates": " Round Corners on non-simple template.", - "use-simple-template-attacks": " Use Attack Simple Template", - "use-simple-template-spells": " Use Spell Simple Template", - "use-simple-templates": " Use Other Simple Templates", - "use-size-abbrv": "Use sze", - "use-spell-like-abilities": " Use Separate spell-like ability List", - "use-traits": " Use Separate Traits List", - "used": "Used", - "user-defined": "User Defined", - "uses": "Uses", - "uses-attack-type": "Uses indicated attack type", - "uses-per-day": "Uses/Day", - "uses-spells": " Uses Spells", - "uses-spell-points": " Uses Spell Points", - "uses-spells-migrated": "Uses Spells flag", - "uses-spells-title": "Character has spells", - "uses-spell-points-title": "Character usees spell points", - "value": "Value", - "value-abbrv": "Val", - "verdana": " Verdana", - "version": "Version", - "version-abbrv": "Ver", - "versus-abbrv": "Vs.", - "versus-armor-class": "vs AC", - "versus-combat-maneuver-bonus": "vs CMB", - "versus-combat-maneuver-defense": "vs CMD", - "versus-flat-footed": "vs FF", - "versus-flat-footed-touch": "vs FF Touch", - "versus-touch": "vs Touch", - "violet": "Violet", - "vision": "Vision", - "vision-details": "Vision Details", - "vision-senses": "Vision/Senses", - "vision-title": "@{vision} Low-light vision('...see twice as far as normal in dim light.'), Darkvision('...see with no light source at all'), etc.", - "weaknesses": " Weaknesses", - "weaknesses-title": "Adverse conditions may apply if applicable. (e.g. sunlight powerlessness/staggered)", - "weapon": "Weapon", - "weapon-attributes": "Weapon Attributes", - "weapon-default": "•Weapon", - "weapon-notes": "Weapon Notes", - "weapons": "Weapons", - "weight": "Weight", - "weight-abbrv": "Wt", - "whisper-gm": "Roll: GM", - "whisper-character-rolls": "PC rolls:", - "whisper-non-player-character-rolls": "NPC rolls:", - "whisper-rolls-title": "Whisper to GM or broadcast publicly", - "whisper-to-game-master": "Whisper GM", - "white": "White", - "willpower": "Willpower", - "willpower-abbrv": "Will", - "willpower-calculation-abbrv": "Will Calc", - "willpower-save": "Willpower Save", - "willpower-save-abbrv": "Will Save", - "wisdom": "Wisdom", - "wisdom-abbrv": "WIS", - "wisdom-abbrv-default": "•WIS", - "wisdom-calculation-abbrv": "WIS Calc", - "wisdom-penalized": "WIS Penalized", - "wisdom-penalized-title": "Wisdom Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "worn-armor": "Worn Armor", - "worn-equipment": "Worn Equipment", - "worn-equipment-hardness-title": "The hardness of the item that helps prevent it from taking hit point damage", - "worn-equipment-hp-max-title": "The maximum possible hit points of the item", - "worn-equipment-hp-title": "The current hit points of the item", - "worn-equipment-migrated": "Worn Equipment", - "worn-equipment-name-title": "Brief description of the item", - "worn-equipment-quantity-title": "Quantity or charges. If the item has charges, this is how many remain", - "worn-equipment-short-desc-title": "Short description of the item, may include macro text which will print to chat", - "worn-equipment-slot-title": "Set carried/not-carried or location if item being worn or carried now", - "worn-equipment-title": "The equipment currently worn by the character", - "worn-equipment-value-title": "The value of the item measured in gold pieces", - "worn-equipment-weight-title": "The weight of the item", - "worn-item-name": "Worn Item Name", - "worn-items": "Worn Items", - "worn-shield": "Worn Shield", - "wound-threshold": "Wound Threshold", - "wounded": " Wounded ", - "wounded-title": "-2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", - "wrist": "Wrist", - "yellow": "Yellow", - "yes": "Yes", - "yes-default": "•Yes", - "yes-harmless": "Yes Harmless", - "yes-or-custom": "Yes or Custom" -} + "font": "Font", + "1-ordinal": "1st", + "10-ordinal": "10th", + "100-at-level-1": " Use max hp for first level/HD", + "100-at-level-1-title": "Use max hit points for first level Racial hit dice are considered 'first' if character has both racial and class hit dice", + "2-ordinal": "2nd", + "24-per-target": "Per 24hrs per target", + "24-per-target-abbrv": "Hex (1/24/target)", + "3-ordinal": "3rd", + "4-ordinal": "4th", + "5-ordinal": "5th", + "6-ordinal": "6th", + "7-ordinal": "7th", + "8-ordinal": "8th", + "9-ordinal": "9th", + "1-ordinal-class": "1st Class", + "2-ordinal-class": "2nd Class", + "3-ordinal-class": "3rd Class", + "4-ordinal-class": "4th Class", + "5-ordinal-class": "5th Class", + "6-ordinal-class": "6th Class", + "1-ordinal-spellclass": "1st Spellcasting Class", + "2-ordinal-spellclass": "2nd Spellcasting Class", + "3-ordinal-spellclass": "3rd Spellcasting Class", + "Ex": "Ex", + "No (Harmless)": "No (Harmless)", + "No": "No", + "Sp": "Sp", + "Su": "Su", + "Yes (Harmless)": "Yes (Harmless)", + "Yes": "Yes", + "abilities": "Abilities", + "ability": "Ability", + "ability-basis": "Ability Basis", + "ability-basis-desc": "DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities", + "ability-bonus": "Ability Bonus", + "ability-checks": "Ability Checks", + "ability-damage-desc": "For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious", + "ability-drain-desc": "Ability drain actually reduces the relevant ability score Modify all skills and statistics related to that ability This might cause you to lose skill points, hit points, and other bonuses", + "ability-list-default-values": "Abilities default values", + "ability-lists-flags": "Ability list flags", + "ability-macros-current": "Ability macros to current", + "ability-menus": "Ability Menus", + "ability-name": "Ability Name", + "ability-penalty-desc": "Penalties function just like ability damage, but they cannot cause you to fall unconscious or die Penalties cannot decrease your ability score to less than 1", + "ability-roll-template": "Ability Roll Template", + "ability-score": "Ability Score", + "ability-scores": "Ability Scores", + "ability-type": "Ability Type", + "ability-type-title": "Select the type of ability if applicable Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural)", + "above-head": "Above Head", + "accessibility": "Accessibility", + "acrobatics": "Acrobatics", + "add-class-levels": "Add Class Levels", + "add-custom-column": "Add Custom Column", + "add-hit-dice": "Add Race/Monster HD", + "add-skill-bonus-macro": "Add Skill Bonus Macro?", + "additional-attack-macro-query-included-with-crits": "Additional Attack Macro/Query (included with crits)", + "additional-damage": "Extra Damage", + "additional-damage-macro-query-included-with-crits": "Additional Damage Macro/Query (included with crits)", + "additional-damage-title": "Add additional, precision, or extra critical damage", + "additional-modifier-or-macro": "Additional modifier or macro, eg [[1d6]], [[2d20k1]], etc", + "adjust-damage-by-size": " Adjust damage based on size", + "advanced": "Advanced", + "adventure": "Adventure ", + "adventure-skills": "Adventure Skills", + "adventuring-gear-tool": "Adventuring Gear or Tool", + "age": "Age", + "alignment": "Alignment", + "alignment-abbrv": "Align", + "alignment-type-init": "Align Type Init", + "all": "All", + "all-abilities": "All Abilities", + "all-attacks": "All Attacks", + "all-attacks-insert-macro-attack": "Add to Attack Roll macro", + "all-attacks-insert-macro-cmb": "Add to CMB Roll macro", + "all-attacks-insert-macro-cmb-damage": "Add to CMB Dmg macro", + "all-attacks-insert-macro-damage": "Add to Dmg macro", + "all-attacks-insert-macro-melee": "Add to Melee Attack Roll macro", + "all-attacks-insert-macro-melee-damage": "Add to Melee Dmg macro", + "all-attacks-insert-macro-ranged": "Add to Ranged Attack Roll macro", + "all-attacks-insert-macro-ranged-damage": "Add to Ranged Dmg macro", + "all-attacks-macro-insert-section": "Attack 'Add-to-roll' Macros", + "all-features-desc": "Features list contains Special Abilities, Special Qualities, Feats, etc", + "all-other-desc": "Miscellaneous includes any not found under another tab", + "all-saves": "All Saves", + "all-skills": "All Skills", + "alternate-ability-cmb-desc": "Alternate ability combat maneuver", + "alternate-ability-melee-desc": "Alternate ability melee attack", + "alternate-ability-ranged-desc": "Alternate ability ranged attack", + "alternate-favored-class": "Alternate Favored Class point counter", + "alternate-favored-class-abbrv": "FC Alt", + "always-show-domain-spells": " Always show spells marked 'domain' in spellbook menu", + "ammo": "Ammo", + "ammunition": "Ammunition", + "announcements-0": "New Abilities section on it's own tab - special abilities tabs, linked attacks, pf_ability roll template", + "announcements-1": "New Hero Lab character importer - import Hero Lab characters by converting the xml to a json file", + "announcements-2": "New Inventory section- sub-type tabs, link armor/shield to defense, link weapons to attacks, slot placement for worn items", + "announcements-3": "New NPC/Monster parser - drag/drop from the compendium's bestiary to the NPC page \"Monster Statblock Import Section\" and hit the parse button be patient, some of the more complex stat-blocks will require more time", + "announcements-4": "New Settings/Configuration features added;\n\t\t\t\t\t
      \n\t\t\t\t\t\t
    • Uses Spells - shows spell-related sections
    • \n\t\t\t\t\t\t
    • Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's Included to help transition into the updated Abilities list
    • \n\t\t\t\t\t\t
    • Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB)
    • \n\t\t\t\t\t\t
    • Encumbrance - encumbrance-based-on and dwarf-specific rules
    • \n\t\t\t\t\t\t
    • Hit Points - auto HP and max at 1st lvl/HD
    • \n\t\t\t\t\t\t
    • Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMD
    • \n\t\t\t\t\t\t
    • Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time')
    • \n\t\t\t\t\t\t
    • Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not)
    • \n\t\t\t\t\t\t
    • Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics
    • \n\t\t\t\t\t\t
    • Header images - additional header images added
    • \n\t\t\t\t\t\t
    • Hero Lab Character Import
    • \n\t\t\t\t\t\t
    • and more
    • \n\t\t\t\t\t
    \n\t\t\t\t", + "announcements-5": "Uses Spells - shows spell-related sections", + "announcements-6": "Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's Included to help transition into the updated Abilities list", + "announcements-7": "Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB)", + "announcements-8": "Encumbrance - encumbrance-based-on and dwarf-specific rules", + "announcements-9": "Hit Points - auto HP and max at 1st lvl/HD", + "announcements-10": "Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMD", + "announcements-11": "Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time')", + "announcements-12": "Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not)", + "announcements-13": "Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics", + "announcements-14": "Header images - additional header images added", + "announcements-15": "Hero Lab Character Import", + "announcements-16": "and more", + "announcements-17": "New Sheet Mode button - Expanded mode(full editing) or Compact mode(important fields only)", + "announcements-18": "Added Sheet default settings options - \"Is NPC\" is currently the only option, more to come", + "announcements-19": "Added Skill option to use custom rolls", + "announcements-20": "Added Spells linked to an attack", + "announcements-21": "Additional Menu Buttons for all important rolls with separate macros for PC and NPC with a configuration option to show both sets", + "announcements-22": "New Notes page - create custom macros, rolls or add notes", + "announcements-23": "In this version (118): Extra hit points in PC racial hp fixed Reset init to try to fix GroupInit bug", + "announcements-24": "Click ⛭ Settings button next to Pathfinder logo to toggle Settings page", + "announcements-25": "Check Display roll templates for customization on Settings page to customize rolls", + "announcements-26": "Check Use Spell Points on Settings page if you use spell points", + "announcements-27": "Extra calculated numbers available on Notes page for point pools, or for use in tokens bars, etc", + "announcements-99": "and more", + "announcements": "Announcements:", + "announcements-old": "Old Announcements", + "appraise": "Appraise", + "arcana": "Arcana", + "arial": "Arial", + "arial-default": "•Arial", + "armor": "Armor", + "armor-and-shield": "Armor and Shield", + "armor-attributes": "Armor Attributes", + "armor-check-penalty-abbrv": "ACP", + "armor-class": "Armor Class", + "armor-class-abbrv": "AC", + "armor-class-abbrv-default": "•AC", + "armor-class-bonus": "AC Bonus", + "armor-class-calculation-abbrv": "AC Calc", + "armor-notes": " Armor Notes", + "armor-notes-place": "Put notes about context-sensitive AC bonuses here", + "armor-or-shield": "Armor or Shield", + "armor-penalties": "Armor Penalties", + "armor-shield": "Armor/Shield", + "armor-shield-bonus": "Armor or Shield bonus to Armor Class", + "armor-shield-load-default": "•Armor, Shield & Load", + "armor-shield-name": "Armor or Shield Name", + "armor-shield-only": "Armor & Shield only", + "armor-two": "Armor 2", + "armor-type": "Armor or Shield Type", + "artistry": "Artistry", + "at-will": "At Will", + "athletics": "Athletics", + "attack": "Attack", + "attack-1": "Attack 1", + "attack-1-ordinal": "1st Attack", + "attack-10-ordinal": "10th Attack", + "attack-2": "Attack 2", + "attack-2-ordinal": "2nd Attack", + "attack-3": "Attack 3", + "attack-3-ordinal": "3rd Attack", + "attack-4": "Attack 4", + "attack-4-ordinal": "4th Attack", + "attack-5": "Attack 5", + "attack-5-ordinal": "5th Attack", + "attack-6": "Attack 6", + "attack-6-ordinal": "6th Attack", + "attack-7": "Attack 7", + "attack-7-ordinal": "7th Attack", + "attack-8": "Attack 8", + "attack-8-ordinal": "8th Attack", + "attack-9-ordinal": "9th Attack", + "attack-and-combat-maneuver-bonuses": "Attack and Combat Maneuver Bonuses", + "attack-and-damage": "Attack and Damage", + "attack-grid-rows-migrated": "Attack grid extra rows", + "attack-list-default-values": "Attacks default values", + "attack-macros-current": "Attack macros to current", + "attack-modifier-abbrv": "Attack Mod", + "attack-modifiers-abbrv": "Attack Mods", + "attack-notes": "Attack Notes", + "attack-notes-place": "Put notes about context-sensitive Attack bonuses here", + "attack-penalty": "Attack penalty", + "attack-roll-template": "Attack Roll Template ", + "attack-type": "Attack Type", + "attack-type-abbrv": "Atk Type", + "attacks": "Attacks", + "attacks-dmg-migrated": "Dmg Multiplier", + "attacks-dmg-migrated-title": "Repeating Attack damage multiplier migrated", + "attacks-macros-migrated": "Attack Macro v5", + "attacks-macros2-migrated": "Attack Macro v6", + "attacks-macros64-migrated": "Attack Macro v64", + "attacks-migrated-title": "Repeating Attack macros migrated If an attack rolltemplate does not appear correct, delete the macro text and click into another field, the system will reset the macro text to defaults Repeat for iterative attacks macros", + "atwill": "At Will", + "aura": "Aura", + "automatically-calculate-hit-points-abbrv": " Auto-calc hp", + "average-hit-point-abbrv": "Avg hp:", + "azure": "Azure", + "background": "Background", + "background-title": "Choose a background image", + "background-ranks-remaining": "Background Ranks Remaining", + "background-skills": " Background Skills", + "base": "Base", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbrv": "BAB", + "base-attacks": "Base Attacks", + "base-level": "Base Level", + "base-points-per-day": "Base Points/Day", + "base-speed": "Base", + "base-spells-per-day": "Base
    Spells/Day", + "base-statistics": "Base Statistics", + "base-statistics-place": "If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here", + "base-value": "Base", + "before-combat": "Before Combat", + "before-combat-place": "List any spells and/or abilities used before combat His stats should reflect these spells", + "belt": "Belt", + "black": "Black", + "black-default": "•Black", + "blank": "Blank", + "blinded": " Blinded", + "block-roll-template": "Block Text Roll Template ", + "bludgeoning": "Bludgeoning", + "blue": "Blue", + "bluff": "Bluff", + "body": "Body", + "bonus": "Bonus", + "bonus-points": "Ability Bonus", + "bonus-power-points-abbrv": "Bonus PP", + "bonus-spells": "Bonus Spells", + "buff": "Buff", + "buff-armor-class-title": "Bonus to armor class", + "buff-caster-level-title": "Bonus to spell caster level", + "buff-charisma-title": "Bonus to Charisma ability score", + "buff-cmd-title": "Bonus to combat maneuver defense", + "buff-constitution-title": "Bonus to Constitution ability score", + "buff-damage-title": "Bonus to all attack damage", + "buff-dexterity-title": "Bonus to Dexterity ability score", + "buff-fortitude-title": "Bonus to fortitude saving throws", + "buff-intelligence-title": "Bonus to Intelligence ability score", + "buff-melee-title": "Bonus to all melee attack rolls", + "buff-notes": "Buff Notes", + "buff-ranged-title": "Bonus to all ranged attack rolls", + "buff-reflex-title": "Bonus to reflex saving throws", + "buff-spell-caster-level-title": "Bonus to spell caster level", + "buff-strength-title": "Bonus to Strength ability score", + "buff-temp-hp-title": "Temporary hit points", + "buff-touch-title": "Bonus to touch attack armor class", + "buff-will-title": "Bonus to will saving throws", + "buff-wisdom-title": "Bonus to Wisdom ability score", + "buffs": "Buffs", + "buffs-conditions-edit-section": "Set and edit buffs and conditions", + "buffs-conditions-section": "Buffs and Conditions", + "buffs-conditions-status-section": "Buff and Condition status panels", + "buffs-migrated": "Buffs", + "buffs-migrated-title": "Buffs migrated to Buffs repeating section Cannot be remigrated", + "buffs-set": "Set Buffs", + "buffs-showsect-cmd": "Click to expand buff edit area", + "burrow-speed": "Burrow", + "buttons": "Buttons", + "buttons-showsect-cmd": "Show chat ability command buttons", + "calculation-abbrv": "Calc", + "cannot-parse": "Cannot parse", + "cantrips": "Cantrips", + "carried": "Carried", + "carried-not-worn": "Carried (not worn)", + "carried-currency": "Carried Currency", + "carried-currency-title": "The amount of currency carried on the character that will contribute to total load", + "carried-default": "•Carried", + "carried-equipment": "Carried Equipment", + "carried-weight": "Carried Weight", + "cast-defensive-bonus": "Concentration Bonus when casting defensively", + "cast-defensive-bonus-abbrv": "Cast Def Bonus", + "cast-defensively": "Cast Defensively", + "cast-defensively-abbrv": "Cast Def", + "cast-defensively-check": "Cast Defensively Check", + "cast-defensively-difficulty-class-abbrv": "Cast Def DC", + "caster-class-level": "Spellcasting class and level", + "caster-level": " Caster Level", + "caster-level-abbrv": "CL", + "caster-level-basis-abbreviation": "CL basis", + "caster-level-basis-explanation": "Race/class basis defaults to total character level", + "caster-level-calculation": "Caster Lvl Calc", + "caster-level-check": "Casterlevel Check", + "caster-level-check-abbrv": "CL Check", + "caster-level-check-abbrv2": "Casterlvl Chk", + "caster-level-check-notes": "Caster-level Check notes", + "caster-level-miscellaneous-abbrv": "Cl misc", + "caster-level-miscellaneous-abbrv2": "Caster lvl misc", + "caster-level-modifier-abbrv": "CL Mod", + "casting-time": "Casting Time", + "casting-time-abbrv": "Cast Time", + "casting-type": "Casting Type: ", + "category": "Category", + "challenge-rating-abbrv": "CR", + "char": "Character Details", + "char-h-exp": "Expand Character Details", + "charged": "Charged", + "charged-magic": "Charged Magic Item", + "charged-magics": "Charged Magic Items", + "character-import": "HeroLab Character Import", + "character-import-desc": "Hero Lab XML Import
    Used to import characters from Hero Lab via XML files
    Step 1: Save the character as an XML file in Hero Lab (File -> Save Custom Output)
    Step 2: Use Code Beautify's XML to JSON converter (link below) to convert the contents of the XML file to JSON (paste contents of XML file from a text editor into the text area labelled 'Xml Input', click 'XML to JSON', then copy the text from the Result area on the right)
    Step 3: Paste the JSON into the text field below these instructions
    Step 4: Profit!
    Code Beautify: ", + "character-level": "Character Level", + "character-level-abbrv": "Character lvl", + "character-name": "Character Name", + "charges": "Charges", + "charisma": "Charisma", + "charisma-abbrv": "CHA", + "charisma-abbrv-default": "•CHA", + "charisma-calculation-abbrv": "CHA Calc", + "charisma-penalized": "CHA Penalized", + "charisma-penalized-title": "Charisma Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "check": "Check", + "check-calculation": "Check Calc", + "checks": "Checks", + "chest": "Chest", + "choose-background": "Choose Background:", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty": "Class Skill Bonus / Armor check penalty / Size mod / Condition penalty", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv": "Cl/Ac/Sz/Co", + "class": "Class", + "class-0": "0th Class", + "class-0-title": "Class 0: 1st class", + "class-0-default": "•0th Class", + "class-1": "1st Class", + "class-1-title": "Class 1: 2nd class", + "class-2": "2nd Class", + "class-2-title": "Class 2: 3rd class", + "class-3": "3rd Class", + "class-3-title": "Class 3: 4th class", + "class-4": "4th Class", + "class-4-title": "Class 4: 5th class", + "class-5": "5th Class", + "class-5-title": "Class 5: 6th class", + "class-abilities": "Abilities", + "class-ability": "Class Ability", + "class-and-level": "Class(es) and levels", + "class-bonus": "Class Bonus", + "class-features": "Class Features", + "class-hd": "Class HD", + "class-hit-points": "Class Hit Points", + "class-hit-points-abbrv": "Class hp", + "class-information": "Class Information", + "class-level-abbrv": "CL", + "class-name": "Class Name", + "class-number": "Class #", + "class-number-explanation": "Class number, this number used in dropdowns when selecting class (cannot create select by name)", + "class-power-points-abbrv": "Class PP", + "class-race": "Class and Race", + "class-race-information-abbrv": "Class and Race Information", + "class-race-xp": "Class, Race, Experience", + "class-skill": "Class Skill", + "class-skill-abbrv": "CS", + "class-skills-migrated": "Class skill checkboxes", + "cleanup-old-attributes": "Cleanup old attributes", + "cleanup-old-spell-lists": "Cleanup old spell lists", + "climb": "Climb", + "close": "Close", + "column-cmd": "Split into two columns", + "combat-effects-migrated": "Combat Effects", + "combat-effects-migrated-title": "Attack and damage effects migrated to Buffs Cannot be remigrated", + "combat-gear": "Combat Gear", + "combat-maneuver": "Combat Maneuver", + "combat-maneuver-bonus-abbrv": "CMB", + "combat-maneuver-bonus-abbrv2": "Alt CMB", + "combat-maneuver-bonus-image": " CMB Image", + "combat-maneuver-bonus-notes": " CMB Notes", + "combat-maneuver-bonus-notes-place": "Put notes about context-sensitive CMB bonuses here", + "combat-maneuver-defense-abbrv": "CMD", + "combat-maneuver-defense-calculation-abbrv": "CMD Calc", + "combat-maneuver-defense-notes": "CMD Notes", + "combat-maneuver-defense-notes-place": "Put notes about context-sensitive CMD bonuses here", + "combat-maneuver-notes-place": "Put notes about context-sensitive CMD bonuses here", + "combat-skills": "Combat Skills", + "comic-sans": " Comic Sans", + "compendium-drag-drop-compatible": " Compendium drag-n-drop compatible ", + "compendium-drag-n-drop-desc": "Drag items, spells, etc from the compendium to an empty row below to auto populate the information Compendium is at the italic i icon above the chat", + "components": "Components", + "concentration": " Concentration", + "concentration-abbrv": "Conc", + "concentration-bonus-desc": "Bonus to concentration rolls = caster level plus ability score", + "concentration-check": "Concentration Check", + "concentration-check-abbrv": "Concentration", + "concentration-check-notes": "Concentration Check notes", + "concentration-label": "Concentration", + "concentration-miscellaneous-abbrv": "Conc Misc", + "concentration-modifier-abbrv": "Conc Mod", + "condition": "Condition", + "condition-abbrv": "Cond", + "condition-blinded-title": "-2 penalty to Armor Class", + "condition-cowering-title": "-2 penalty to Armor Class", + "condition-dazzled-title": "-1 penalty on attack rolls", + "condition-deafened-spellonly": "Has a 20% chance of spell failure when casting spells with verbal components", + "condition-deafened-title": "-4 penalty on initiative rolls, -4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components", + "condition-description": "Modifiers due to conditions that affect this bonus", + "condition-energy-drained-title": "-1 penalty on all attack rolls, combat maneuver checks, combat maneuver defense, saving throws, skill checks, and ability checks Additionally there is a 5 hp reduction to both current hp and maximum hp", + "condition-entangled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity", + "condition-exhausted-title": "-6 penalty to Strength and Dexterity", + "condition-fatigued-title": "-2 penalty to Strength and Dexterity", + "condition-fear-title": "Shaken/Frightened/Panicked: -2 penalty on attack rolls, saving throws, skill checks, and ability checks", + "condition-flat-footed-title": "Flat-Footed: loses DEX bonus to AC and CMD (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability", + "condition-grappled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity", + "condition-helpless-title": "Set Dexterity to 0 (-5 DEX-mod)", + "condition-invisible-title": "+2 bonus on attack rolls", + "condition-lose-dexterity-abbrv": " Lose DEX", + "condition-maximum-dexterity-abbrv": " Max DEX", + "condition-pinned-title": "Additional -4 penalty to Armor Class", + "condition-prone-title": "-4 penalty on melee attack rolls", + "condition-sickened-title": "-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks", + "condition-stunned-title": "-2 penalty to Armor Class", + "conditions": "Conditions", + "conditions-set": "Set Conditions", + "conditions-showsect-cmd": "Click to expand condition edit area", + "config-header-image-info": "Header images are iconic images that appear in the header of roll templates All macros on the sheet include {{header_image=image attribute}} Each roll template has a specific image attribute that works with the options below ie The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section Hover over the template names below to learn the specific image attributes You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}} For best results, try to keep header images under 32x32px", + "config-roll-template-info1": "Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", + "config-roll-template-info2": "Macro roll template syntax: &{template:roll template name} {{key=value}}", + "config-roll-template-info3": "Below is a list of each roll template along with it's defined properties(keys) Keys can only be used once within a macro A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template ie {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc, or any combination of such values", + "config-roll-template-info4": "Each has a @{toggle_accessible_flag} , this makes the following string appear or not: {{accessible=true}} If accessible is set, then an alternate rolltemplate is used that does not uses divs or tables but only labels and spans, which some users may find easier to use This can also be set globally by checking \"use simple templates\"", + "config-roll-template-info5": "Use this syntax to customize output of rolls in the "macro-text" fields found on the sheet", + "config-roll-template-pf_ability": "Ability Roll Template (pf_ability)
    Used for all Abilities(Class Features, Feats, Traits, etc) 2 column format except for the \"description\" property", + "config-roll-template-pf_attack": "Attack Roll Template (pf_attack)
    Used for attacks 2 column format except for the \"description\" property (note: @{macro_options} is used by the sheet to enable the toggling of notes related to attacks and contains the properties for @{melee_notes}, @{ranged_notes}, @{cmb_notes}, and @{attack_notes})\n\t\t\t\t\t\t\t", + "config-roll-template-pf_block": "Block Text Roll Template (pf_block)
    Used for Inventory rolls Key/Property names are not shown in this template Best for long blocks of text\n\t\t\t\t\t\t\t", + "config-roll-template-pf_defense": "Defense Roll Template (pf_defense)
    Used for Saving Throws (note: @{macro_options} is used by the sheet to enable the toggling of notes related to defense and contains the properties for @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes})\n\t\t\t\t\t\t\t", + "config-roll-template-pf_generic": "Generic Roll Template (pf_generic)
    Used for Ability checks, Initiative, Spell Failure Check, Skill Checks, Concentration Check, Caster Level Check 2 column format, except for righttext_X(1-10), lefttext_X(1-10), and the description keys\n\t\t\t\t\t\t\t", + "config-roll-template-pf_spell": "Spell Roll Template (pf_spell)
    Used for all spell-based sheet rolls Primarily formatted to emulate a typical spell stat-block (note: @{spell_options} is used by the sheet to enable the toggling of spell attributes and contains ALL pf_spell specific properties)\n\t\t\t\t\t\t\t", + "config-update-spell-macros-info1": "This is a mapping of old spell ids to new spell ids for use in upgrading macros", + "config-update-spell-macros-info2": "\n\t\t\t\t\t\tClick Modify for each spell level and delete all the old spell lists to eliminate old redundant attributes and possibly speed up your sheet\n\t\t\t\t\t\tOnce you delete the below you will not be able to re-migrate the spells\n\t\t\t\t\t", + "configuration": "Configuration", + "confirm-critical": "Crit Confirm", + "confirm-critical-bonus": "Crit Confirmation Bonus", + "confirm-critical-bonus-abbrv": "+Crit", + "confirm-delete-attack": "Confirm deletion of all Attacks", + "confirm-delete-buff": "Confirm deletion of all Buffs", + "confirm-delete-ability": "Confirm deletion of all Abilities", + "confirm-delete-class-feature": "Confirm deletion of all Orig Class Features", + "confirm-delete-item": "Confirm deletion of all Items", + "confirm-delete-feat": "Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat": "Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability": "Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait": "Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities": "Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells": "Confirm deletion of all Spells", + "confirm-delete-trait": "Confirm deletion of all Orig Traits", + "consolidated": "Consolidated", + "constant": "Constant", + "constitution": "Constitution", + "constitution-abbrv": "CON", + "constitution-abbrv-default": "•CON", + "constitution-calculation-abbrv": "CON Calc", + "constitution-penalized": "CON Penalized", + "constitution-penalized-title": "Constitution Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "consumable-charge": "Consumable or Item with Charges or Uses", + "consumable": "Consumable", + "consumables": "Consumables", + "content": "Content", + "copy-duplicate-attrs": "Copy duplicate fields", + "copper-pieces": "Copper pieces", + "copper-pieces-abbrv": "CP", + "core": "Core", + "core-rules": "Core Rule Options", + "cowering": " Cowering", + "craft": "Craft", + "create": "Create", + "create-attack": "Create Atk", + "create-attack-entry": "Create a new attack based on this weapon", + "crit-confirmation-bonus": "Critical confirmation bonus", + "critical": " Critical ", + "critical-abbrv": "Crit", + "critical-confirm": "Crit Confirm", + "critical-damage": "Crit Damage", + "critical-title": "-3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "cs-acrobatics": "Acrobatics", + "cs-athletics": "Athletics", + "cs-finesse": "Finesse", + "cs-influence": "Influence", + "cs-nature": "Nature", + "cs-perception": "Perception", + "cs-performance": "Performance", + "cs-religion": "Religion", + "cs-society": "Society", + "cs-spellcraft": "Spellcraft", + "cs-stealth": "Stealth", + "cs-survival": "Survival", + "currency": "Currency", + "current-buffs": "Current Buffs", + "current-conditions": "Current Conditions", + "current-experience": "Current Experience", + "current-hit-points-abbrv": "Curr hp", + "current-hp-title": "Player adjustable hit tracking of current hit points remaining", + "current-load": "Current Load", + "current-power-points-abbrv": "Current PP", + "custom": "Custom", + "custom-roll": "Custom Roll", + "custom-rolls": "Custom Rolls", + "custom-url": "Custom URL", + "custom-url-title": "Include a custom header image using the provided URL", + "custom-category-desc": "Custom category such as spell school or other user defined", + "custom-crit-confirmation-bonus": "Custom critical confirmation bonus for this attack", + "custom-level-abbrv": "Custom Lvl", + "custom-name": "Custom Name", + "cyan": "Cyan", + "d-hit-die": "d(hitdie)", + "damage": "Damage", + "damage-abbrv": "Dmg", + "damage-ability": "Dmg Ability", + "damage-calculation-abbrv": "Melee Dmg Calc", + "damage-dice-affected-by-size": "Damage dice affected by size changes", + "damage-macro-desc": "Damage macro, must use brackets", + "damage-modifier-abbrv": "Dmg Mods", + "damage-modifiers": "Damage Modifiers", + "damage-multiplier-place": "15 etc", + "damage-multiplier-title": "Damage ability modifier: 5, 15, 2, etc, can leave blank to represent 1", + "damage-reduction": "Damage Reduction", + "damage-resistance-abbrv": " DR", + "damage-resistance-title": "Damage Reduction: The amount of damage ignored and the type of weapon that negates the ability (eg 5/silver)", + "damage-type": "Damage Type", + "damage-type-or-description": "Dmg type / Description", + "damage-type-title": "Pierce Blunt Slash other", + "dark-azure": "Dark Azure", + "dark-blue": "Dark Blue", + "dark-cyan": "Dark Cyan", + "dark-green": "Dark Green", + "dark-grey": "Dark Grey", + "dark-orange": "Dark Orange", + "dark-pink": "Dark Pink", + "dark-purple": "Dark Purple", + "dark-red": "Dark Red", + "dark-teal": "Dark teal", + "dark-violet": "Dark Violet", + "dark-yellow": "Dark Yellow", + "dazzled": " Dazzled", + "deafened": " Deafened", + "debuff": "Debuff", + "debuff-title": "Negative buffs count as penalties", + "default": "Default", + "default-size": "Default Size", + "defense": "DEFENSE", + "defense-notes": "Defense Notes", + "defense-notes-place": "Put notes about context-sensitive defense bonuses here", + "defense-options": "Defense Options", + "defense-roll-template": "Defense Roll Template ", + "defense-statistics": "Defense Statistics", + "defense-statistics-abbrv": "Defense Stats", + "defense-values-grid": "Defense Values", + "defenses": "Defenses", + "defensive-abilities": "Defensive Abilities", + "defensive-casting-bonus-abbrv": "Def Cast Bonus", + "defensive-info": "Defensive Info", + "defensively": "Defensively", + "deflect": "Deflect", + "deity": "Deity", + "delete-all-rows-are-you-sure": " Deletes ALL rows, are you sure?", + "delete-attack": "Delete Attacks", + "delete-buff": "Delete Buffs", + "delete-ability": "Delete Abilities", + "delete-class-feature": "Delete Orig Class Features", + "delete-item": "Delete Items", + "delete-feat": "Delete Orig Feats", + "delete-mythic-feat": "Delete Mythic Feats", + "delete-mythic-ability": "Delete Mythic Abilities", + "delete-race-trait": "Delete Orig Racial Traits", + "delete-spell-like-abilities": "Delete Orig Spell-like Abilities", + "delete-spells": "Delete Spells", + "delete-trait": "Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox": "Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox": "Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox": "Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox": "Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox": "Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox": "Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox": "Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox": "Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox": "Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox": "Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox": "Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox": "Delete all Orig Traits, must confirm action using next checkbox", + "description": "Description", + "details-age": "Age", + "details-deity": "Deity", + "details-height": "Height", + "details-homeland": "Homeland", + "details-languages": "Languages", + "details-occupation": "Occupation", + "details-weight": "Weight", + "dexterity": "Dexterity", + "dexterity-abbrv": "DEX", + "dexterity-abbrv-default": "•DEX", + "dexterity-calculation-abbrv": "DEX Calc", + "dexterity-penalized": "DEX Penalized", + "dexterity-penalized-title": "Dexterity Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "dice": "Dice", + "dice-abbrv": "d", + "die": "Die", + "difficulty-class-abbrv": "DC", + "difficulty-class-calculation-desc": "10 + Ability score modifier + DC basis level", + "difficulty-class-effect-basis": "DC Basis", + "difficulty-class-effect-basis-desc": "Base for calculation of DC and effects, defaults to one half level / hit dice", + "difficulty-class-modifier-abbrv": "DC Mod", + "diplomacy": "Diplomacy", + "disable-calculations": "Disable Calculations", + "disable-device": "Disable Device", + "disabled": " Disabled at ", + "disabled-title": "Not unconscious until hp is under this value", + "disguise": "Disguise", + "display-advanced-macros": " Display 'add-to-roll' rolltime fields", + "display-advanced-macros-title": "Display Advanced fields to add to rolls These will add to any 1d20 roll Evaluated at roll-time, so queries may be used Each requires '0' as default, and [[]] around rolls", + "display-advanced-options": " Display user defined and misc fields", + "display-advanced-options-title": "Display extra fields for advanced customization, such as columns marked 'user defined'", + "display-both-whispers": "Show both roll menu buttons for Monsters/NPCs", + "display-both-whispers-title": "Display both sets of menu buttons at top of page: for PC-Whisper and NPC-Whisper", + "display-cmb-2": " Display Alt CMB attack type", + "display-macro-text": " Display roll templates for customization", + "display-macro-text-title": "Display macro fields for customizing roll template rolls", + "display-ranged-2": " Display Alt Ranged attack type", + "display-settings-config": "Display settings and configuration page", + "display-spells-known": "Click this to display spells known column", + "do-not-show-again": "Do not show again", + "do-not-touch": "Do not use this section unless instructed to by sheet developers", + "dodge": "Dodge", + "domain-etc-type-example": "(Sub)Domain/School/Bloodline/Patron", + "domain-spells-explanation": "On hybrid that use a mix of prepared and spontaneous spells, this allows the domain checkbox to be used to indicate spontaneous spells that are always available Domain can be used for Mysteries, Spirit Magic, etc", + "domains": "Domains / SubDomains / Bloodlines / Patrons / Schools", + "double-charisma-abbrv": "2x CHA", + "double-constitution-abbrv": "2x CON", + "double-dexterity-abbrv": "2x DEX", + "double-intelligence-abbrv": "2x INT", + "double-strength-abbrv": "2x STR", + "double-wisdom-abbrv": "2x WIS", + "drag-push": "Drag & Push", + "drain": "Drain", + "dungeoneering": "Dungeoneering", + "duration": "Duration", + "during-combat": "During Combat", + "during-combat-place": "List all combat tactics here, including spell, feat, and magic item use", + "ecology": "ECOLOGY", + "edge": "Edge", + "edit-mode-title": "Toggle Expanded mode(full editing) or Compact mode(important fields only)", + "edit-time-custom-num-attributes": "Evaluate at edit time custom number attributes", + "effect": "Effect", + "effective-caster-level": "Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration", + "effective-spell-level": "Effective spell level: use for difficulty class and concentration checks", + "effects-target": "Effects/Target", + "enable-pfs": " Set to PFS config settings", + "enable-pfs-desc": "Sets hit points autocalc, prestige and fame points", + "enable-skill-check-query-title": "Skill Checks will include an option to Roll, Take 10, or Take 20", + "enable-take-10-or-20-options": "Enable Take 10 or 20 options?", + "enabled-chkbox": "Enabled", + "encumbered-speed": "Encumbered", + "encumbrance": "Encumbrance", + "encumbrance-above-title": "A character can lift as much as his maximum load over his head", + "encumbrance-based-on": "Encumbrance based on", + "encumbrance-drag-push-title": "A character can generally push or drag along the ground as much as five times his maximum load", + "encumbrance-heavy-title": "Over the medium load and up to this weight, the character is heavily encumbered", + "encumbrance-light-title": "At this weight of carried equipment or less, the character is unencumbered", + "encumbrance-max-title": "At this weight or greater the character is immobilized", + "encumbrance-medium-title": "Over the light load and up to this weight, the character is moderately encumbered", + "encumbrance-misc-title": "Miscellaneous bonus to load values", + "encumbrance-multiplier-title": "The amount that load values will be multiplied", + "encumbrance-multiplier-total-title": "Total amount that load values will be multiplied", + "encumbrance-off-ground-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it", + "encumbrance-size-multiplier-title": "The amount that load values will be multiplied for size Number of legs are accounted for", + "encumbrance-source": "Encumbrance Source", + "encumbrance-str-bonus-title": "Bonus to Strength score for carrying capacity only", + "energy-drained": " Energy Drain", + "enforce-requires-training": "Enforce Requires Training?", + "engineering": "Engineering", + "enhance": "Enhance", + "enhancement-abbrv": "Enh", + "enhancement-bonus": "Enhancement Bonus", + "ensure-macros-uptodate": "Ensure macros are up to date", + "entangled": " Entangled", + "environment": "Environment", + "equation-macro-place": "#/Equation", + "equipment": "Equipment", + "equipment-abbrv": "Equip", + "equipment-list": "Equipment List", + "equipment-type-abbrv": "Equip Type", + "equipped": "Equipped", + "equipped-title": "Select which armor and shield are equipped", + "error-delete-row": "Error! You must delete this row before editing any items in this section", + "error-msg1": "Error! You must delete this row before editing any items in this section", + "escape-artist": "Escape Artist", + "every-rounds-abbrv": "Every n rnds", + "everyrounds": "Every", + "exhausted": " Exhausted", + "expand-all": "Expand All", + "expand-cmd": "Lock or unlock all rows", + "expand-multiclass": "Expand to reveal more class rows", + "experience-and-hero-points": "Experience and Hero Points", + "experience-current-place": "Current Experience", + "experience-migrated": "Prestige/ Hero Pt flag", + "experience-next": "Next Level", + "experience-points": "Experience Points", + "experience-points-abbrv": "XP", + "extra-crit-abbrv": "Extra Crit Dmg", + "extra-critical-damage": "Extra Crit Dmg", + "extra-critical-damage-title": "Extra Critical Damage", + "extra-damage-or-attack-modifiers": "Extra Damage or Attack Modifiers", + "extra-damage": "Extra Non-Crit Dmg", + "extra-damage-section": "Extra Damage (not multiplied on crit)", + "extra-ranks": "Extra ranks:", + "extraordinary-abbrv": "Ex", + "extraordinary-abilities": "Extraordinary Abilities", + "extraordinary-abilities-desc": "Extraordinary abilities are nonmagical They are, however, not something that just anyone can do or even learn to do without extensive training Effects or areas that suppress or negate magic have no effect on extraordinary abilities", + "extraordinary-abilities-menu": "Ex", + "eyes": "Eyes", + "eyes-details": "Eyes Details", + "faction-notes": "Faction Notes", + "faction-notes-place": "Fame, Prestige, and Faction Notes", + "fame": "Fame", + "fatigued": " Fatigued", + "favored-class": "Favored Class(es)", + "favored-class-abbrv": "FC:", + "favored-class-hit-points-abbrv": "FC hp", + "favored-class-hit-points-title": "Favored Class hp", + "favored-class-skill": "Favored Class Skill Ranks", + "favored-class-skill-abbrv": "FC Skill", + "fear": " Fear", + "fear-any": " Fear (any)", + "feat": "Feat", + "feat-name": "Feat Name", + "feats": "Feats", + "feats-available": "Feats Available", + "feats-by-level": "Feats by Level", + "feats-calculation": "Feat Calculations", + "feature-list-default-values": "Features default values", + "feature-macros-v1": "Orig feature macros to v1", + "features": "Features", + "feet": "Feet", + "feet-abbrv": "ft", + "finesse": "Finesse", + "flat-footed": " Flat-Footed", + "flat-footed-armor-class": "Flat-Footed Armor Class", + "flat-footed-armor-class-abbrv": "Flat-Footed", + "flat-footed-combat-maneuver-defense-abbrv": "FF CMD", + "flat-footed-touch-abbrv": "FF Touch", + "fly": "Fly", + "footer-aria": "Help links and footer information", + "footnote-a": "â’œ Evaluated at edit time, must evaluate to number No queries Extended Expressions allowed", + "footnote-b": "â’ Evaluated at roll time in chat Queries allowed Must put [[brackets]] around rolls", + "footnote-c": "â’ž Evaluated at roll time in chat Queries allowed Must evaluate to number No [[brackets]] needed", + "footnote-d": "â’Ÿ Sent to roll template", + "footnotes-aria": "Footnotes information", + "footer-info": "Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W | Last updated:", + "fortitude": "Fortitude", + "fortitude-abbrv": "Fort", + "fortitude-calculation-abbrv": "Fort Calc", + "fortitude-save": "Fortitude Save", + "four-legged-abbrv": "Quad", + "frequency": "Frequency", + "frequency-abbrv": "Freq", + "frequency-title": "Select how often this ability is available", + "full-caster-level-abbrv": "Lvl/HD", + "full-macro": "Full Macro:", + "full-macro-place": "Macro/Query", + "gear": "Gear", + "gear-not-used-place": "Gear not used in combat", + "gear-or-tool": "Gear or Tool", + "gear-tool": "Gear and tools", + "gear-used-place": "Gear used in combat", + "gender": "Gender", + "generic-roll-template": "Generic Roll Template ", + "geography": "Geography", + "global": "Global", + "gold-pieces": "Gold pieces", + "gold-pieces-abbrv": "GP", + "graphpaper": "Graph-paper", + "grappled": " Grappled", + "grazed": " Grazed ", + "grazed-title": "-1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "green": "Green", + "grey": "Grey", + "group": "Group", + "group-by-school": " Group by school", + "group-by-school-desc": "Group spells by school in spells menu", + "group-name": "Group by name for attackbook buttons", + "hair": "Hair", + "hair-details": "Hair Details", + "half-caster-level": "½ Caster Level", + "half-caster-level-abbrv-selected": "•½ Lvl/HD", + "half-charisma-abbrv": "1/2 CHA", + "half-constitution-abbrv": "1/2 CON", + "half-dexterity-abbrv": "1/2 DEX", + "half-intelligence-abbrv": "1/2 INT", + "half-strength-abbrv": "1/2 STR", + "half-wisdom-abbrv": "1/2 WIS", + "handle-animal": "Handle Animal", + "hands": "Hands", + "hardness-abbrv": "Hard", + "hd-not-bab": " Use Level/HD for CMD instead of BAB", + "hd-not-bab-title": "If checked use total HD not BAB for CMD", + "head": "Head", + "headband": "Headband", + "header-image": "Header Image", + "header-image-default": "Include the default header image", + "header-image-none": "Do not include a header image", + "heading-border-colors": "Heading background and outlines:", + "heal": "Heal", + "heal-conditions": "Heal Conditions", + "health-and-wounds": "Health and Wounds", + "healthy": " Healthy ", + "heavy": "Heavy", + "heavy-armor": "Heavy Armor", + "height": "Height", + "help-translate": "Help Translate", + "helpless": " Helpless", + "hero-points": "Hero Points", + "hexfreq": "Per 24 hrs per target", + "highest-mental-ability": "Highest mental ability", + "history": "History", + "hit-dice-abbrv": "# HD", + "hit-dice-desc": "Number of Hit Dice to roll", + "hit-die": "Hit Die", + "hit-die-abbrv": "HD", + "hit-die-desc": "Number of Sides of Hit Die", + "hit-point-adjustment-2-abbrv": "hp adj2", + "hit-point-misc-migrated": "Misc hp field", + "hit-points": "Hit Points", + "hit-points-abbrv": "hp", + "hit-points-ability-title": "The Ability Score that contributes a bonus/penalty to the overall character hit points by level", + "hit-points-adjustment-1-abbrv": "hp adj1", + "hit-points-adjustment-title": "Player configurable adjustment to maximum hit points by way of a formula", + "hit-points-class-title": "Hit Points due to Class Only", + "hit-points-due-to-hit-dice-abbrv": "Class/HD hp", + "hit-points-due-to-hit-dice-title": "Hit points due to class levels and hit dice", + "hit-points-modifier-2-title": "The value produced by the hp adj2 formula", + "hit-points-modifier-title": "The modifier that comes from the Ability Score chosen to adjust hit points per level", + "homeland": "Homeland", + "horror-adventures": "Horror Adventures", + "how-encumbrance-affects-speed": "How encumbrance affects speed", + "hybrid": "Hybrid", + "identification-abbrv": "ID", + "ignore-encumbrance": "Ignore Encumbrance", + "immunities": " Immunities", + "immunities-title": "Takes no damage from listed sources (eg acid, fire, paralysis)", + "in-special-abilities-section": "In list under Special Abilities below", + "include-attack-notes": "Include notes or images in attack rolls? Notes and image will be mapped to attack type", + "include-attack-totals": "Include Attack Totals?", + "include-attacks-?": "Include Attack?", + "include-eighth-attack": "Include an 8th attack?", + "include-fifth-attack": "Include a 5th attack?", + "include-fourth-attack": "Include a 4th attack?", + "include-info": "Include info?", + "include-information": "Include info?", + "include-information-title": "Include these additional attributes with saving throws?", + "include-notes": "Include notes in roll", + "include-save-notes": "Include Save Notes in roll", + "include-second-attack": "Include a 2nd attack?", + "include-seventh-attack": "Include a 7th attack?", + "include-sixth-attack": "Include a 6th attack?", + "include-skill-notes": "Include Skill notes?", + "include-skill-totals": "Include Skill Totals?", + "include-spell-info": "Include these attributes with each spell roll?", + "include-third-attack": "Include a 3rd attack?", + "update-hp-when-max-changes": " Update curr HP when max HP changes", + "update-hp-when-max-changes-title": "When max hp changes, updates current hit points by same amount", + "influence": "Influence", + "inherent-abbrv": "Inhr", + "inherent-bonus": "Inherent Bonus", + "initiative": "Initiative", + "initiative-abbrv-caps": "INIT", + "initiative-and-speeds": "Initiative and Speeds", + "initiative-notes": " Initiative Notes", + "initiative-notes-title": "Include initiative notes with roll", + "insert-macro-attack": "'Add to Attack' Macro:", + "insert-macro-damage": "'Add to Damage' Macro:", + "instru-a-0": "New sheets begin on the Configuration page Use the Settings button(config-show) to edit the sheet", + "instru-a-1": "Checkboxes with a label cause the section with same name (h2 or h3 header) to be revealed or hidden", + "instru-a-2": "Screenreader users please turn on reading of Title attributes A lot of information is still in the titles", + "instru-a-3": "Screenreader users should check expand all to ensure all content is visible to the reader It is the second checkbox on this page", + "intelligence": "Intelligence", + "intelligence-abbrv": "INT", + "intelligence-abbrv-default": "•INT", + "intelligence-calculation-abbrv": "INT Calc", + "intelligence-penalized": "INT Penalized", + "intelligence-penalized-title": "Intelligence Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "intimidate": "Intimidate", + "inventory": "Inventory", + "invisible": " Invisible", + "is-mythic": "Check if this row is Mythic", + "is-npc-check-caps": " Is NPC or monster", + "is-npc-description": "Sheet is an NPC or Monster", + "is-v1": "Is a V1 sheet", + "item": "Item", + "item-hit-points-abbrv": "hp", + "item-list-default-values": "Items Default Values", + "item-macros-current": "Equipment macros to current", + "item-name": "Item Name", + "items": "Items", + "iterative-attacks": "Iterative Attacks", + "iterative-attacks-abbrv": "Iterative Atks", + "iterative-attacks-title": "Add additional attacks for this weapon", + "key-ability": "Key Ability", + "knowledge": "Knowledge", + "knowledge-arcana": "Knowledge (Arcana)", + "knowledge-dungeoneering": "Knowledge (Dungeoneering)", + "knowledge-engineering": "Knowledge (Engineering)", + "knowledge-geography": "Knowledge (Geography)", + "knowledge-history": "Knowledge (History)", + "knowledge-local": "Knowledge (Local)", + "knowledge-nature": "Knowledge (Nature)", + "knowledge-nobility": "Knowledge (Nobility)", + "knowledge-planes": "Knowledge (Planes)", + "knowledge-religion": "Knowledge (Religion)", + "known-or-special": "Known / Specialties", + "languages": "Languages", + "legs": "Legs", + "legs-title": "How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", + "level": "Level", + "level-0-spells": "Level 0 Spells", + "level-1-ordinal": "1st Level", + "level-1-spells": "Level 1 Spells", + "level-10-ordinal": "10th Level", + "level-2-ordinal": "2nd Level", + "level-2-spells": "Level 2 Spells", + "level-3-ordinal": "3rd Level", + "level-3-spells": "Level 3 Spells", + "level-4-ordinal": "4th Level", + "level-4-spells": "Level 4 Spells", + "level-5-ordinal": "5th Level", + "level-5-spells": "Level 5 Spells", + "level-6-ordinal": "6th Level", + "level-6-spells": "Level 6 Spells", + "level-7-ordinal": "7th Level", + "level-7-spells": "Level 7 Spells", + "level-8-ordinal": "8th Level", + "level-8-spells": "Level 8 Spells", + "level-9-ordinal": "9th Level", + "level-9-spells": "Level 9 Spells", + "level-abbrv": "Lvl", + "level-and-ability": "Level and Caster Ability", + "level-basis": "Level Basis", + "level-current": "Current Class Level", + "level-hit-dice": "Level and Hit Dice", + "level-hit-dice-abbrv": "Level/HD", + "lift": "Lift", + "lift-levels": "Lift Levels", + "lift-modifiers": "Lift Modifiers", + "light": "Light", + "light-armor": "Light Armor", + "linguistics": "Linguistics", + "link-hit-points-npc-to-pc": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa", + "link-hit-points-title": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa", + "lists": "Lists", + "load-only": "Load only", + "loading": "Loading", + "loads": "Loads", + "loads-and-lift": "Loads and Lift", + "local": "Local", + "location": "Location", + "long": "Long", + "lore": "Lore", + "lose-dexterity-title": "Lose Dexterity to AC", + "macro": "Macro", + "macros": "Macros", + "macro-options": "Macro Options", + "macro-recalc-instructions": "If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button", + "macro-text": "Macro Text", + "macro-text-advanced": "'Add-to-roll' Macros", + "madnesses": "Madnesses:", + "madness-and-effects": "Madnesses and effects", + "magic-item": "Magic Item", + "maneuverability": "Maneuverability", + "manifester-levels": "Manifester Levels", + "masterwork": "Masterwork", + "masterwork-abbrv": "Mwk", + "max-hp-title": "Automatically calculated using Class hit points, Favored Class hit points (see Classes tab), Ability bonus/penalty & Level, misc mod, Drained condition and Mythic Adventures hit points (if enabled)", + "maximum-abbrv": "Max", + "maximum-ability-abbrv": "Max Ability Dmg", + "maximum-calculation-abbrv": "Max Calc", + "maximum-damage-ability-title": "Maximum damage ability applied (for Strength score, etc)", + "maximum-dexterity-bonus-abbrv": "Max DEX", + "maximum-dexterity-bonus-source-abbrv": "Max DEX Source", + "maximum-dexterity-title": "Maximum Dexterity to AC limited due to armor or encumbrance", + "maximum-encumbrance-title": "Maximum encumbrance: 2x heavy, immobilized", + "medium": "Medium", + "medium-abbrv-default": "•Medium", + "medium-armor": "Medium Armor", + "melee": "Melee", + "ranged-attack-abbrv": "Rng Atk", + "melee-attack-abbrv": "Melee Atk", + "melee-attack": "Melee Attack", + "melee-attack-notes": "Melee Attack Notes", + "melee-attack-notes-place": "Put notes about context-sensitive Melee Attack bonuses here", + "melee-calculation": "Melee Atk Calc", + "melee-image": " Melee Image", + "melee-notes": " Melee Notes", + "melee2": "Alt Melee", + "melee2-attack": "Alt Melee Attack", + "mental-modifiers-abbrv": "Mental", + "mental-modifiers-total": "Total of all 3 mental ability modifiers", + "merge": "Merge", + "merge-class-features": "Merge Orig Class Features into Abilities", + "merge-feats": "Merge Orig Feats into Abilities", + "merge-race-traits": "Merge Orig Racial Traits into Abilities", + "merge-slas": "Merge Orig Spell-like Abilities into Abilities", + "merge-traits": "Merge Orig Traits into Abilities", + "metamagic": "Metamagic", + "menu-whisper": "Menu Whisper:", + "metamagic-title": "Click to show spell slot field to differentiate slot from spell level", + "migrations": "Migrations", + "migrations-completed": "Migrations Completed", + "minimize-all-cmd": "Minimize / Maximize all rows", + "minimize-cmd": "Minimize row", + "misc-skill": "Misc Skill", + "misc-skill-point-field": "Misc skill point field", + "miscellaneous-abbrv": "Misc", + "miscellaneous-abbrv-default": "•Misc", + "miscellaneous-bonus": "Miscellaneous Bonus", + "miscellaneous-bonus-abbrv": "Misc Bonus", + "miscellaneous-macro-abbrv": "Misc Macro", + "miscellaneous-skill-abbrv": "Misc Skill", + "mode": "Mode", + "modifier-2-abbrv": "Mod2", + "modifier-abbrv": "Mod", + "monster-or-non-player-character": "Sheet represents a Monster or NPC", + "monster-or-non-player-character-abbrv": "Monster/NPC", + "monster-or-pc-indicator": "Monster or Player Character indicator", + "monster-race": "Monster Race", + "monster-racial-hit-dice-abbrv": "Racial HD and stats", + "monster-rule": "Monster Rule", + "morale": "Morale", + "morale-place": "List here under what condition the creature flees combat, if any", + "move-adventure-to-background": "Move Adventure to Background", + "multiclass": "Multiclass", + "multiple-spellclasses": " Has multiple spellcasting classes", + "multiplier": "Multiplier", + "multiplier-abbrv": "Mult", + "mythic-abilities": "Mythic Abilities", + "mythic-ability-name": "Mythic Feature/Ability Name", + "mythic-bonus-hit-points-abbrv": "Bonus hp", + "mythic-bonus-hit-points-title": "Bonus hit points that are gained from each tier advancement: archmage: 3, champion: 5, guardian: 5, hierophant: 4, marshal: 4, or trickster: 4", + "mythic-feat-name": "Mythic Feat Name", + "mythic-feats": "Mythic Feats", + "mythic-hero-power": "Mythic Hero Information and Mythic Power", + "mythic-hit-points": "Total Mythic hp", + "mythic-hit-points-title": "Bonus hp x Tier This is automatically added to Max hp", + "mythic-information": "Mythic Information", + "mythic-paragon": " Mythic Paragon", + "mythic-paragon-title": "Has Mythic Paragon feat", + "mythic-path": "Mythic Path", + "mythic-path-features-and-abilities": "Mythic Path Features and Abilities", + "mythic-path-name": "Path Name", + "mythic-path-title": "Mythic Path: archmage, champion, guardian, hierophant, marshal, or trickster", + "mythic-power": "Mythic Power", + "mythic-power-avail-title": "How much mythic power you have available to use", + "mythic-power-current": "Current MP", + "mythic-power-max-title": "The maximum amount of mythic power you have", + "mythic-power-maximum": "Max MP", + "mythic-power-miscellaneous-title": "Any additional mythic power you gain from abilities or feats", + "mythic-power-tier": "Tier MP", + "mythic-power-tiers-title": "The amount of mythic power you gain from tiers", + "mythic-rating-abbrv": "MR", + "mythic-tier": "Tier", + "mythic-tier-title": "Mythic tier or rank Mythic tiers range from 1 to 10", + "name": "Name", + "natural": "Natural", + "natural-attack": "Natural Attack", + "natural-attack-secondary": "Natural Attack (Secondary)", + "nature": "Nature", + "nav-main-desc": "Main menubar follows this element (it is not inside the menubar element) Menuitem 'all' displays all sections", + "neck": "Neck", + "negative-number": "Use a negative number to indicate the penalty", + "neither": " Neither", + "new": "New", + "new-features": "New Features and Updates", + "next-cast": "Next cast", + "next-level": "Next Level", + "no": "No", + "no-harmless": "No (Harmless)", + "no-default": "•No", + "no-skills-available": "None Available", + "nobility": "Nobility", + "non-lethal-abbrv": "NL", + "non-player-character-abbrv": "NPC", + "non-player-character-attacks-abbrv": "NPC Attacks", + "non-player-character-class-one-spells": "NPC Class 1 Spells", + "non-player-character-class-two-spells": "NPC Class 2 Spells", + "non-player-character-feats": "NPC Feats", + "non-proficient-armor-title": "Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks", + "none": "None", + "none-available": "None Available", + "none-default": "•None", + "nonlethal": "Nonlethal", + "nonlethal-damage": "Nonlethal Damage", + "nonlethal-damage-title": "Player adjustable tracking of non-lethal damage Character is staggered if nonlethal damage >= current hp, field will outline in yellow", + "normal-size": "Normal Size", + "not-applicable": "N/A", + "not-applicable-abbrv": "N/A", + "not-applicable-abbrv-default": "•N/A", + "not-carried": "Not Carried", + "notes": "Notes", + "notes-and-custom-attributes": "Custom attributes", + "custom-attributes": "Custom attributes", + "npc": "NPC", + "npc-abilities": "NPC Abilities", + "npc-ability-checks": "NPC Ability Checks", + "npc-ac-compendium-place": "Format: AC nn, touch nn, flat-footed nn (+n DEX, +n natural, +n size, +n dodge)", + "npc-adventure": "NPC Adventure", + "npc-all-skills": "NPC All Skills", + "npc-all-saves": "NPC All Saves", + "npc-aura-compendium-place": "Format: flaming body, unholy aura (DC 26)", + "npc-background": "NPC Background", + "npc-buttons": "NPC Buttons", + "npc-combat-skills": "NPC Combat Skills", + "npc-consolidated": "NPC Consolidated", + "npc-defenses": "NPC Defenses", + "npc-experience-points-abbrv": "XP", + "npc-feats-text": "Feats from compendium", + "npc-hp-compendium-place": "Format: 13 (3d8) +n", + "npc-initiative-compendium-example": "Format: Alignment Type (Subtype) +Init mod", + "npc-initiative-abbrv": "NPC Init", + "npc-items": "NPC Items", + "npc-melee-attacks-text-place": "Melee attacks from compendium", + "npc-migrated": "NPC Settings", + "npc-ranged-attacks-text-place": "Ranged attacks from compendium", + "npc-senses-compendium-place": "Format: blindsense 20 ft, low-light vision; Perception + 20", + "npc-special-attacks-place": "List all special combat actions here", + "npc-spellike-abilities-text-place": "Spell like abilities from compendium", + "npc-spells-known-text-place": "Spells known abilities from compendium", + "npc-statblock-header": "Monster statblock input section", + "npc-statblock-import": "Monster statblock import", + "npc-statblock-parse-instructions": "Drag a monster from the compendium here, or type in the statblock values below Then hit the parse button The parser will populate the sheet with the underlying stats and attacks", + "npc-statblock-textarea-instructions": "For multiline textareas, paste in exactly as appears in source Keep newlines in input", + "number": "Number", + "number-fill-in-skills-show": "Number of craft, perform, profession skills to show:", + "number-hit-dice-abbrv": "# HD", + "number-misc-skills-show": "Number of Misc skills to show:", + "number-prepared": "# Prepared", + "number-prepared-title": "Indicates the number of prepared spells remaining", + "number-prepared-abbrv": "# Left", + "number-used": "# Used", + "occult": "Occult", + "occult-kineticist": "Occult (Kineticist)", + "occult-other": "Occult (Other)", + "occupation": "Occupation", + "old-school": "Old School, baby!", + "off-ground": "Off Ground", + "offense": "OFFENSE", + "old": "Old", + "one-and-a-half-charisma-abbrv": "15x CHA", + "one-and-a-half-constitution-abbrv": "15x CON", + "one-and-a-half-dexterity-abbrv": "15x DEX", + "one-and-a-half-intelligence-abbrv": "15x INT", + "one-and-a-half-strength-abbrv": "15x STR", + "one-and-a-half-wisdom-abbrv": "15x WIS", + "opposed-combat-maneuver-bonus-abbrv": "CMB (Opposed)", + "opposition": "Opposition", + "opposition-school-example": "Cost double or prohibited", + "options": "Options", + "options-attacks-accessible-title": "Use simple accessible template for attacks", + "options-attacks-attack-title": "Include Attack notes", + "options-attacks-cmb-image-title": "Include the CMB header image", + "options-attacks-cmb-title": "Include CMB notes", + "options-attacks-header-title": "Include a header image", + "options-attacks-melee-image-title": "Include the Melee header image", + "options-attacks-melee-title": "Include Melee attack notes", + "options-attacks-ranged-image-title": "Include the Ranged header image", + "options-attacks-ranged-title": "Include Ranged attack notes", + "options-defenses-armor-title": "Show Armor Notes", + "options-defenses-cmd-title": "Show CMD Notes", + "options-defenses-def-title": "Show Defense Notes", + "options-defenses-defensive-abilities-title": "Show Defensive Abilities", + "options-defenses-dr-title": "Show Damage Reduction", + "options-defenses-immun-title": "Show Immunities", + "options-defenses-resis-title": "Show Spell Resistance", + "options-defenses-save-title": "Show Save Notes", + "options-defenses-weak-title": "Show Weaknesses", + "options-spell-caster-level-chk-title": "Roll Caster Level Check", + "options-spell-caster-level-title": "Include Caster Level", + "options-spell-casting-time-title": "Include Casting Time", + "options-spell-comp-title": "Include Components", + "options-spell-concentration-chk-title": "Roll Concentration Check", + "options-spell-concentration-title": "Include Concentration", + "options-spell-damage": " Spell Damage", + "options-spell-damage-title": "Include Spell Damage", + "options-spell-dc-title": "Include DC", + "options-spell-desc-title": "Include Description", + "options-spell-duration-title": "Include Duration", + "options-spell-level-title": "Include Class/Level", + "options-spell-range-title": "Include Range", + "options-spell-save-title": "Include Saving Throw", + "options-spell-school-title": "Include School", + "options-spell-spellfail-chk-title": "Include Spell Failure Check", + "options-spell-sr-title": "Include Spell Resistance", + "options-spell-target-title": "Include Targets/Area", + "options-spells-accessible-title": "Use simple accessible template for spells", + "orange": "Orange", + "organization": "Organization", + "original-abilities-menus": "Orig Abilities", + "original-class-features-list": "Orig Class Features", + "original-feats-list": "Orig Feats", + "original-racial-traits-list": "Orig Racial Traits", + "original-spell-like-abilities-list": "Orig Spell-Like Abilities", + "original-traits-list": "Orig Traits", + "other": "Other", + "other-1": "Other 1", + "other-1-abbrv": "Oth 1", + "other-2": "Other 2", + "other-2-abbrv": "Oth 2", + "other-currency": "Other Currency", + "other-currency-title": "The amount of currency not actively carried by the character", + "other-gear": "Other Gear", + "other-items": "Other Items", + "other-items-2": "Other Items 2", + "other-magic": "Other Magic", + "other-magic-abbrv": "Magic", + "other-magic-items": "Other Magic Items", + "other-spells-per-day-title": "If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day Or vice-versa", + "over": "Over", + "over-heavy-encumbrance-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it", + "overcome-spell-resistance-abbrv": "Overcome SR", + "overloaded": " Overloaded", + "overloaded-title": "While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action)", + "pages": "Pages", + "parchment-1": "Parchment 1", + "parchment-2": "Parchment 2", + "parse": "Parse", + "path": "Path", + "path-number": "Path #", + "pathfinder-logo": "Pathfinder RPG Logo © Paizo", + "pathfinder-mythic-adventures": "Mythic Adventures", + "pathfinder-psionics": "Pathfinder Psionics", + "pathfinder-unchained": "Pathfinder Unchained", + "penalty": "Penalty", + "per-day-abbrv": "/day", + "per-month-abbrv": "/month", + "perception": "Perception", + "perday": "Per day", + "perform": "Perform", + "performance": "Performance", + "perlevel": "Per Level", + "permonth": "Per month", + "personal": "Personal", + "pick-highest": "Pick Highest", + "pierce-blunt-slash-abbrv": "P/B/S", + "piercing": "Piercing", + "pink": "Pink", + "pinned": " Pinned", + "planes": "Planes", + "platinum-pieces": "Platinum pieces", + "platinum-pieces-abbrv": "PP", + "player-character": "Sheet represents a Player Character", + "player-character-abbrv": "PC", + "player-name": "Player Name", + "points-per-day": "Points/Day", + "post-identification": " Post ID", + "post-identification-abbrv": " Post ID", + "post-identification-number": " Post ID", + "post-identification-numbers": " Post IDs", + "post-v1": "V 10", + "pounds-title": "Weight in pounds", + "pounds-abbrv": "lbs", + "power-point-reserve-abbrv": "PP Reserve", + "pre-v1": "Prev 10", + "precision-abbrv": "Extra Dmg", + "precision-damage-title": "Extra or Precision Damage (not added to critical damage)", + "precision-damage-type": "Extra Damage type", + "prepared": "Prepared", + "prepared-manual": "Prepared Manual Tracking", + "prepared-spells-explanation": "On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left", + "prestige-points": "Prestige Points", + "primary-attack": "Primary Attack", + "profession": "Profession", + "proficiency": "Proficiency", + "proficiency-abbrv": "Prof", + "proficiency-title": "Proficient with weapon or attack", + "prone": " Prone", + "psionic-ability-title": "The psionic class key ability modifier source", + "psionic-focus": " Psionic Focus", + "psionic-focus-title": "Is maintaining psionic focus", + "psionic-information": "Psionic Information", + "psionic-manifester-level-and-power-points": "Psionic Manifester Level and Power Points", + "psionic-manifester-levels-title": "The total adjusted manifester level", + "psionic-manifester-lvls-title": "The sum of the levels of psionic classes that have a key ability score selected on the right", + "psionic-manifester-miscellaneous-title": "Any miscellaneous modifiers to the manifester level", + "psionic-power-points-available-title": "How many power points you have available to use", + "psionic-power-points-bonus-title": "The amount of bonus power points you gain from manifester level and key ability modifier", + "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es)", + "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats", + "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections", + "public-roll": "Roll: Public", + "public-rolls": "Public Rolls", + "purple": "Purple", + "quantity-abbrv": "Qty", + "questions-feedback": "Questions/Feedback?", + "quick-stats": "QUICK STATS", + "race": "Race", + "race-hd": "Race only", + "race-hd-default": "•Race only", + "race-hit-points": "Race Hit Points", + "race-hit-points-abbrv": "Race hp", + "racial-bonus": "Racial", + "racial-modifiers": "Racial Modifiers", + "racial-trait-name": "Racial Trait Name", + "racial-traits": "Racial Traits", + "range": "Range", + "range-custom": "Custom #", + "range-custom-place": "Flat # or # /level", + "range-in-feet": "Range(′)", + "range-in-feet-long": "Range (ft)", + "range-per-level-desc": "Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')", + "ranged": "Ranged", + "ranged-attack": "Ranged Attack", + "ranged-attack-notes": "Ranged Attack Notes", + "ranged-attack-notes-place": "Put notes about context-sensitive Ranged Attack bonuses here", + "ranged-calculation": "Rng Atk Calc", + "ranged-image": " Ranged Image", + "ranged-notes": " Ranged Notes", + "ranged-touch-ray": "Ranged Touch / Ray", + "ranged-touch-ray2": "Alt Ranged Touch / Ray", + "ranged2": "Alt Ranged", + "ranged2-attack": "Alt Ranged Attack", + "ranks": "Ranks", + "ranks-remaining": "Ranks Remaining", + "reach": "Reach (ft)", + "reach-notes": "Reach Notes", + "reach-small": "Reach", + "recalculating": "Recalculating", + "recalculate-abbrv": "Recalc", + "recalculate-cmd": "Recalculate Sheet", + "recalculate-hit-points": "Recalculate hp and reset to max", + "recalculate-hit-points-title": "Recalculate hp and Temp hp and set current hp to max", + "red": "Red", + "reflex": "Reflex", + "reflex-abbrv": "Ref", + "reflex-calculation-abbrv": "Ref Calc", + "reflex-save": "Reflex Save", + "religion": "Religion", + "requires-training": "Requires Training", + "requires-training-abbrv": "RT", + "reset": "Reset", + "resistance": " Resistances", + "resistances": "Resistances", + "resistances-title": "Ignores some damage of the indicated type each time it takes damage of that kind (eg acid 10)", + "ride": "Ride", + "ring-one": "Ring 1", + "ring-two": "Ring 2", + "roll": "Roll", + "roll-appearance": "Roll Appearance", + "roll-configuration": "Roll Configuration", + "roll-template": "Roll Template", + "roll-template-info": "Roll Template Info", + "roll-time-custom-attributes": "Evaluate at roll time custom attributes", + "roll-time-custom-num-attributes": "Evaluate at roll time custom number attributes", + "rolls": "Rolls", + "rounds": "Rounds", + "row-id-desc": "Row ID for macros under ID section of the row. Does not appear in compact Mode.", + "row-identification-for-macros": "Row ID for macros", + "rule": "Rule", + "rule-category": "Category of rule this falls under", + "rule-options": "Rule Options", + "run": "Run", + "run-multiplier-abbrv": "Run Mult", + "sanity": "Sanity", + "sanity-abbrv": "SAN", + "sanity-beta": "Sanity (BETA)", + "sanity-damage": "Sanity Damage", + "sanity-edge": "Sanity Edge", + "sanity-npc-abbrv": "NPC SAN", + "sanity-score": "Sanity Score", + "sanity-save-modifier": "Will Mod", + "sanity-save-custom-modifier": "Custom Will save mod for save vs sanity effects", + "sanity-threshold": "Sanity Threshold", + "save": "Save", + "save-difficulty-class": "Save
    DC", + "save-effect": "Save Effect", + "save-no-harmless": "No Harmless", + "save-notes": " Save Notes", + "save-notes-place": "Put notes about context-sensitive Saving Throw bonuses here", + "save-yes-harmless": "Yes Harmless", + "saves": "Saves", + "saving-throw": " Saving Throw", + "saving-throws": "Saving Throws", + "school": "School", + "school-etc": "School, etc", + "score": "Score", + "score-miscellaneous-abbrv": "Score Misc", + "secondary-hit-die-abbrv": "HDie2", + "see-text": "See text", + "see_text": "See Text", + "select-buffs": "Select Buffs", + "select-class-or-manual-default": "•Select Class from grid or enter other manually", + "select-one-default": "•Select One", + "select-spell-resistance-default": "•Select SR", + "sense-motive": "Sense Motive", + "senses": "Senses", + "set-armor": "Set Armor", + "set-as-armor": "Set armor values using this row", + "set-as-shield": "Set shield values using this row", + "set-buffs": "Set Buffs", + "set-on-equipment": "Set on Equipment page", + "set-sheet-color": "Set sheet color to rolltemplate color", + "set-shield": "Set Shield", + "settings": "Settings", + "sheet-configuration": "Sheet Configuration", + "sheet-created-after-v1": "Sheet created at version 100 or later", + "sheet-guide": "Wiki 'how to use' Sheet Guide", + "shield": "Shield", + "shield-one": "Shield 1", + "shield-two": "Shield 2", + "short-description": "Short Description", + "short-description-abbrv": "Short Desc", + "shoulders": "Shoulders", + "show-announcements": "Check to reveal Announcements section", + "show-graph-paper": "Show graphpaper background", + "show-in-menu": "Show", + "show-in-menu-title": "Click to display a button for this row in the appropriate command menu", + "show-old-announcements": "Check to reveal Old Announcements section", + "show-onetime-columns": "Show onetime columns", + "show-onetime-columns-title": "Show feat, race, trait, and class and requires training columns", + "show-onetime-fields": "Show more fields", + "show-more-fields": "Show more fields", + "show-onetime-item-fields-title": "Show item equipment type, hardness, item-hp, item-hp|max, and value", + "show-skills": "Expand to show more custom skills", + "show-uses": " Show uses", + "show-uses-spell-desc": "Show # spells used per day in spells menu", + "showsect-cmd": "Click to expand", + "sickened": " Sickened", + "silver-pieces": "Silver pieces", + "silver-pieces-abbrv": "SP", + "simple-template": "Use Simple Template", + "size": "Size", + "size-colossal": "Colossal", + "size-diminutive": "Diminutive", + "size-fine": "Fine", + "size-gargantuan": "Gargantuan", + "size-huge": "Huge", + "size-large": "Large", + "size-modifier-attack": "Attack Size Modifier", + "size-small": "Small", + "size-tiny": "Tiny", + "skill": "Skill", + "skill-bonus-macro": "Skill Bonus Macro", + "skill-macros-migrated": "Skill Macros", + "skill-macros-current": "Skill macros to current", + "skill-miscellaneous": "Skill Misc", + "skill-notes": "Skill Notes", + "skill-notes-place": "Put notes about context-sensitive Skill bonuses here", + "skill-options": "Skill Options", + "skill-rank-totals": "Skill Rank Totals", + "skill-ranks": "Skill Ranks", + "skill-size-modifier": "Skill", + "skill-size-title": "Size adjustment for skills Double for stealth", + "skill-take10-dropdown": "Skill take 10 dropdown", + "skill-untrained": "Skill is untrained", + "skills": "Skills", + "skills-per-hit-die": "Skill Ranks per hit die due to race", + "skills-per-hit-die-abbrv": "Skill pts /HD", + "skills-per-level": "Skill Ranks per level due to Class only", + "skills-per-level-abbrv": "Skill pts /lvl", + "skin": "Skin", + "skin-details": "Skin Details", + "slashing": "Slashing", + "sleight-of-hand": "Sleight of Hand", + "slot": "Slot", + "society": "Society", + "source": "Source", + "source-attack": "Linked attack ID", + "source-attack-title": "ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder": "Linked attack ID", + "source-mainhand": "Mainhand ID", + "source-offhand": "Offhand ID", + "source-ability": "Linked ability ID for", + "source-ability-placeholder": "Linked ability ID", + "source-ability-title": "ID of the ability from the Abilities list that, when changed, updates this attack entry", + "source-item": "Linked item ID for", + "source-item-name": "Linked item name", + "source-item-placeholder": "Linked item ID", + "source-item-title": "ID of the item from the equipment list that, when changed, updates this attack entry", + "source-name": "Source Name", + "source-spell": "Linked spell ID for", + "source-spell-name": "Linked spell name", + "source-spell-placeholder": "Linked spell ID", + "source-spell-title": "ID of the spell from the Spells list that, when changed, updates this attack entry", + "source-title": "Source of ability - class or race", + "space": "Space (ft)", + "space-reach": "Space and Reach", + "special": "Special", + "special-abilities": "Special Abilities", + "special-abilities-abbrv": "Spec Abil", + "special-abilities-and-content": "Special Abilities and Content", + "special-abilities-and-content-place": "Format: Special Abilities (newline) Ability Name (Ex): ability description (newline) description of monster", + "special-ability-name": "Special Ability Name", + "special-attacks": "Special Attacks", + "special-attacks-abbrv": "Spec Atk", + "special-defense": "Special Defenses", + "special-defense-notes": "Special Defenses and Notes", + "special-qualities": "Special Qualities", + "special-qualities-abbrv": "SQ", + "special-qualities-place": "Special qualities moved to abilities list for monsters parsed after v100", + "speed": "Speed", + "speed-base-title": "The base speed for the character", + "speed-multiplier-title": "Run Multiplier", + "speed-notes": "Speed Notes", + "speed-run-title": "The maximum distance that the character can run in a straight line during your turn", + "speed-space-reach": "Speed, Space and Reach", + "speed-title": "The modified speed due to encumbrance", + "speeds": "Speeds", + "spell-casting-time-place": "Casting Time", + "spell-class-one": "Spell Class 1", + "spell-class-two": "Spell Class 2", + "spell-class-zero": "Spell Class 0", + "spell-components": "Components", + "spell-damage": "Spell Damage", + "spell-domain-chk": "Domain", + "spell-duration": "Duration", + "spell-failure": "Spell Fail", + "spell-failure-chance": "Spell Failure Chance", + "spell-failure-chk": "Spell Failure Check", + "spell-level": "Spell Level", + "spell-level-abbrv": "Spell lvl", + "spell-level-miscellaneous-abbrv": "Spell lvl misc", + "spell-level-miscellaneous-desc": "Spell level and DC bonus", + "spell-like-abbrv": "Sp", + "spell-like-abilities": "Spell-Like Abilities", + "spell-like-abilities-abbrv": "Spell-like", + "spell-like-abilities-class-zero": "Spell Like Abilities Class 0", + "spell-like-abilities-default": "•Spell-like Abilities", + "spell-like-abilities-menu": "Sp", + "spell-like-abilities-option": "Spell Like Abilities", + "spell-lists": "Spell List", + "spell-macros-current": "Spell macros to current", + "spell-migration": "Spell Migration", + "spell-mythic-chk": "Mythic", + "spell-name": "Spell Name", + "spell-penetration-abbrv": "Spell Pen", + "spell-penetration-abbrv-short": "SP", + "spell-penetration-bonus-abbrv": "Spell Pen Bonus", + "spell-penetration-bonus-label": "Bonus to caster level check for Spell Penetration", + "spell-penetration-check": "Spell Penetration Check", + "spell-penetration-modifier-abbrv": "Spell Pen Mod", + "spell-points": "Spell Points", + "spell-points-abbrv": "SP", + "spell-range": "Spell Range", + "spell-resist-bonus-abbrv": "SR Bonus", + "spell-resistance": "Spell Resistance", + "spell-resistance-abbrv": "SR", + "spell-resistance-abbrv2": "Spell Resist", + "spell-resistance-title": "Spell Resistance: Avoids the effects of spells and spell-like abilities that directly affect it Caster Level check vs SR to negate resistance", + "spell-roll-options": "Spell Roll Options", + "spell-roll-template": "Spell Roll Template ", + "spell-school-place": "Spell School [descriptor]", + "spell-targets-area-effect": "Targets/ Area/ Effect", + "spellbook": "Spellbook", + "spellbook-only-prepared-spells": " Show only prepared spells in spellbook menu", + "spellcasting-ability": "Spellcasting Ability", + "spellcasting-classes": "Spellcasting Classes", + "spellclass-level-base": "Spellclass level, concentration, and base stats", + "spellclass-options": "SpellcasterOptions", + "spellcraft": "Spellcraft", + "spellpoints": "Spellpoints", + "spellranges-migrated": "Spell Ranges", + "spells": "Spells", + "spells-known": "Spells Known", + "spells-migrated": "Spells", + "spells-migrated-title": "Spells migrated If you have not deleted original spells you can remigrate To remigrate, delete all spells on spells tab and uncheck, then press refresh", + "spells-notes": "Spells Notes", + "spells-per-day": "Spells/Day", + "spells-prepared": "Spells Prepared", + "spells-ranges": "Spell Ranges", + "sphere-power": "Spheres of Power", + "spontaneous": "Spontaneous", + "spontaneous-spells-known": "(Spontaneous) Spells Known", + "statistics": "STATISTICS", + "statistics-rolls-abbrv": "Stats rolls:", + "statistics-rolls-title": "Defense stats and other future stat blocks", + "stealth": "Stealth", + "strength": "Strength", + "strength-abbrv": "STR", + "strength-abbrv-default": "•STR", + "strength-bonus-abbrv": "STR Bonus", + "strength-calculation-abbrv": "STR Calc", + "strength-penalized": "STR Penalized", + "strength-penalized-title": "Strength Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "stunned": "Stunned", + "sum-uses-from-spells": "Sum of 'Uses' fields in spell rows", + "sum-uses-spells": "Spontaneous
    # Used", + "supernatural-abbrv": "Su", + "supernatural-abilities": "Supernatural Abilities", + "supernatural-abilities-menu": "Su", + "survival": "Survival", + "swim": "Swim", + "swim-speed": "Swim", + "synchronize-class": "Sync Class", + "tactics": "TACTICS", + "target": " Target", + "targets-area-effect": "Targets/Area/Effect", + "teal": "Teal", + "temporary-abbrv": "Temp", + "temporary-hit-points-abbrv": "Temp hp", + "temporary-hit-points-buff-title": "Temporary hit points that come from active Buffs (see Core tab)", + "temporary-hit-points-calculation-abbrv": "Temp hp Calc", + "temporary-hit-points-maximum-title": "Temporary hit points max if using as secondary pool", + "temporary-hit-points-miscellaneous-title": "Player configurable temporary hit points that add to the total Temp hp value", + "temporary-hit-points-title": "Current Temporary hit points", + "temporary-hp-calculations": "Temp hp calculations", + "threshold": "Threshold", + "threshold-miscellaneous-abbrv": "Threshold Misc", + "title": "Title/Nickname", + "toggle-background-skills": " Background Skills", + "toggle-buff": "When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet Also, only the visible/selected buffs will count towards the totals", + "toggle-consolidated-skills": " Consolidated Skills", + "toggle-endurance-feat": " Has Endurance Feat", + "toggle-gritty-mode": " Gritty Mode", + "toggle-horror-adventures-long": " Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures": " Enable Horror Adventures (BETA)", + "toggle-mythic-adventures": " Display/Enable Mythic Adventures Character Sheet Items", + "toggle-psionics": " Display/Enable Psionics Character Sheet Items", + "toggle-unchained-skills": " Display/Enable Unchained Skills", + "toggle-wound-threshold": " Display Wound Thresholds", + "total": "Total", + "total-background-skill-ranks": "Total Background Skill Ranks", + "total-feats": "Total Feats", + "total-listed": "Total spells", + "total-spells-manually": "Total spells manually", + "total-weight-title": "Total weight carried by character", + "totals": "Totals:", + "touch": "Touch", + "touch-armor-class-abbrv": "Touch", + "touch-armor-class-calculation-abbrv": "Touch Calc", + "touch-melee2": "Alt Touch (alt melee)", + "tower": "Tower", + "tower-shield": "Tower Shield", + "trait": "Trait", + "trait-name": "Trait Name", + "traits": "Traits", + "traits-and-racial-traits": "Traits and Racial Traits", + "traits-monster-rules": "Traits/MRules", + "treasure": "Treasure", + "two-legged-default": "•Biped", + "type": "Type", + "type-or-sub-type": "Type/(sub-type)", + "unarmed-strike": "Unarmed Strike", + "uncanny-dodge-desc": " Do not lose DEX when Flat-Footed", + "uncanny-dodge-title": "If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions", + "undead": "Undead", + "undead-title": "Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution", + "uniform-resource-locater-abbrv": "URL", + "unknownrange": "Unknown Range", + "unlock-defense-dropdowns": "Allow AC and CMD to use different ability scores", + "unlock-defense-dropdowns-title": "If checked, CMD could use different ability in 2nd dropdown than AC uses For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both", + "upcoming-changes": "Upcoming Changes", + "update": "Update", + "update-weapons": "Update existing dual wield attacks with new penalties or improved state", + "update-spell-macros": "Update spell macros", + "use-class-features": " Use Separate Class Features List", + "use-dwarf-encumbrance": " Uses dwarf encumbrance rules", + "use-dwarf-encumbrance-title": "Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance", + "use-feats": " Use Separate Feats List", + "use-hero-points": " Use Hero Points", + "use-magic-device": "Use Magic Device", + "use-prestige-fame": " Use Prestige and Fame Points", + "use-racial-traits": " Use Separate Racial Traits List", + "use-round-corners-on-simple-templates": " Round Corners on non-simple template", + "use-simple-template-attacks": " Use Attack Simple Template", + "use-simple-template-spells": " Use Spell Simple Template", + "use-simple-templates": " Use Other Simple Templates", + "use-size-abbrv": "Use sze", + "use-spell-like-abilities": " Use Separate spell-like ability List", + "use-traits": " Use Separate Traits List", + "used": "Used", + "user-defined": "User Defined", + "uses": "Uses", + "uses-attack-type": "Uses indicated attack type", + "uses-per-day": "Uses/Day", + "uses-spells": " Uses Spells", + "uses-spell-points": " Uses Spell Points", + "uses-spells-migrated": "Uses Spells flag", + "uses-spells-title": "Character has spells", + "uses-spell-points-title": "Character uses spell points", + "v1": "Post v1", + "value": "Value", + "value-abbrv": "Val", + "verdana": " Verdana", + "version": "Version", + "version-abbrv": "Ver", + "versus-abbrv": "Vs", + "versus-armor-class": "vs AC", + "versus-combat-maneuver-bonus": "vs CMB", + "versus-combat-maneuver-defense": "vs CMD", + "versus-flat-footed": "vs FF", + "versus-flat-footed-touch": "vs FF Touch", + "versus-touch": "vs Touch", + "violet": "Violet", + "vision": "Vision", + "vision-details": "Vision Details", + "vision-senses": "Vision/Senses", + "vision-title": "@{vision} Low-light vision('see twice as far as normal in dim light'), Darkvision('see with no light source at all'), etc", + "weaknesses": " Weaknesses", + "weaknesses-title": "Adverse conditions may apply if applicable (eg sunlight powerlessness/staggered)", + "weapon": "Weapon", + "weapon-attributes": "Weapon Attributes", + "weapon-default": "•Weapon", + "weapon-notes": "Weapon Notes", + "weapons": "Weapons", + "weight": "Weight", + "weight-abbrv": "Wt", + "whisper-gm": "Roll: GM", + "whisper-character-rolls": "PC rolls:", + "whisper-non-player-character-rolls": "NPC rolls:", + "whisper-rolls-title": "GM or Public", + "whisper-to-game-master": "Whisper GM", + "white": "White", + "willpower": "Willpower", + "willpower-abbrv": "Will", + "willpower-calculation-abbrv": "Will Calc", + "willpower-save": "Will Save", + "willpower-save-abbrv": "Will Save", + "wisdom": "Wisdom", + "wisdom-abbrv": "WIS", + "wisdom-abbrv-default": "•WIS", + "wisdom-calculation-abbrv": "WIS Calc", + "wisdom-penalized": "WIS Penalized", + "wisdom-penalized-title": "Wisdom Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "worn-armor": "Worn Armor", + "worn-equipment": "Worn Equipment", + "worn-equipment-hardness-title": "The hardness of the item that helps prevent it from taking hit point damage", + "worn-equipment-hp-max-title": "The maximum possible hit points of the item", + "worn-equipment-hp-title": "The current hit points of the item", + "worn-equipment-migrated": "Worn Equipment", + "worn-equipment-name-title": "Brief description of the item", + "worn-equipment-quantity-title": "Quantity or charges If the item has charges, this is how many remain", + "worn-equipment-short-desc-title": "Short description of the item, may include macro text which will print to chat", + "worn-equipment-slot-title": "Set carried/not-carried or location if item being worn or carried now", + "worn-equipment-title": "The equipment currently worn by the character", + "worn-equipment-value-title": "The value of the item measured in gold pieces", + "worn-equipment-weight-title": "The weight of the item", + "worn-item-name": "Worn Item Name", + "worn-items": "Worn Items", + "worn-shield": "Worn Shield", + "wound-threshold": "Wound Threshold", + "wounded": " Wounded ", + "wounded-title": "-2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "wrist": "Wrist", + "yellow": "Yellow", + "yes": "Yes", + "yes-default": "•Yes", + "yes-harmless": "Yes (Harmless)", + "yes-object": "Yes (Object)", + "yes-or-custom": "Yes or Custom" +} \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/af.json b/Pathfinder-Neceros/translations/af.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/af.json +++ b/Pathfinder-Neceros/translations/af.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/cs.json b/Pathfinder-Neceros/translations/cs.json index 21e5793e2af6..520be8ad4f35 100644 --- a/Pathfinder-Neceros/translations/cs.json +++ b/Pathfinder-Neceros/translations/cs.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (not multiplied on crit)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":" Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/da.json b/Pathfinder-Neceros/translations/da.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/da.json +++ b/Pathfinder-Neceros/translations/da.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/de.json b/Pathfinder-Neceros/translations/de.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/de.json +++ b/Pathfinder-Neceros/translations/de.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/el.json b/Pathfinder-Neceros/translations/el.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/el.json +++ b/Pathfinder-Neceros/translations/el.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/en.json b/Pathfinder-Neceros/translations/en.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/en.json +++ b/Pathfinder-Neceros/translations/en.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/es.json b/Pathfinder-Neceros/translations/es.json index 41b0813d5329..8c65e0a9c0d1 100644 --- a/Pathfinder-Neceros/translations/es.json +++ b/Pathfinder-Neceros/translations/es.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bono a los chequeos de habilidades y características", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Blandido doble", + "dual-wield-beta":"Blandido doble (BETA)", + "use-dual-wield-beta":" Blandir dos armas (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Penalizador en mano principal por blandido boble", + "offhand-id":"Offhand Id", + "offhand-penalty":"Penalizador en mano torpe por blandido doble", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -8,10 +130,10 @@ "1-ordinal":"1st", "10-ordinal":"10th", "100-at-level-1":" Use max hp for first level/HD", - "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", + "100-at-level-1-title":"Utilizar máximos puntos de vida en el 1r nivel. Dados de vida raciales se consideran 'primero' si el personaje tiene a la vez dados de vida raciales y de clase", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -41,14 +163,14 @@ "ability-basis-desc":"DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities", "ability-bonus":"Ability Bonus", "ability-checks":"Ability Checks", - "ability-damage-desc":"For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious.", + "ability-damage-desc":"Cada 2 puntos de daño recibido a una característica, aplica un penalizador de -1 a las habilidades y campos dependientes de esa característica. En caso de que el daño de característica sufrido iguale o exceda tu valor de característica, cautamáticamente caes inconsciente", "ability-drain-desc":"Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses.", "ability-list-default-values":"Abilities default values", "ability-lists-flags":"Ability list flags", "ability-macros-current":"Ability macros to current", "ability-menus":"Ability Menus", "ability-name":"Ability Name", - "ability-penalty-desc":"Penalties function just like ability damage, but they cannot cause you to fall unconscious or die. Penalties cannot decrease your ability score to less than 1.", + "ability-penalty-desc":"Los penalizadores funcionan como el daño de característica, pero causan la muerte o inconsciencida del personaje. Los penalizadores nunca pueden reducir una característica a un valor inferior a 1", "ability-roll-template":"Ability Roll Template", "ability-score":"Ability Score", "ability-scores":"Ability Scores", @@ -62,13 +184,13 @@ "add-hit-dice":"Add Race/Monster HD", "add-skill-bonus-macro":"Add Skill Bonus Macro?", "additional-attack-macro-query-included-with-crits":"Additional Attack Macro/Query (included with crits)", - "additional-damage":"Extra Dmg", + "additional-damage":"Daño extra", "additional-damage-macro-query-included-with-crits":"Additional Damage Macro/Query (included with crits)", "additional-damage-title":"Add additional, precision, or extra critical damage", - "additional-modifier-or-macro":"Additional modifier or macro, e.g. [[1d6]], [[2d20k1]], etc.", + "additional-modifier-or-macro":"Modificador adicional o macro, p.ej. [[1d6]], [[2d20k1]], etc.", "adjust-damage-by-size":" Adjust damage based on size", "advanced":"Advanced", - "adventure":"Adventure", + "adventure":"Aventura ", "adventure-skills":"Adventure Skills", "adventuring-gear-tool":"Adventuring Gear or Tool", "age":"Age", @@ -78,15 +200,15 @@ "all":"All", "all-abilities":"All Abilities", "all-attacks":"All Attacks", - "all-attacks-insert-macro-attack":"Global Attack Insert Macro:", - "all-attacks-insert-macro-cmb":"CMB Attack Insert Macro:", - "all-attacks-insert-macro-cmb-damage":"CMB Damage Insert Macro:", - "all-attacks-insert-macro-damage":"Global Damage Insert Macro:", - "all-attacks-insert-macro-melee":"Melee Attack Insert Macro:", - "all-attacks-insert-macro-melee-damage":"Melee Damage Insert Macro:", - "all-attacks-insert-macro-ranged":"Ranged Attack Insert Macro:", - "all-attacks-insert-macro-ranged-damage":"Ranged Damage Insert Macro:", - "all-attacks-macro-insert-section":"All Attacks Macros", + "all-attacks-insert-macro-attack":"Añade a la macro Tirada de ataque", + "all-attacks-insert-macro-cmb":"Añade a la macro Tirada BMC", + "all-attacks-insert-macro-cmb-damage":"Añade a la macro Daño BMC", + "all-attacks-insert-macro-damage":"Añade a la macro Daño", + "all-attacks-insert-macro-melee":"Añade a la macro Tirada de ataque a melé", + "all-attacks-insert-macro-melee-damage":"Añade a la macro Daño a melé", + "all-attacks-insert-macro-ranged":"Añade a la macro Tirada de ataque a distancia", + "all-attacks-insert-macro-ranged-damage":"Añade a la macro Daño a distancia", + "all-attacks-macro-insert-section":"Macros de ataque 'Añade-a-las-tiradas'", "all-features-desc":"Features list contains Special Abilities, Special Qualities, Feats, etc", "all-other-desc":"Miscellaneous includes any not found under another tab", "all-saves":"All Saves", @@ -99,24 +221,24 @@ "always-show-domain-spells":" Always show spells marked 'domain' in spellbook menu", "ammo":"Ammo", "ammunition":"Ammunition", - "announcements-0":"New Abilities section on it's own tab - special abilities tabs, linked attacks, pf_ability roll template.", - "announcements-1":"New Hero Lab character importer - import Hero Lab characters by converting the xml to a json file.", - "announcements-2":"New Inventory section- sub-type tabs, link armor/shield to defense, link weapons to attacks, slot placement for worn items.", - "announcements-3":"New NPC/Monster parser - drag/drop from the compendium's bestiary to the NPC page \"Monster Statblock Import Section\" and hit the parse button... be patient, some of the more complex stat-blocks will require more time.", - "announcements-4":"New Settings/Configuration features added;\n\t\t\t\t\t
      \n\t\t\t\t\t\t
    • Uses Spells - shows spell-related sections
    • \n\t\t\t\t\t\t
    • Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's. Included to help transition into the updated Abilities list.
    • \n\t\t\t\t\t\t
    • Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB)
    • \n\t\t\t\t\t\t
    • Encumbrance - encumbrance-based-on and dwarf-specific rules
    • \n\t\t\t\t\t\t
    • Hit Points - auto HP and max at 1st lvl/HD
    • \n\t\t\t\t\t\t
    • Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMB
    • \n\t\t\t\t\t\t
    • Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time')
    • \n\t\t\t\t\t\t
    • Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not)
    • \n\t\t\t\t\t\t
    • Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics.
    • \n\t\t\t\t\t\t
    • Header images - additional header images added
    • \n\t\t\t\t\t\t
    • Hero Lab Character Import
    • \n\t\t\t\t\t\t
    • and more...
    • \n\t\t\t\t\t
    \n\t\t\t\t", + "announcements-0":"Nueva seccion de Características en su propia pestaña - pestañas de características especiales, ataques asociadoas, plantilla de tiradas pf_ability (ability=característica en castellano).", + "announcements-1":"Nuevo importador de personajes desde Hero Lab - importa personajes desde Hero Lab convirtiendo archivos .xml en .json.", + "announcements-2":"Nueva seccion de inventario- pestañas sub-tipo, enlaces de armadura/escudo a la defensa, enlaces de armas a los ataques, asignacion de objetos equipados.", + "announcements-3":"Nuevo importador de PNJ/Monstruos - arrastra desde el compendio de bestiario hasta la página de PNJ \"Seccion de importacion de fichas de monstruos\" y pulsa el boton Importar... paciencia, alguna de las fichas requieren bastante tiempo de importación", + "announcements-4":"Nuevas opciones de Configuracion añadidas;\n\t\t\t\t\t
      \n\t\t\t\t\t\t
    • Uso de Conjuros - muestra las secciones de conjuros
    • \n\t\t\t\t\t\t
    • Listas - muestra las listas originales de características, rasgos raciales, dotes, SLA's (Capacidades asimilables a conjuros). Incluído para ayudar a la transición a la lista de Características actualizada.
    • \n\t\t\t\t\t\t
    • Ataques - Muestra tipos de ataque alternativos(Alt. a distancia y BMC)
    • \n\t\t\t\t\t\t
    • Carga - 'basados-en-carga' y reglas específicas para enanos
    • \n\t\t\t\t\t\t
    • Puntos de vida - PV automáticos y máximos a nivel 1, nivel/DV
    • \n\t\t\t\t\t\t
    • Defensas - mantener DES al estar desprevenido, variar dependencias de características para la CA y BMC, usar DV para BMC
    • \n\t\t\t\t\t\t
    • Avanzado - muestra campos definidos por el usuario, plantillas de tiradas texto-macro, añadir a tiradas de 1d20 (resueltas en 'tiempo-de-tirada')
    • \n\t\t\t\t\t\t
    • Configuratión de tiradas - muestra los botones de menu para PJ y PNJ (eleccion de tiradas públicas o privadas)
    • \n\t\t\t\t\t\t
    • Opciones de reglas - muestra opciones adicionales incluyendo PFS, Desencadenado, Mítico, y Psiónico.
    • \n\t\t\t\t\t\t
    • Imagenes en título - imagenes adicionales añadidas a los títulos
    • \n\t\t\t\t\t\t
    • Importación de personajes Hero Lab
    • \n\t\t\t\t\t\t
    • y más...
    • \n\t\t\t\t\t
    \n\t\t\t\t", "announcements-5":"Uses Spells - shows spell-related sections", - "announcements-6":"Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's. Included to help transition into the updated Abilities list.", + "announcements-6":"Listas - muestra las listas originales de características, rasgos raciales, dotes, SLA's (Capacidades asimilables a conjuros). Incluído para ayudar a la transición a la lista de Características actualizada", "announcements-7":"Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB)", "announcements-8":"Encumbrance - encumbrance-based-on and dwarf-specific rules", "announcements-9":"Hit Points - auto HP and max at 1st lvl/HD", - "announcements-10":"Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMB", + "announcements-10":"Defensas - mantener DES al estar desprevenido, variar dependencias de características para la CA y BMC, usar DV para BMC", "announcements-11":"Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time')", "announcements-12":"Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not)", - "announcements-13":"Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics.", + "announcements-13":"Opciones de reglas - muestra opciones adicionales incluyendo PFS, Desencadenado, Mítico, y Psiónico", "announcements-14":"Header images - additional header images added", "announcements-15":"Hero Lab Character Import", - "announcements-16":"and more...", - "announcements-17":"New Sheet Mode button. - Expanded mode(full editing) or Compact mode(important fields only)", + "announcements-16":"y más", + "announcements-17":"Nuevo botón Modo ficha. - Modo expandido (completamente editable) o compacto (únicamente campos importantes)", "announcements-18":"Added Sheet default settings options - \"Is NPC\" is currently the only option, more to come.", "announcements-19":"Added Skill option to use custom rolls.", "announcements-20":"Added Spells linked to an attack.", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/fr.json b/Pathfinder-Neceros/translations/fr.json index a9d8b520c5b2..2edd3d807e3d 100644 --- a/Pathfinder-Neceros/translations/fr.json +++ b/Pathfinder-Neceros/translations/fr.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus aux jets d’attaque à distance.", "buff-reflex-title":"Bonus aux jets de reflexe.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus de niveau de lanceur de sorts.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/he.json b/Pathfinder-Neceros/translations/he.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/he.json +++ b/Pathfinder-Neceros/translations/he.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/it.json b/Pathfinder-Neceros/translations/it.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/it.json +++ b/Pathfinder-Neceros/translations/it.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/ja.json b/Pathfinder-Neceros/translations/ja.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/ja.json +++ b/Pathfinder-Neceros/translations/ja.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/ko.json b/Pathfinder-Neceros/translations/ko.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/ko.json +++ b/Pathfinder-Neceros/translations/ko.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/nl.json b/Pathfinder-Neceros/translations/nl.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/nl.json +++ b/Pathfinder-Neceros/translations/nl.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/pt.json b/Pathfinder-Neceros/translations/pt.json index 02fa3f59e441..96d470791a6d 100644 --- a/Pathfinder-Neceros/translations/pt.json +++ b/Pathfinder-Neceros/translations/pt.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,36 +133,36 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2º", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3º", - "4-ordinal":"4th", - "5-ordinal":"5th", - "6-ordinal":"6th", - "7-ordinal":"7th", - "8-ordinal":"8th", - "9-ordinal":"9th", - "1-ordinal-class":"1st Class", - "2-ordinal-class":"2nd Class", - "3-ordinal-class":"3rd Class", - "4-ordinal-class":"4th Class", - "5-ordinal-class":"5th Class", - "6-ordinal-class":"6th Class", + "4-ordinal":"4º", + "5-ordinal":"5º", + "6-ordinal":"6º", + "7-ordinal":"7º", + "8-ordinal":"8º", + "9-ordinal":"9º", + "1-ordinal-class":"1ª Classe", + "2-ordinal-class":"2ª Classe", + "3-ordinal-class":"3ª Classe", + "4-ordinal-class":"4ª Classe", + "5-ordinal-class":"5ª Classe", + "6-ordinal-class":"6ª Classe", "1-ordinal-spellclass":"1st Spellcasting Class", "2-ordinal-spellclass":"2nd Spellcasting Class", "3-ordinal-spellclass":"3rd Spellcasting Class", "Ex":"Ex", - "No (Harmless)":"No (Harmless)", - "No":"No", + "No (Harmless)":"Não (inofensivo)", + "No":"Não", "Sp":"Sp", "Su":"Su", - "Yes (Harmless)":"Yes (Harmless)", - "Yes":"Yes", - "abilities":"Abilities", - "ability":"Ability", + "Yes (Harmless)":"Sim (Inofensivo)", + "Yes":"Sim", + "abilities":"Habilidades", + "ability":"Habilidade", "ability-basis":"Ability Basis", "ability-basis-desc":"DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities", "ability-bonus":"Ability Bonus", - "ability-checks":"Ability Checks", + "ability-checks":"Testes de Habilidade", "ability-damage-desc":"For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious.", "ability-drain-desc":"Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses.", "ability-list-default-values":"Abilities default values", @@ -50,32 +172,32 @@ "ability-name":"Ability Name", "ability-penalty-desc":"Penalties function just like ability damage, but they cannot cause you to fall unconscious or die. Penalties cannot decrease your ability score to less than 1.", "ability-roll-template":"Ability Roll Template", - "ability-score":"Ability Score", - "ability-scores":"Ability Scores", + "ability-score":"Pontos de Habilidade", + "ability-scores":"Pontos de Habilidade", "ability-type":"Ability Type", "ability-type-title":"Select the type of ability if applicable. Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural).", - "above-head":"Above Head", + "above-head":"Erguer sobre a cabeça", "accessibility":"Accessibility", - "acrobatics":"Acrobatics", + "acrobatics":"Acrobacia", "add-class-levels":"Add Class Levels", "add-custom-column":"Add Custom Column", - "add-hit-dice":"Add Race/Monster HD", + "add-hit-dice":"Adcione Raça/Monstro HD", "add-skill-bonus-macro":"Add Skill Bonus Macro?", "additional-attack-macro-query-included-with-crits":"Additional Attack Macro/Query (included with crits)", - "additional-damage":"Extra Dmg", + "additional-damage":"Dano Extra", "additional-damage-macro-query-included-with-crits":"Additional Damage Macro/Query (included with crits)", - "additional-damage-title":"Add additional, precision, or extra critical damage", + "additional-damage-title":"Acrescente danos de precisão ou danos críticos extras", "additional-modifier-or-macro":"Additional modifier or macro, e.g. [[1d6]], [[2d20k1]], etc.", "adjust-damage-by-size":" Adjust damage based on size", "advanced":"Advanced", - "adventure":"Adventure", + "adventure":"Aventura ", "adventure-skills":"Adventure Skills", "adventuring-gear-tool":"Adventuring Gear or Tool", - "age":"Age", - "alignment":"Alignment", + "age":"Idade", + "alignment":"Alinhamento", "alignment-abbrv":"Align", "alignment-type-init":"Align Type Init", - "all":"All", + "all":"Tudo", "all-abilities":"All Abilities", "all-attacks":"All Attacks", "all-attacks-insert-macro-attack":"Global Attack Insert Macro:", @@ -89,7 +211,7 @@ "all-attacks-macro-insert-section":"All Attacks Macros", "all-features-desc":"Features list contains Special Abilities, Special Qualities, Feats, etc", "all-other-desc":"Miscellaneous includes any not found under another tab", - "all-saves":"All Saves", + "all-saves":"Salvar tudo", "all-skills":"All Skills", "alternate-ability-cmb-desc":"Alternate ability combat maneuver", "alternate-ability-melee-desc":"Alternate ability melee attack", @@ -97,8 +219,8 @@ "alternate-favored-class":"Alternate Favored Class point counter", "alternate-favored-class-abbrv":"FC Alt", "always-show-domain-spells":" Always show spells marked 'domain' in spellbook menu", - "ammo":"Ammo", - "ammunition":"Ammunition", + "ammo":"Munição", + "ammunition":"Munição", "announcements-0":"New Abilities section on it's own tab - special abilities tabs, linked attacks, pf_ability roll template.", "announcements-1":"New Hero Lab character importer - import Hero Lab characters by converting the xml to a json file.", "announcements-2":"New Inventory section- sub-type tabs, link armor/shield to defense, link weapons to attacks, slot placement for worn items.", @@ -130,34 +252,34 @@ "announcements-99":"and more...", "announcements":"Announcements:", "announcements-old":"Old Announcements:", - "appraise":"Appraise", + "appraise":"Avaliação", "arcana":"Arcana", "arial":"Arial", "arial-default":"•Arial", - "armor":"Armor", + "armor":"Armadura", "armor-and-shield":"Armor and Shield", - "armor-attributes":"Armor Attributes", + "armor-attributes":"Atributos de Armadura", "armor-check-penalty-abbrv":"ACP", - "armor-class":"Armor Class", - "armor-class-abbrv":"AC", + "armor-class":"Classe de Armadura", + "armor-class-abbrv":"CA", "armor-class-abbrv-default":"•CA", - "armor-class-bonus":"AC Bonus", + "armor-class-bonus":"Bonus CA", "armor-class-calculation-abbrv":"AC Calc", - "armor-notes":" Armor Notes", + "armor-notes":" Notas de Armadura", "armor-notes-place":"Put notes about context-sensitive AC bonuses here.", "armor-or-shield":"Armor or Shield", - "armor-penalties":"Armor Penalties", - "armor-shield":"Armor/Shield", + "armor-penalties":"Penalidade de Armadura", + "armor-shield":"Armadura/escudo", "armor-shield-bonus":"Armor or Shield bonus to Armor Class", "armor-shield-load-default":"•Armor, Shield & Load", "armor-shield-name":"Nome do Escudo ou Armadura", "armor-shield-only":"Armor & Shield only", "armor-two":"  Armor 2", - "armor-type":"Armor Type", + "armor-type":"Tipo de Armadura", "artistry":"Artistry", "at-will":"At Will", "athletics":"Athletics", - "attack":"Attack", + "attack":"Ataque", "attack-1":"Attack 1", "attack-1-ordinal":"1st Attack", "attack-10-ordinal":"10th Attack", @@ -176,20 +298,20 @@ "attack-8":"Attack 8", "attack-8-ordinal":"8th Attack", "attack-9-ordinal":"9th Attack", - "attack-and-combat-maneuver-bonuses":"Attack and Combat Maneuver Bonuses", + "attack-and-combat-maneuver-bonuses":"Ataque e Bônus de Manobra de combate", "attack-and-damage":"Attack and Damage", "attack-grid-rows-migrated":"Attack grid extra rows", "attack-list-default-values":"Attacks default values", "attack-macros-current":"Attack macros to current", "attack-modifier-abbrv":"Attack Mod", "attack-modifiers-abbrv":"Attack Mods", - "attack-notes":"Attack Notes", + "attack-notes":"Notas de Ataque", "attack-notes-place":"Put notes about context-sensitive Attack bonuses here.", - "attack-penalty":"Attack penalty", + "attack-penalty":"Pen. de Ataque", "attack-roll-template":"Attack Roll Template ", - "attack-type":"Attack Type", + "attack-type":"Tipo de Ataque", "attack-type-abbrv":"ATK Type", - "attacks":"Attacks", + "attacks":"Ataques", "attacks-dmg-migrated":"Damage Multiplier Migrated", "attacks-dmg-migrated-title":"Repeating Attack damage multiplier migrated. Cannot remigrate.", "attacks-macros-migrated":"Attack Macro v.5", @@ -206,8 +328,8 @@ "background-ranks-remaining":"Background Ranks Remaining", "background-skills":"Background Skills", "base":"Base", - "base-attack-bonus":"Base Attack Bonus", - "base-attack-bonus-abbrv":"BAB", + "base-attack-bonus":"Bônus Base de Ataque", + "base-attack-bonus-abbrv":"BBA", "base-attacks":"Base Attacks", "base-level":"Base Level", "base-points-per-day":"Base Points/Day", @@ -218,16 +340,16 @@ "base-value":"Base", "before-combat":"Before Combat", "before-combat-place":"List any spells and/or abilities used before combat. His stats should reflect these spells.", - "belt":"Belt", + "belt":"Cinto", "black":"Black", "black-default":"•Black", "blank":"Blank", - "blinded":" Blinded", + "blinded":" Cego", "block-roll-template":"Block Text Roll Template ", "bludgeoning":"Bludgeoning", "blue":"Blue", - "bluff":"Bluff", - "body":"Body", + "bluff":"Blefar", + "body":"Corpo", "bonus":"Bonus", "bonus-points":"Ability Bonus", "bonus-power-points-abbrv":"Bonus PP", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -267,13 +388,13 @@ "calculation-abbrv":"Calc", "cannot-parse":"Cannot parse", "cantrips":"Cantrips", - "carried":"Carried", + "carried":"Carregados", "carried-not-worn":"Carried (not worn)", - "carried-currency":"Carried Currency", + "carried-currency":"Moeda carregada", "carried-currency-title":"The amount of currency carried on the character that will contribute to total load", "carried-default":"•Carried", "carried-equipment":"Carried Equipment", - "carried-weight":"Carried Weight", + "carried-weight":"Peso carregado", "cast-defensive-bonus":"Concentration Bonus when casting defensively", "cast-defensive-bonus-abbrv":"Cast Def. Bonus", "cast-defensively":"Cast Defensively", @@ -298,7 +419,7 @@ "casting-type":"Casting Type: ", "category":"Category", "challenge-rating-abbrv":"CR", - "char":"Character Details", + "char":"Características do Personagem", "char-h-exp":"Expand Character Details", "charged":"Charged", "charged-magic":"Charged Magic Item", @@ -310,19 +431,19 @@ "character-name":"Nome do Personagem", "charges":"Qty/ Chg", "charisma":"Charisma", - "charisma-abbrv":"CHA", + "charisma-abbrv":"CAR", "charisma-abbrv-default":"•CAR", "charisma-calculation-abbrv":"CHA Calc", "charisma-penalized":"CHA Penalized", "charisma-penalized-title":"Charisma Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "check":"Check", + "check":"Resultado", "check-calculation":"Check Calc", "checks":"Checks", - "chest":"Chest", + "chest":"Peitoral", "choose-background":"Choose Background:", - "class skill-bonus|armor-check-penalty|size-mod|condition-penalty":"Class Skill Bonus / Armor check penalty / Size mod / Condition penalty", - "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv":"Cl/Ac/Sz/Co", - "class":"Class", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty":"Bonus de Perícia por Classe / Penalidade de Armadura / Mod Tamanho / Penalidade por Condições", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv":"CL/CA/Tam/Co", + "class":"Classe", "class-0":"Class 0", "class-0-title":"Class 0: 1st class", "class-0-default":"•0th Class", @@ -338,12 +459,12 @@ "class-5-title":"Class 5: 6th class", "class-abilities":"Abilities", "class-ability":"Class Ability", - "class-and-level":"Class(es) and levels", + "class-and-level":"Classe(s) e níveis", "class-bonus":"Class Bonus", "class-features":"Class Features", "class-hd":"Class HD", "class-hit-points":"Class Hit Points", - "class-hit-points-abbrv":"Class hp", + "class-hit-points-abbrv":"classe pv", "class-information":"Informação de Classe", "class-level-abbrv":"CL", "class-name":"Nome da Classe", @@ -351,33 +472,33 @@ "class-number-explanation":"Class number, this number used in dropdowns when selecting class (cannot create select by name)", "class-power-points-abbrv":"Class PP", "class-race":"Class and Race", - "class-race-information-abbrv":"Class and Race Information", + "class-race-information-abbrv":"Informações de Classe e Raça", "class-race-xp":"Class, Race, Experience", - "class-skill":"Class Skill", - "class-skill-abbrv":"CS", + "class-skill":"Perícia de Classe", + "class-skill-abbrv":"PC", "class-skills-migrated":"Class skill checkboxes", "cleanup-old-attributes":"Cleanup old attributes", "cleanup-old-spell-lists":"Cleanup old spell lists", - "climb":"Climb", + "climb":"Escalar", "close":"Close", - "column-cmd":"Split into two columns", + "column-cmd":"Dividir em duas colunas", "combat-effects-migrated":"Combat Effects Migrated", "combat-effects-migrated-title":"Attack and damage effects migrated to Buffs. Cannot be remigrated.", "combat-gear":"Combat Gear", "combat-maneuver":"Combat Maneuver", - "combat-maneuver-bonus-abbrv":"CMB", + "combat-maneuver-bonus-abbrv":"BMC", "combat-maneuver-bonus-abbrv2":"Alt CMB", "combat-maneuver-bonus-image":" CMB Image", - "combat-maneuver-bonus-notes":" CMB Notes", + "combat-maneuver-bonus-notes":" Notas BMC", "combat-maneuver-bonus-notes-place":"Put notes about context-sensitive CMB bonuses here.", "combat-maneuver-defense-abbrv":"CMD", "combat-maneuver-defense-calculation-abbrv":"CMD Calc", "combat-maneuver-defense-notes":"CMD Notes", "combat-maneuver-defense-notes-place":"Put notes about context-sensitive CMD bonuses here.", "combat-maneuver-notes-place":"Put notes about context-sensitive CMD bonuses here.", - "combat-skills":"Combat Skills", + "combat-skills":"Perícias de combate", "comic-sans":" Comic Sans", - "compendium-drag-drop-compatible":" Compendium drag-n-drop compatible ", + "compendium-drag-drop-compatible":" Compatível com arrastar-e-soltar ", "compendium-drag-n-drop-desc":"Drag items, spells, etc from the compendium to an empty row below to auto populate the information. Compendium is at the italic i icon above the chat.", "components":"Components", "concentration":" Concentration", @@ -391,14 +512,14 @@ "concentration-modifier-abbrv":"Conc Mod", "condition":"Condition", "condition-abbrv":"Cond", - "condition-blinded-title":"-2 penalty to Armor Class", - "condition-cowering-title":"-2 penalty to Armor Class", + "condition-blinded-title":"-2 de penalidade para a Classe de Armadura", + "condition-cowering-title":"-2 de penalidade para a Classe de Armadura", "condition-dazzled-title":"-1 penalty on attack rolls", "condition-deafened-spellonly":"Has a 20% chance of spell failure when casting spells with verbal components", "condition-deafened-title":"-4 penalty on initiative rolls, -4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components", - "condition-description":"Modifiers due to conditions that affect this bonus", + "condition-description":"Modificadores devido às condições que afetam este bônus", "condition-energy-drained-title":"-1 penalty on all attack rolls, combat maneuver checks, combat maneuver defense, saving throws, skill checks, and ability checks. Additionally there is a 5 hp reduction to both current hp and maximum hp.", - "condition-entangled-title":"-2 penalty on all attack rolls and a -4 penalty to Dexterity", + "condition-entangled-title":"Penalidade de -2 para todas as jogadas de ataque e -4 para a Destreza", "condition-exhausted-title":"-6 penalty to Strength and Dexterity", "condition-fatigued-title":"-2 penalty to Strength and Dexterity", "condition-fear-title":"Shaken/Frightened/Panicked: -2 penalty on attack rolls, saving throws, skill checks, and ability checks", @@ -413,7 +534,7 @@ "condition-sickened-title":"-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks", "condition-stunned-title":"-2 penalty to Armor Class", "conditions":"Conditions", - "conditions-set":"Set Conditions", + "conditions-set":"Definir Condições", "conditions-showsect-cmd":"Click to expand condition edit area.", "config-header-image-info":"Header images are iconic images that appear in the header of roll templates. All macros on the sheet include {{header_image=image attriubute}}. Each roll template has a specific image attribute that works with the options below. i.e. The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section. Hover over the template names below to learn the specific image attributes. You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}}", "config-roll-template-info1":"Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros. Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirmar a exclusão de todos os itens", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -442,16 +575,17 @@ "constitution-penalized":"CON Penalized", "constitution-penalized-title":"Constitution Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "consumable-charge":"Consumable or Item with Charges or Uses", - "consumable":"Consumable", - "consumables":"Consumables", + "consumable":"Mat. Consumo", + "consumables":"Materiais de consumo", "content":"Content", "copy-duplicate-attrs":"Copy duplicate fields", - "copper-pieces":"Copper pieces", + "copper-pieces":"Peças de Cobre", "copper-pieces-abbrv":" CP", "core":"Core", "core-rules":"Core Rule Options", - "cowering":" Cowering", - "craft":"Craft", + "cowering":" Agachado", + "craft":"Ofícios", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -472,13 +606,13 @@ "cs-spellcraft":"Spellcraft", "cs-stealth":"Stealth", "cs-survival":"Survival", - "currency":"Currency", + "currency":"Moeda", "current-buffs":"Current Buffs", - "current-conditions":"Current Conditions", - "current-experience":"Current Experience", - "current-hit-points-abbrv":"Curr HP", + "current-conditions":"Condições atuais", + "current-experience":"Experiência atual", + "current-hit-points-abbrv":"PV Atual", "current-hp-title":"Player adjustable hit tracking of current hit points remaining.", - "current-load":"Current Load", + "current-load":"Carga Atual", "current-power-points-abbrv":"Current PP", "custom":"Custom", "custom-roll":"Custom Roll", @@ -491,10 +625,10 @@ "custom-name":"Nome Personalizado", "cyan":"Cyan", "d-hit-die":"d(hitdie)", - "damage":"Damage", - "damage-abbrv":"Dmg", - "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage":"Dano", + "damage-abbrv":"Dano", + "damage-ability":"Dano de Atrb", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -502,7 +636,7 @@ "damage-multiplier-place":"1.5 etc", "damage-multiplier-title":"Damage ability modifier: .5, 1.5, 2, etc, can leave blank to represent 1.", "damage-reduction":"Damage Reduction", - "damage-resistance-abbrv":" DR", + "damage-resistance-abbrv":" RD", "damage-resistance-title":"Damage Reduction: The amount of damage ignored and the type of weapon that negates the ability. (e.g. 5/silver)", "damage-type":"Damage Type", "damage-type-or-description":"Dmg type / Description", @@ -533,41 +667,66 @@ "defense-statistics":"Defense Statistics", "defense-statistics-abbrv":"Defense Stats", "defense-values-grid":"Defense Values", - "defenses":"Defenses", + "defenses":"Defesas", "defensive-abilities":"Defensive Abilities", "defensive-casting-bonus-abbrv":"Def Cast Bonus", "defensive-info":"Defensive Info", "defensively":"Defensively", "deflect":"Deflect", - "deity":"Deity", - "description":"Description", - "details-age":"Age", - "details-deity":"Deity", - "details-height":"Height", - "details-homeland":"Homeland", - "details-languages":"Languages", - "details-occupation":"Occupation", - "details-weight":"Weight", + "deity":"Divindade", + "delete-all-rows-are-you-sure":" Exclui todas as linhas, tem certeza?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Excluir Item", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", + "description":"Descrição", + "details-age":"Idade", + "details-deity":"Divindade", + "details-height":"Altura", + "details-homeland":"Terra Natal", + "details-languages":"Idiomas", + "details-occupation":"Ocupação", + "details-weight":"Peso", "dexterity":"Dexterity", - "dexterity-abbrv":"DEX", + "dexterity-abbrv":"DES", "dexterity-abbrv-default":"•DES", "dexterity-calculation-abbrv":"DEX calc", "dexterity-penalized":"DEX Penalized", "dexterity-penalized-title":"Dexterity Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "dice":"Dice", - "dice-abbrv":"d
     ", + "dice-abbrv":"d", "die":"Die", "difficulty-class-abbrv":"DC", "difficulty-class-calculation-desc":"10 + Ability score modifier + DC basis level", "difficulty-class-effect-basis":"DC Basis", "difficulty-class-effect-basis-desc":"Base for calculation of DC and effects, defaults to one half level / hit dice", "difficulty-class-modifier-abbrv":"DC Mod", - "diplomacy":"Diplomacy", + "diplomacy":"Diplomacia", "disable-calculations":"Disable Calculations", - "disable-device":"Disable Device", + "disable-device":"Operar Mecanismo", "disabled":" Disabled ", "disabled-title":"Not unconscious until HP is under this value.", - "disguise":"Disguise", + "disguise":"Disfarce", "display-advanced-macros":"Display Advanced roll-time macro fields", "display-advanced-macros-title":"Display Advanced fields to add to rolls. These will add to any 1d20 roll. Evaluated at roll-time, so queries may be used. Each requires '0' as default, and [[]] around rolls", "display-advanced-options":" Display user defined fields", @@ -580,7 +739,7 @@ "display-ranged-2":"Display Alt Ranged attack type", "display-settings-config":"Display settings and configuration page", "display-spells-known":"Click this to display spells known column", - "do-not-show-again":"Do not show again", + "do-not-show-again":"Não mostrar novamente", "do-not-touch":"Do not use this section unless instructed to by sheet developers", "dodge":"Dodge", "domain-etc-type-example":"(Sub)Domain/School/Bloodline/Patron", @@ -592,27 +751,28 @@ "double-intelligence-abbrv":"2x INT", "double-strength-abbrv":"2x STR", "double-wisdom-abbrv":"2x WIS", - "drag-push":"Drag & Push", + "drag-push":"Arrastar ou puxar", "drain":"Drain", - "dungeoneering":"Dungeoneering", - "duration":"Duration", + "dungeoneering":"Exploração", + "duration":"Duração", "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", "effective-caster-level":"Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration", "effective-spell-level":"Effective spell level: use for difficulty class and concentration checks", - "effects-target":"Effects/Target", + "effects-target":"Efeitos/alvo", "enable-pfs":" Set to PFS config settings", "enable-pfs-desc":"Sets hit points autocalc, prestige and fame points", "enable-skill-check-query-title":"Skill Checks will include an option to Roll, Take 10, or Take 20.", "enable-take-10-or-20-options":"Enable Take 10 or 20 options?", "enabled-chkbox":"Enabled", "encumbered-speed":"Encumbered", - "encumbrance":"Encumbrance", - "encumbrance-above-title":"A character can lift as much as his maximum load over his head", + "encumbrance":"Nível da Carga", + "encumbrance-above-title":"Um personagem pode levantar tanto quanto seu máximo de carga sobre a cabeça dele", "encumbrance-based-on":"Encumbrance based on", "encumbrance-drag-push-title":"A character can generally push or drag along the ground as much as five times his maximum load", "encumbrance-heavy-title":"Over the medium load and up to this weight, the character is heavily encumbered", @@ -628,26 +788,26 @@ "encumbrance-str-bonus-title":"Bonus to Strength score for carrying capacity only", "energy-drained":" Energy Drain", "enforce-requires-training":"Enforce Requires Training?", - "engineering":"Engineering", + "engineering":"Engenharia", "enhance":"Enhance", "enhancement-abbrv":"Enh", "enhancement-bonus":"Enhancement Bonus", "ensure-macros-uptodate":"Ensure macros are up to date.", "entangled":" Entangled", "environment":"Environment", - "equation-macro-place":"#/Equation", - "equipment":"Equipment", + "equation-macro-place":"#/Equação", + "equipment":"Equipamento", "equipment-abbrv":"Equip", - "equipment-list":"Equipment List", + "equipment-list":"Lista de Equipamentos", "equipment-type-abbrv":"Equip Type", "equipped":"Equipped", "equipped-title":"Select which armor and shield are equipped.", "error-delete-row":"Error! You must delete this row before editing any items in this section.", "error-msg1":"Error! You must delete this row before editing any items in this section.", - "escape-artist":"Escape Artist", + "escape-artist":"Arte da Fuga", "every-rounds-abbrv":"Every n rnds", "everyrounds":"Every", - "exhausted":" Exhausted", + "exhausted":" Esgotado", "expand-all":"Expand All", "expand-cmd":"Lock or unlock all rows.", "expand-multiclass":"Expand to reveal more class rows", @@ -660,27 +820,28 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Modificadores de ataque ou dano extra", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", - "extra-ranks":"Extra ranks:", + "extra-ranks":"Pts Extras:", "extraordinary-abbrv":"Ex", "extraordinary-abilities":"Extraordinary Abilities", "extraordinary-abilities-desc":"Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.", "extraordinary-abilities-menu":"Ex", - "eyes":"Eyes", - "eyes-details":"Eyes Details", + "eyes":"Olhos", + "eyes-details":"Detalhes de olhos", "faction-notes":"Faction Notes", "faction-notes-place":"Fame, Prestige, and Faction Notes", "fame":"Fame", - "fatigued":" Fatigued", - "favored-class":"Indicate Favored Class(es)", + "fatigued":" Fatigado", + "favored-class":"Indicar Classe(s) Favorita", "favored-class-abbrv":"FC:", "favored-class-hit-points-abbrv":"FC HP", "favored-class-hit-points-title":"Favored Class HP", "favored-class-skill":"Favored Class Skill Ranks.", "favored-class-skill-abbrv":"FC Skill", "fear":" Fear", - "fear-any":" Fear (any)", + "fear-any":" Medo (qualquer)", "feat":"Feat", "feat-name":"Feat Name", "feats":"Feats", @@ -690,15 +851,15 @@ "feature-list-default-values":"Features default values", "feature-macros-v1":"Orig feature macros to v1", "features":"Features", - "feet":"Feet", + "feet":"Pés", "feet-abbrv":"ft.", "finesse":"Finesse", - "flat-footed":" Flat-Footed", + "flat-footed":" Desprevenido", "flat-footed-armor-class":"Flat-Footed Armor Class", - "flat-footed-armor-class-abbrv":"Flat-Footed", + "flat-footed-armor-class-abbrv":"Desprevenido", "flat-footed-combat-maneuver-defense-abbrv":"FF CMD", "flat-footed-touch-abbrv":"FF Touch", - "fly":"Fly", + "fly":"Voo", "footer-aria":"Help links and footer information", "footnote-a":"â’œ Evaluated at edit time, must evaluate to number. No queries. Extended Expressions allowed.", "footnote-b":"â’ Evaluated at roll time in chat. Queries allowed. Must put [[brackets]] around rolls.", @@ -709,24 +870,24 @@ "fortitude":"Fortitude", "fortitude-abbrv":"Fort", "fortitude-calculation-abbrv":"Fort Calc", - "fortitude-save":"Fortitude Save", + "fortitude-save":"Bonus Fortitude", "four-legged-abbrv":"Quad", "frequency":"Frequency", "frequency-abbrv":"Freq", "frequency-title":"Select how often this ability is available.", "full-caster-level-abbrv":"Lvl/HD", "full-macro":"Full Macro:", - "full-macro-place":"Macro/Query", + "full-macro-place":"Macro/consulta", "gear":"Gear", "gear-not-used-place":"Gear not used in combat", "gear-or-tool":"Gear or Tool", "gear-tool":"Gear and tools", "gear-used-place":"Gear used in combat", - "gender":"Gender", + "gender":"Sexo", "generic-roll-template":"Generic Roll Template ", - "geography":"Geography", + "geography":"Geografia", "global":"Global", - "gold-pieces":"Gold pieces", + "gold-pieces":"Peças de Ouro", "gold-pieces-abbrv":" GP", "graphpaper":"Graph-paper", "grappled":" Grappled", @@ -734,12 +895,12 @@ "grazed-title":"-1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", "green":"Green", "grey":"Grey", - "group":"Group", + "group":"Grupo", "group-by-school":" Group by school", "group-by-school-desc":"Group spells by school in spells menu", "group-name":"Group by name for attackbook buttons", - "hair":"Hair", - "hair-details":"Hair Details", + "hair":"Cabelo", + "hair-details":"Detalhes do cabelo", "half-caster-level":"½ Caster Level", "half-caster-level-abbrv-selected":"•½ Lvl/HD", "half-charisma-abbrv":"1/2 CHA", @@ -748,29 +909,30 @@ "half-intelligence-abbrv":"1/2 INT", "half-strength-abbrv":"1/2 STR", "half-wisdom-abbrv":"1/2 WIS", - "handle-animal":"Handle Animal", - "hands":"Hands", - "hardness-abbrv":"Hard", + "handle-animal":"Adestrar Animais", + "hands":"Mãos", + "hardness-abbrv":"Durabilidade", "hd-not-bab":" Use HD for CMD instead of BAB", "hd-not-bab-title":"If checked use total HD not BAB for CMD", - "head":"Head", - "headband":"Headband", + "head":"Cabeça", + "headband":"Bandana", "header-image":"Header Image", "header-image-default":"Include the default header image.", "header-image-none":"Do not include a header image.", "heading-border-colors":"Heading background and outlines:", - "heal":"Heal", - "heal-conditions":"Heal Conditions", - "health-and-wounds":"Health and Wounds", + "heal":"Cura", + "heal-conditions":"Condições de saúde", + "health-and-wounds":"Saúde e Danos", "healthy":" Healthy", - "heavy":"Heavy", + "heavy":"Pesada", "heavy-armor":"Heavy Armor", "height":"Height", - "help-translate":"Help Translate:", + "help-translate":"Ajude a traduzir", "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", - "history":"History", + "highest-mental-ability":"Highest mental ability", + "history":"História", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", "hit-die":"Hit Die", @@ -778,22 +940,23 @@ "hit-die-desc":"Number of Sides of Hit Die", "hit-point-adjustment-2-abbrv":"HP adj2", "hit-point-misc-migrated":"Misc hp field", - "hit-points":"Hit Points", + "hit-points":"Pontos de Vida", "hit-points-abbrv":"HP", "hit-points-ability-title":"The Ability Score that contributes a bonus/penalty to the overall character hit points by level.", "hit-points-adjustment-1-abbrv":"HP adj1", "hit-points-adjustment-title":"Player configurable adjustment to maximum hit points by way of a formula.", - "hit-points-class-title":"Hit Points due to Class Only", + "hit-points-class-title":"Pontos de Vida devido à classe somente", "hit-points-due-to-hit-dice-abbrv":"Class/HD hp", "hit-points-due-to-hit-dice-title":"Hit points due to class levels and hit dice", "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", - "homeland":"Homeland", + "homeland":"Terra Natal", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", "ignore-encumbrance":"Ignore Encumbrance", - "immunities":" Immunities", + "immunities":" Imunidade", "immunities-title":"Takes no damage from listed sources. (e.g. acid, fire, paralysis)", "in-special-abilities-section":"In list under Special Abilities below", "include-attack-notes":"Include notes or images in attack rolls? Notes and image will be mapped to attack type.", @@ -815,14 +978,14 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", - "initiative":"Initiative", - "initiative-abbrv":"Init", - "initiative-and-speeds":"Initiative and Speeds", - "initiative-notes":" Initiative Notes", + "initiative":"Iniciativa", + "initiative-abbrv-caps":"INIT", + "initiative-and-speeds":"Iniciativa e velocidade", + "initiative-notes":" Notas de iniciativa", "initiative-notes-title":"Include initiative notes with roll.", "insert-macro-attack":"Attack Insert Macro:", "insert-macro-damage":"Damage Insert Macro:", @@ -836,15 +999,15 @@ "intelligence-calculation-abbrv":"INT Calc", "intelligence-penalized":"INT Penalized", "intelligence-penalized-title":"Intelligence Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", - "intimidate":"Intimidate", - "inventory":"Inventory", - "invisible":" Invisible", + "intimidate":"Intimidação", + "inventory":"Inventário", + "invisible":" Invisível", "is-mythic":"Check if this row is Mythic", "is-npc-check-caps":"IS NPC", "is-npc-description":"Sheet is an NPC or Monster", "is-v1":"Is a V1 sheet", "item":"Item", - "item-hit-points-abbrv":"HP", + "item-hit-points-abbrv":"PV", "item-list-default-values":"Items Default Values", "item-macros-current":"Equipment macros to current", "item-name":"Nome do Item", @@ -853,21 +1016,21 @@ "iterative-attacks-abbrv":"Iterative Atks", "iterative-attacks-title":"Add additional attacks for this weapon.", "key-ability":"Key Ability", - "knowledge":"Knowledge", - "knowledge-arcana":"Knowledge (Arcana)", - "knowledge-dungeoneering":"Knowledge (Dungeoneering)", - "knowledge-engineering":"Knowledge (Engineering)", - "knowledge-geography":"Knowledge (Geography)", - "knowledge-history":"Knowledge (History)", - "knowledge-local":"Knowledge (Local)", - "knowledge-nature":"Knowledge (Nature)", - "knowledge-nobility":"Knowledge (Nobility)", - "knowledge-planes":"Knowledge (Planes)", - "knowledge-religion":"Knowledge (Religion)", + "knowledge":"Conhecimento", + "knowledge-arcana":"Conhecimento (arcano)", + "knowledge-dungeoneering":"Conhecimento (exploração)", + "knowledge-engineering":"Conhecimento (engenharia)", + "knowledge-geography":"Conhecimento (Geografia)", + "knowledge-history":"Conhecimento (história)", + "knowledge-local":"Conhecimento (Local)", + "knowledge-nature":"Conhecimento (natureza)", + "knowledge-nobility":"Conhecimento (nobreza)", + "knowledge-planes":"Conhecimento (planos)", + "knowledge-religion":"Conhecimento (religião)", "known-or-special":"Known / Specialties", - "languages":"Languages", + "languages":"Idiomas", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -892,21 +1055,21 @@ "level-abbrv":"Lvl", "level-and-ability":"Level and Caster Ability", "level-basis":"Level Basis", - "level-current":"Current Class Level", + "level-current":"Level atual da Classe", "level-hit-dice":"Level and Hit Dice", "level-hit-dice-abbrv":"Level/HD", - "lift":"Lift", + "lift":"Levantar peso", "lift-levels":"Lift Levels", - "lift-modifiers":"Lift Modifiers", - "light":"Light", + "lift-modifiers":"Modificador de carga", + "light":"Leve", "light-armor":"Light Armor", - "linguistics":"Linguistics", + "linguistics":"Linguística", "link-hit-points-npc-to-pc":"Editing NPC HP updates PC HP", "link-hit-points-title":"Syncs @{NPC-HP} to @{HP} if using @{HP} for npc/monster hit points.", "lists":"Lists", "load-only":"Load only", "loading":"Loading...", - "loads":"Loads", + "loads":"Carga", "loads-and-lift":"Loads and Lift", "local":"Local", "location":"Location", @@ -915,10 +1078,12 @@ "lose-dexterity-title":"Lose Dexterity to AC.", "macro":"Macro", "macros":"Macros", - "macro-options":"Macro Options", + "macro-options":"Opções de macro", "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", - "macro-text":"Macro Text", + "macro-text":"Texto de macro", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -929,24 +1094,34 @@ "maximum-ability-abbrv":"Max Ability Dmg", "maximum-calculation-abbrv":"Max Calc", "maximum-damage-ability-title":"Maximum damage ability applied (for strength score, etc.)", - "maximum-dexterity-bonus-abbrv":"Max Dex", + "maximum-dexterity-bonus-abbrv":"Des Max", "maximum-dexterity-bonus-source-abbrv":"Max Dex Source", "maximum-dexterity-title":"Maximum Dexterity to AC limited due to armor or encumberance.", - "maximum-encumbrance-title":"Maximum encumbrance: 2x heavy, immobilized", - "medium":"Medium", - "medium-abbrv-default":"•Medium", + "maximum-encumbrance-title":"Sobrecarga máxima: 2x pesado, imobilizado", + "medium":"Média", + "medium-abbrv-default":"Médio", "medium-armor":"Medium Armor", - "melee":"Melee", + "melee":"Corpo-a-Corpo", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", - "melee-attack-notes":"Melee Attack Notes", + "melee-attack-notes":"Notas de ataque corpo a corpo", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", - "melee-notes":" Melee Notes", + "melee-notes":" Notas Corpo a Corpo", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -954,13 +1129,13 @@ "minimize-cmd":"Minimize row", "misc-skill":"Misc Skill", "misc-skill-point-field":"Misc skill point field", - "miscellaneous-abbrv":"Misc", + "miscellaneous-abbrv":"Outros", "miscellaneous-abbrv-default":"•Misc", "miscellaneous-bonus":"Misc Bonus", "miscellaneous-bonus-abbrv":"Misc Bonus", "miscellaneous-macro-abbrv":"Misc Macro", - "miscellaneous-skill-abbrv":"Misc Skill", - "mode":"Mode", + "miscellaneous-skill-abbrv":"Outros", + "mode":"Modo", "modifier-2-abbrv":"Mod2", "modifier-abbrv":"Mod", "monster-or-non-player-character":"A ficha representa um Monstro ou PdM", @@ -1007,19 +1182,20 @@ "natural":"Natural", "natural-attack":"Natural Attack", "natural-attack-secondary":"Natural Attack (Secondary)", - "nature":"Nature", + "nature":"Natureza", "nav-main-desc":"Main menubar follows this element (it is not inside the menubar element). Menuitem 'all' displays all sections.", - "neck":"Neck", + "neck":"Pescoço", "negative-number":"Use a negative number to indicate the penalty", - "neither":" Neither", + "neither":" Nenhum", "new":"New", "new-features":"New Features and Updates", "next-cast":"Next cast", - "next-level":"Next Level", + "next-level":"Próximo nível", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", - "nobility":"Nobility", + "nobility":"Nobreza", "non-lethal-abbrv":"NL", "non-player-character-abbrv":"NPC", "non-player-character-attacks-abbrv":"NPC Attacks", @@ -1027,19 +1203,21 @@ "non-player-character-class-two-spells":"NPC Class 2 Spells", "non-player-character-feats":"NPC Feats", "non-proficient-armor-title":"Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks", - "none":"None", + "none":"Nenhum", "none-available":"None Available", "none-default":"•Nenhum", "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", - "not-carried":"Not Carried", - "notes":"Notes", + "not-carried":"Não Carregado", + "notes":"Notas", "notes-and-custom-attributes":"Notes and custom attributes", - "npc":"NPC", + "custom-attributes":"Custom attributes", + "npc":"PDM", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", "npc-ac-compendium-place":"Format: AC nn, touch nn, flat-footed nn (+n DEX, +n natural, +n size, +n dodge)", @@ -1080,9 +1258,9 @@ "occult":"Occult", "occult-kineticist":"Occult (Kineticist)", "occult-other":"Occult (Other)", - "occupation":"Occupation", + "occupation":"Ocupação", "old-school":"Old School, baby!", - "off-ground":"Off Ground", + "off-ground":"Erguer do chão", "offense":"OFFENSE", "old":"Old", "one-and-a-half-charisma-abbrv":"1.5x CHA", @@ -1145,13 +1323,13 @@ "other-1-abbrv":"Oth 1", "other-2":"Other 2", "other-2-abbrv":"Oth 2", - "other-currency":"Other Currency", + "other-currency":"Moedas Guardadas em outro local", "other-currency-title":"The amount of currency not actively carried by the character", "other-gear":"Other Gear", - "other-items":"Other Items", + "other-items":"Outros itens", "other-items-2":"Other Items 2", "other-magic":"Other Magic", - "other-magic-abbrv":"Magic", + "other-magic-abbrv":"Magia", "other-magic-items":"Other Magic Items", "other-spells-per-day-title":"If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day. Or vice-versa", "over":"Over", @@ -1166,25 +1344,26 @@ "path":"Path", "path-number":"Path #", "pathfinder-logo":"Pathfinder RPG Logo © Paizo", - "pathfinder-mythic-adventures":"Pathfinder Mythic Adventures", + "pathfinder-mythic-adventures":"Aventuras Místicas de Pathfinder", "pathfinder-psionics":"Pathfinder Psionics", "pathfinder-unchained":"Pathfinder Unchained", - "penalty":"Penalty", + "penalty":"Penalidade", "per-day-abbrv":"/day", "per-month-abbrv":"/month", - "perception":"Perception", + "perception":"Percepção", "perday":"Per day", - "perform":"Perform", + "perform":"Disfarce", "performance":"Performance", "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", "pinned":" Pinned", "planes":"Planes", - "platinum-pieces":"Platinum pieces", + "platinum-pieces":"Peças de Platina", "platinum-pieces-abbrv":" PP", "player-character":"A ficha representa um Personagem do Jogador", "player-character-abbrv":"PC", @@ -1199,7 +1378,7 @@ "pounds-abbrv":"lbs.", "power-point-reserve-abbrv":"PP Reserve", "pre-v1":"Prev 1.0", - "precision-abbrv":"Extra Dmg", + "precision-abbrv":"Dano Extra", "precision-damage-title":"Extra or Precision Damage (not added to critical damage)", "precision-damage-type":"Extra Damage type", "prepared":"Prepared", @@ -1207,7 +1386,7 @@ "prepared-spells-explanation":"On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left.", "prestige-points":"Prestige Points", "primary-attack":"Primary Attack", - "profession":"Profession", + "profession":"Profissão", "proficiency":"Proficiency", "proficiency-abbrv":"Prof", "proficiency-title":"Proficient with weapon or attack", @@ -1228,10 +1407,10 @@ "public-roll":"Roll: Public", "public-rolls":"Public Rolls", "purple":"Purple", - "quantity-abbrv":"Qty", - "questions-feedback":"Questions/Feedback?:", + "quantity-abbrv":"Qtd", + "questions-feedback":"Perguntas/comentários?", "quick-stats":"QUICK STATS", - "race":"Race", + "race":"Raça", "race-hd":"Race only", "race-hd-default":"•Race only", "race-hit-points":"Race Hit Points", @@ -1240,15 +1419,15 @@ "racial-modifiers":"Racial Modifiers", "racial-trait-name":"Racial Trait Name", "racial-traits":"Racial Traits", - "range":"Range", + "range":"Alcance", "range-custom":"Custom Range", "range-custom-place":"Flat # or # /level", "range-in-feet":"Range(′)", "range-in-feet-long":"Range (ft.)", "range-per-level-desc":"Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')", - "ranged":"Ranged", + "ranged":"À Distância", "ranged-attack":"Ranged Attack", - "ranged-attack-notes":"Ranged Attack Notes", + "ranged-attack-notes":"Notas de ataque à distância", "ranged-attack-notes-place":"Put notes about context-sensitive Ranged Attack bonuses here.", "ranged-calculation":"Ranged Calc", "ranged-image":" Ranged Image", @@ -1257,11 +1436,12 @@ "ranged-touch-ray2":"Alt Ranged Touch / Ray", "ranged2":"Alt Ranged", "ranged2-attack":"Alt Ranged Attack", - "ranks":"Ranks", - "ranks-remaining":"Ranks Remaining", + "ranks":"Grad.", + "ranks-remaining":"Graduações sobrando", "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1270,33 +1450,44 @@ "reflex":"Reflex", "reflex-abbrv":"Ref", "reflex-calculation-abbrv":"Ref Calc", - "reflex-save":"Reflex Save", - "religion":"Religion", - "requires-training":"Requires Training", + "reflex-save":"Bonus Reflexo", + "religion":"Religião", + "requires-training":"Requer Treino", "requires-training-abbrv":"RT", - "reset":"Reset", + "reset":"Resetar", "resistance":"Resistance", "resistances":" Resistances", "resistances-title":"Ignores some damage of the indicated type each time it takes damage of that kind. (e.g. acid 10)", - "ride":"Ride", + "ride":"Cavalgar", "ring-one":"Ring 1:", "ring-two":"Ring 2:", - "roll":"Roll", + "roll":"Rolar", "roll-appearance":"Roll Appearance", "roll-configuration":"Roll Configuration", "roll-template":"Roll Template", "roll-template-info":"Informação do Modelo de Rolagem", "roll-time-custom-attributes":"Evaluate at roll time custom attributes", "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", - "rolls":"Rolls", + "rolls":"Jogadas", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", - "run":"Run", - "run-multiplier-abbrv":"Run Mult", - "save":"Save", + "run":"Correr", + "run-multiplier-abbrv":"Mult Corrida", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", + "save":"Teste", "save-difficulty-class":"Save DC", "save-effect":"Save", "save-no-harmless":"No Harmless", @@ -1306,8 +1497,10 @@ "saves":"Saves", "saving-throw":"Saving Throws", "saving-throws":"Saving Throws", - "school":"School", + "school":"Escola", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1315,92 +1508,96 @@ "select-class-or-manual-default":"•Select Class or enter manually", "select-one-default":"•Select One", "select-spell-resistance-default":"•Select SR", - "sense-motive":"Sense Motive", + "sense-motive":"Sentir Motivação", "senses":"Senses", "set-armor":"Set Armor", - "set-as-armor":"Set armor values using this row", + "set-as-armor":"Definir valores de armadura usando esta linha", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", - "settings":"Settings", + "settings":"Config", "sheet-configuration":"Sheet configuration", "sheet-created-after-v1":"Sheet created at version 1.00 or later", "sheet-guide":"Wiki Sheet Guide:", - "shield":"Shield", + "shield":"Escudo", "shield-one":"  Shield 1", "shield-two":"  Shield 2", "short-description":"Short Description", "short-description-abbrv":"Short Desc", - "shoulders":"Shoulders", + "shoulders":"Ombros", "show-announcements":"Check to reveal Announcements section", "show-graph-paper":"Show graphpaper background", - "show-in-menu":"Show", + "show-in-menu":"Mostrar", "show-in-menu-title":"Click to display a button for this row in the appropriate command menu.", "show-old-announcements":"Check to reveal Old Announcements section", "show-onetime-columns":"Show onetime columns", "show-onetime-columns-title":"Show feat, race, trait, and class and requires training columns.", "show-onetime-fields":"Show more fields", - "show-more-fields":"Show more fields", + "show-more-fields":"Mostrar mais campos", "show-onetime-item-fields-title":"Show item equipment type, hardness, item-hp, item-hp|max, and value.", "show-skills":"Expand to show more custom skills", "show-uses":" Show uses", "show-uses-spell-desc":"Show # spells used per day in spells menu", - "showsect-cmd":"Click to expand", - "sickened":" Sickened", - "silver-pieces":"Silver pieces", + "showsect-cmd":"Clique para expandir", + "sickened":" Enojado", + "silver-pieces":"Peças de Prata", "silver-pieces-abbrv":" SP", "simple-template":"Use Simple Template", - "size":"Size", + "size":"Tamanho", "size-colossal":"Colossal", - "size-diminutive":"Diminutive", + "size-diminutive":"Diminutivo", "size-fine":"Fine", - "size-gargantuan":"Gargantuan", - "size-huge":"Huge", - "size-large":"Large", + "size-gargantuan":"Gigantesco", + "size-huge":"Enorme", + "size-large":"Largo", "size-modifier-attack":"Attack Size Modifier", - "size-small":"Small", - "size-tiny":"Tiny", - "skill":"Skill", + "size-small":"Pequeno", + "size-tiny":"Minúsculo", + "skill":"Perícias", "skill-bonus-macro":"Skill Bonus Macro", "skill-macros-migrated":"Skill Macros", "skill-macros-current":"Skill macros to current", "skill-miscellaneous":"Skill Misc", - "skill-notes":"Skill Notes", + "skill-notes":"Notas de Perícia", "skill-notes-place":"Put notes about context-sensitive Skill bonuses here.", - "skill-options":"Skill Options", - "skill-rank-totals":"Skill Rank Totals", - "skill-ranks":"Skill Ranks", - "skill-size-modifier":"Skill", + "skill-options":"Opções de Perícia", + "skill-rank-totals":"Pontos de Perícias Totais", + "skill-ranks":"Graduações de Perícia", + "skill-size-modifier":"Perícias", "skill-size-title":"Size adjustment for skills. Double for stealth", - "skill-untrained":"Skill is untrained", - "skills":"Skills", + "skill-take10-dropdown":"Skill take 10 dropdown", + "skill-untrained":"Perícia não treinada", + "skills":"Perícias", "skills-per-hit-die":"Skill Ranks per hit die due to race", "skills-per-hit-die-abbrv":"Skill pts /HD", - "skills-per-level":"Skill Ranks per level due to Class only", - "skills-per-level-abbrv":"Skills /lvl", - "skin":"Skin", - "skin-details":"Skin Details", + "skills-per-level":"Graduações de Perícia por nível devido somente à Classe", + "skills-per-level-abbrv":"Perícia/lvl", + "skin":"Pele", + "skin-details":"Detalhes de pele", "slashing":"Slashing", - "sleight-of-hand":"Sleight of Hand", - "slot":"Slot", + "sleight-of-hand":"Prestidigitação", + "slot":"Local", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", - "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", - "source-item":"Linked Item ID for", - "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", - "source-item-placeholder":"Linked Item ID", - "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", + "source-ability-title":"ID da habilidade da lista de Habilidades que, quando mudada, atualiza este registro de ataque", + "source-item":"ID do Item Vinculado para", + "source-item-name":"Nome do Item Vinculado", + "source-item-placeholder":"ID do Item Vinculado", + "source-item-title":"ID do Item da aba de Inventário que, quando mudado, atualiza este registro de ataque", "source-name":"Source Name", - "source-spell":"Linked Spell ID for", - "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", - "source-spell-placeholder":"Linked Spell ID", - "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", + "source-spell":"ID da Magia Vinculada para", + "source-spell-name":"Nome da Magia Vinculada", + "source-spell-placeholder":"ID da Magia Vinculada", + "source-spell-title":"ID da Magia da aba de Magias que, quando mudado, atualiza este registro de ataque", "source-title":"Source of ability - class or race", "space":"Space (ft.)", "space-reach":"Space and Reach", @@ -1412,31 +1609,31 @@ "special-ability-name":"Special Ability Name", "special-attacks":"Special Attacks", "special-attacks-abbrv":"Spec Atk", - "special-defense":"Special Defenses", + "special-defense":"Defesas Especiais", "special-defense-notes":"Special Defenses and Notes", "special-qualities":"Special Qualities", "special-qualities-abbrv":"SQ", "special-qualities-place":"Add all special qualities here, listed alphabetically", - "speed":"Speed", - "speed-base-title":"The base speed for the character", - "speed-multiplier-title":"Run Multiplier", - "speed-notes":"Speed Notes", - "speed-run-title":"The maximum distance that the character can run in a straight line during your turn", + "speed":"Deslocamento", + "speed-base-title":"A velocidade base do personagem", + "speed-multiplier-title":"Multiplicador de Corrida", + "speed-notes":"Notas de deslocamento", + "speed-run-title":"A distância máxima que o personagem pode correr em linha reta durante um turno", "speed-space-reach":"Speed, Space and Reach", "speed-title":"The modified speed due to armor and/or carry capacity & load", - "speeds":"Speeds", + "speeds":"Velocidade", "spell-casting-time-place":"Casting Time", "spell-class-one":"Spell Class 1", "spell-class-two":"Spell Class 2", "spell-class-zero":"Spell Class 0", - "spell-components":"Components", + "spell-components":"Componentes", "spell-damage":"Spell Damage", "spell-domain-chk":"Domain", "spell-duration":"Duration", - "spell-failure":"Spell Failure", + "spell-failure":"Falha de Magia", "spell-failure-chance":"Spell Failure Chance", "spell-failure-chk":"Spell Failure Check", - "spell-level":"Spell Level", + "spell-level":"Nível da Magia", "spell-level-abbrv":"Spell lvl", "spell-level-miscellaneous-abbrv":"Spell lvl misc", "spell-level-miscellaneous-desc":"Spell level and DC bonus", @@ -1464,7 +1661,7 @@ "spell-resist-bonus-abbrv":"SR Bonus", "spell-resistance":"Spell Resistance", "spell-resistance-abbrv":"SR", - "spell-resistance-abbrv2":"Spell Resist", + "spell-resistance-abbrv2":"Resistência a Magia", "spell-resistance-title":"Spell Resistance: Avoids the effects of spells and spell-like abilities that directly affect it. Caster Level check vs SR to negate resistance.", "spell-roll-options":"Spell Roll Options", "spell-roll-template":"Spell Roll Template ", @@ -1476,10 +1673,10 @@ "spellcasting-classes":"Spellcasting Classes", "spellclass-level-base":"Spellclass level, concentration, and base stats", "spellclass-options":"SpellcasterOptions", - "spellcraft":"Spellcraft", + "spellcraft":"Artes Mágicas", "spellpoints":"Spellpoints", "spellranges-migrated":"Spell Ranges", - "spells":"Spells", + "spells":"Magias", "spells-known":"Spells Known", "spells-migrated":"Spells Migrated", "spells-migrated-title":"Spells migrated. If you have not deleted original spells you can remigrate. To remigrate, delete all spells on spells tab and uncheck, then press refresh.", @@ -1493,11 +1690,11 @@ "statistics":"STATISTICS", "statistics-rolls-abbrv":"Stats rolls:", "statistics-rolls-title":"Defense stats and other future stat blocks", - "stealth":"Stealth", - "strength":"Strength", - "strength-abbrv":"STR", + "stealth":"Furtividade", + "strength":"Força", + "strength-abbrv":"FOR", "strength-abbrv-default":"•FOR", - "strength-bonus-abbrv":"STR Bonus", + "strength-bonus-abbrv":"Bonus FOR", "strength-calculation-abbrv":"STR calc", "strength-penalized":"STR Penalized", "strength-penalized-title":"Strength Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", @@ -1507,8 +1704,8 @@ "supernatural-abbrv":"Su", "supernatural-abilities":"Supernatural Abilities", "supernatural-abilities-menu":"Su", - "survival":"Survival", - "swim":"Swim", + "survival":"Sobrevivência", + "swim":"Natação", "swim-speed":"Swim", "synchronize-class":"Sync Class", "tactics":"TACTICS", @@ -1522,13 +1719,17 @@ "temporary-hit-points-maximum-title":"Temporary hit points max if using as secondary pool.", "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", - "temporary-hp-calculations":"Temp hp calculations", + "temporary-hp-calculations":"Cálculo temporário de PV", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Título/Apelido", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1540,8 +1741,8 @@ "total-spells-manually":"Total spells manually", "total-weight-title":"Total weight carried by character", "totals":"Totals:", - "touch":"Touch", - "touch-armor-class-abbrv":"Touch", + "touch":"Toque", + "touch-armor-class-abbrv":"Toque", "touch-armor-class-calculation-abbrv":"Touch Calc", "touch-melee2":"Alt Touch (alt melee)", "tower":"Tower", @@ -1553,8 +1754,8 @@ "traits-monster-rules":"Traits/MRules", "treasure":"Treasure", "two-legged-default":"•Bipedal", - "type":"Type", - "type-or-sub-type":"Type/(sub-type)", + "type":"Tipo", + "type-or-sub-type":"Tipo(sub-tipo)", "unarmed-strike":"Unarmed Strike", "uncanny-dodge-desc":" Do not lose DEX when Flat-Footed", "uncanny-dodge-title":"If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions.", @@ -1565,13 +1766,15 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", "use-dwarf-encumbrance-title":"Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance", "use-feats":" Use Separate Feats List", "use-hero-points":" Use Hero Points", - "use-magic-device":"Use Magic Device", + "use-magic-device":"Usar instrumento mágico", "use-prestige-fame":" Use Prestige and Fame Points", "use-racial-traits":" Use Separate Racial Traits List", "use-round-corners-on-simple-templates":" Round Corners on non simple template.", @@ -1582,7 +1785,7 @@ "use-spell-like-abilities":" Use Separate spell-like ability List", "use-traits":" Use Separate Traits List", "used":"Used", - "user-defined":"User Defined", + "user-defined":"Definidos pelo usuário", "uses":"Uses", "uses-attack-type":"Uses indicated attack type", "uses-per-day":"Uses/Day", @@ -1590,14 +1793,15 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", - "value":"Value", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", + "value":"Valor", "value-abbrv":"Val", "verdana":" Verdana", "version":"Version", "version-abbrv":"Ver", "versus-abbrv":"Vs.", - "versus-armor-class":"vs AC", + "versus-armor-class":"vs CA", "versus-combat-maneuver-bonus":"vs CMB", "versus-combat-maneuver-defense":"vs CMD", "versus-flat-footed":"vs FF", @@ -1605,18 +1809,18 @@ "versus-touch":"vs Touch", "violet":"Violet", "vision":"Vision", - "vision-details":"Vision Details", - "vision-senses":"Vision/Senses", + "vision-details":"Detalhes de visão", + "vision-senses":"Visão/sentidos", "vision-title":"Low-light vision('...see twice as far as normal in dim light.'), Darkvision('...see with no light source at all'), etc.", - "weaknesses":" Weaknesses", + "weaknesses":" Fraquezas", "weaknesses-title":"Adverse conditions may apply if applicable. (e.g. sunlight powerlessness/staggered)", - "weapon":"Weapon", - "weapon-attributes":"Weapon Attributes", + "weapon":"Arma", + "weapon-attributes":"Atributos de arma", "weapon-default":"•Arma", - "weapon-notes":"Weapon Notes", - "weapons":"Weapons", - "weight":"Weight", - "weight-abbrv":"Wt", + "weapon-notes":"Notas de arma", + "weapons":"Armas", + "weight":"Peso", + "weight-abbrv":"Peso", "whisper-gm":"Roll: GM", "whisper-character-rolls":"PC rolls: Whisper to GM or broadcast publicly", "whisper-non-player-character-rolls":"NPC rolls: Whisper to GM or broadcast publicly", @@ -1624,18 +1828,18 @@ "whisper-to-game-master":"Sussurrar ao Mestre", "white":"White", "willpower":"Willpower", - "willpower-abbrv":"Will", + "willpower-abbrv":"Von", "willpower-calculation-abbrv":"Will Calc", "willpower-save":"Willpower Save", "willpower-save-abbrv":"Will Save", "wisdom":"Wisdom", - "wisdom-abbrv":"WIS", + "wisdom-abbrv":"SAB", "wisdom-abbrv-default":"•SAB", "wisdom-calculation-abbrv":"WIS Calc", "wisdom-penalized":"WIS Penalized", "wisdom-penalized-title":"Wisdom Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "worn-armor":"  Worn Armor", - "worn-equipment":"Worn Equipment", + "worn-equipment":"Equipamento usado", "worn-equipment-hardness-title":"The hardness of the item that helps prevent it from taking hit point damage", "worn-equipment-hp-max-title":"The maximum possible hit points of the item", "worn-equipment-hp-title":"The current hit points of the item", @@ -1647,16 +1851,17 @@ "worn-equipment-title":"The equipment currently worn by the character", "worn-equipment-value-title":"The value of the item measured in gold pieces", "worn-equipment-weight-title":"The weight of the item", - "worn-item-name":"Worn Item Name", + "worn-item-name":"Nome do item equipado", "worn-items":"Worn Items", "worn-shield":"  Worn Shield", "wound-threshold":"Wound Threshold", "wounded":" Wounded ", "wounded-title":"-2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", - "wrist":"Wrist", + "wrist":"Pulso", "yellow":"Yellow", "yes":"Yes", "yes-default":"•Sim", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/ru.json b/Pathfinder-Neceros/translations/ru.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/ru.json +++ b/Pathfinder-Neceros/translations/ru.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/sv.json b/Pathfinder-Neceros/translations/sv.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/sv.json +++ b/Pathfinder-Neceros/translations/sv.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/tr.json b/Pathfinder-Neceros/translations/tr.json index 41b0813d5329..c527a4ea1d8f 100644 --- a/Pathfinder-Neceros/translations/tr.json +++ b/Pathfinder-Neceros/translations/tr.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":" Use buff bonus types and stacking", + "bonus-type":"Bonus Type", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"Alchemical", + "circumstance":"Circumstance", + "competence":"Competence", + "enhancement":"Enhancement", + "equivalent-to":"Equivalent-to Ability", + "inherent":"Inherent", + "insight":"Insight", + "luck":"Luck", + "profane":"Profane", + "sacred":"Sacred", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"Deflection", + "circumstance-cmd":"Circumstance (+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"Deflection (+Touch,CMD)", + "dodge-touch-cmd":"Dodge (+Touch,CMD)", + "insight-cmd":"Insight (+CMD)", + "luck-cmd":"Luck (+CMD)", + "morale-cmd":"Morale (+CMD)", + "profane-cmd":"Profane (+CMD)", + "sacred-cmd":"Sacred (+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"All Checks", + "all-checks-calc":"All checks calc", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"3 sz smaller", + "2-sizes-smaller":"2 sz smaller", + "1-size-smaller":"1 sz smaller", + "1-size-larger":"1 sz larger", + "2-sizes-larger":"2 sz larger", + "3-sizes-larger":"3 sz larger", + "buff-strength-based-skills-title":"Bonus to strength based skills", + "buff-dexterity-based-skills-title":"Bonus to dexterity based skills", + "buff-constitution-based-skills-title":"Bonus to constitution based skills", + "buff-intelligence-based-skills-title":"Bonus to intelligence based skills", + "buff-wisdom-based-skills-title":"Bonus to wisdom based skills", + "buff-charisma-based-skills-title":"Bonus to charisma based skills", + "combat-maneuver-bonus-only-abbrv":"CMB Only", + "strength-calculation-skills-abbrv":"Str skills calc", + "dexterity-calculation-skills-abbrv":"Dex skills calc", + "constitution-calculation-skills-abbrv":"Con skills calc", + "intelligence-calculation-skills-abbrv":"Int skills calc", + "wisdom-calculation-skills-abbrv":"Wis skills calc", + "charisma-calculation-skills-abbrv":"Cha skills calc", + "buff-armor-title":"Bonus to armor", + "buff-shield-title":"Bonus to shield", + "buff-natural-title":"Bonus to natural", + "buff-flat-footed-title":"Bonus to flat-footed", + "buff-initiative-title":"Bonus to initiative", + "buff-size-title":"Bonus to size", + "buff-speed-title":"Bonus to speed", + "buff-damage-ranged-title":"Bonus to ranged damage", + "buff-damage-melee-title":"Bonus to melee damage", + "buff-combat-maneuver-bonus-title":"Bonus to combat maneuver bonus", + "buff-skill-checks-title":"Bonus to all skill and ability checks.", + "buff-ability-checks-title":"Bonus to ability checks", + "armor-calculation-abbrv":"Armor calc", + "shield-calculation-abbrv":"Shield calc", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"Natural Armor calc", + "flat-footed-only-calculation-abbrv":"Flat-foot only calc", + "initiative-calculation-abbrv":"Init calc", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"Speed calc", + "damage-ranged-calculation-abbrv":"Ranged dmg calc", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB calc", + "skill-checks-calculation-abbrv":"Skill check calc", + "ability-checks-calculation-abbrv":"Ability check calc", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"STR skills", + "dexterity-skills-abbrv":"DEX skills", + "constitution-skills-abbrv":"CON skills", + "intelligence-skills-abbrv":"INT skills", + "wisdom-skills-abbrv":"WIS skills", + "charisma-skills-abbrv":"CHA skills", + "natural-abbrv":"Nat AC", + "flat-footed-abbrv":"FF AC", + "initiative-abbrv":"Init", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"Initiative and Speed Info", + "init-speed-title":"%{init-speed-info} Post initiative and speed information.", + "information-abbrv":"Info", + "skill-checks":"Skill Checks", + "damage-ranged-abbrv":"Rng dmg", + "damage-melee-abbrv":"Melee dmg", + "skill-checks-abbrv":"Skll chk", + "ability-checks-abbrv":"Abil chk", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"Extra damage condition when dual wielding: Rake, Rend, etc", + "rake-rend-etc":"Condition - Rake, Rend, etc", + "number-extra-attacks":"# O.H. Atks", + "number-extra-attacks-title":"Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "all-saves-macro":"All Saves Macro", + "all-saves-macro-title":"@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "dual-wield":"Dual Wield", + "dual-wield-beta":"Dual Wield (BETA)", + "use-dual-wield-beta":" Use Dual Wield (BETA)", + "dual-wield-instructions":"To setup dual wield, copy and paste the Row ID For Macros of the mainhand weapon and offhand weapon (found in IDs section of each attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has Improved Dual Wield then press Create at left.
    If successful a new attack row appears and the two ID fields below will clear. If unsuccessful or attack IDs cannot be found they will not be cleared.
    When penalties change or Imroved Dual Wield is gained, update here and press Update to update all existing dual wield entries.
    You can only update Name or the iterative name, anything else will be overwritten. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "create-dual-wield":"Create dual wield attack using mainhand weapon and offhand weapon at right", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"Two Weapon", + "mainhand-id":"Mainhand Id", + "mainhand-penalty-abbrv":"M.H. Pen", + "mainhand-penalty":"Main Pen", + "offhand-id":"Offhand Id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"O.H. Pen", + "offhand-damage-multiplier-abbrv":"O.H. dmg mult", + "offhand-damage-multiplier":"Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", @@ -11,7 +133,7 @@ "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", "2-ordinal":"2nd", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3rd", "4-ordinal":"4th", "5-ordinal":"5th", @@ -246,7 +368,6 @@ "buff-notes":"Buff Notes", "buff-ranged-title":"Bonus to all ranged attack rolls.", "buff-reflex-title":"Bonus to reflex saving throws.", - "buff-skill-checks-title":"Bonus to all skill and ability checks.", "buff-spell-caster-level-title":"Bonus to spell caster level.", "buff-strength-title":"Bonus to strength ability score.", "buff-temp-hp-title":"Temporary hit points.", @@ -433,6 +554,18 @@ "confirm-critical":"Crit Confirm", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"+Conf", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", "constant":"Constant", "constitution":"Constitution", @@ -452,6 +585,7 @@ "core-rules":"Core Rule Options", "cowering":" Cowering", "craft":"Craft", + "create":"Create", "create-attack":"Create Atk", "create-attack-entry":"Create a new attack based on this weapon", "crit-confirmation-bonus":"Critical confirmation bonus", @@ -494,7 +628,7 @@ "damage":"Damage", "damage-abbrv":"Dmg", "damage-ability":"Dmg Ability", - "damage-calculation-abbrv":"Dmg Calc", + "damage-calculation-abbrv":"Melee Dmg Calc", "damage-dice-affected-by-size":"Damage dice affected by size changes", "damage-macro-desc":"Damage macro, must use brackets", "damage-modifier-abbrv":"Dmg Mods", @@ -540,6 +674,31 @@ "defensively":"Defensively", "deflect":"Deflect", "deity":"Deity", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"Delete Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"Description", "details-age":"Age", "details-deity":"Deity", @@ -599,6 +758,7 @@ "during-combat":"During Combat", "during-combat-place":"List all combat tactics here, including spell, feat, and magic item use.", "ecology":"ECOLOGY", + "edge":"Edge", "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", "effect":"Effect", @@ -660,6 +820,7 @@ "extra-crit-abbrv":"Extra Crit Dmg", "extra-critical-damage":"Extra Crit Dmg", "extra-critical-damage-title":"Extra Critical Damage", + "extra-damage-or-attack-modifiers":"Extra Damage or Attack Modifiers", "extra-damage":"Extra Non-Crit Dmg", "extra-damage-section":"Extra Damage (non critical and critical only)", "extra-ranks":"Extra ranks:", @@ -770,6 +931,7 @@ "helpless":"Helpless", "hero-points":"Hero Points", "hexfreq":"Per 24 hrs per target", + "highest-mental-ability":"Highest mental ability", "history":"History", "hit-dice-abbrv":"# HD", "hit-dice-desc":"Number of Hit Dice to roll", @@ -789,6 +951,7 @@ "hit-points-modifier-2-title":"The value produced by the HP adj2 formula.", "hit-points-modifier-title":"The modifier that comes from the Ability Score chosen to adjust hit points per level.", "homeland":"Homeland", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", @@ -815,12 +978,12 @@ "include-spell-info":"Include these attributes with each spell roll?", "include-third-attack":"Include a 3rd attack?", "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes-title":"When max hp changes, updates current hit points by same amount", "influence":"Influence", "inherent-abbrv":"Inhr", "inherent-bonus":"Inherent Bonus", "initiative":"Initiative", - "initiative-abbrv":"Init", + "initiative-abbrv-caps":"INIT", "initiative-and-speeds":"Initiative and Speeds", "initiative-notes":" Initiative Notes", "initiative-notes-title":"Include initiative notes with roll.", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"Languages", "legs":"Legs", - "legs-title":"How many legs the character has. Affects carrying capacity", + "legs-title":"How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", "level":"Level", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1st Level", @@ -919,6 +1082,8 @@ "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", "macro-text":"Macro Text", "macro-text-advanced":"'Add-to-roll' Macros", + "madnesses":"Madnesses:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"Maneuverability", "manifester-levels":"Manifester Levels", @@ -937,16 +1102,26 @@ "medium-abbrv-default":"•Medium", "medium-armor":"Medium Armor", "melee":"Melee", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"Melee Attack Notes", "melee-attack-notes-place":"Put notes about context-sensitive Melee Attack bonuses here.", - "melee-calculation":"Melee Calc", + "melee-calculation":"Melee Atk Calc", "melee-image":" Melee Image", "melee-notes":" Melee Notes", "melee2":"Alt Melee", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"Mental", + "mental-modifiers-total":"Total of all 3 mental ability modifiers", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"Meta Magic", + "menu-whisper":"Menu Whisper:", "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", "migrations":"Migrations", "migrations-completed":"Migrations Completed", @@ -1018,6 +1193,7 @@ "next-level":"Next Level", "no":"No", "no-harmless":"No Harmless", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"Nobility", "non-lethal-abbrv":"NL", @@ -1033,12 +1209,14 @@ "nonlethal":"Nonlethal", "nonlethal-damage":"Nonlethal Damage", "nonlethal-damage-title":"Player adjustable tracking of non-lethal damage. Character is staggered if nonlethal damage >= current hp, field will outline in yellow.", + "normal-size":"Normal Size", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"Not Carried", "notes":"Notes", "notes-and-custom-attributes":"Notes and custom attributes", + "custom-attributes":"Custom attributes", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1179,6 +1357,7 @@ "perlevel":"Per Level", "permonth":"Per month", "personal":"Personal", + "pick-highest":"Pick Highest", "pierce-blunt-slash-abbrv":"P/B/S", "piercing":"Piercing", "pink":"Pink", @@ -1262,6 +1441,7 @@ "reach":"Reach (ft.)", "reach-notes":"Reach Notes", "reach-small":"Reach", + "recalculating":"Recalculating...", "recalculate-abbrv":"Recalc", "recalculate-cmd":"Recalculate Sheet", "recalculate-hit-points":"Recalculate HP and reset to max.", @@ -1290,12 +1470,23 @@ "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", "rolls":"Rolls", "rounds":"Rounds", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", "row-identification-for-macros":"Row ID for macros", "rule":"Rule", "rule-category":"Category of rule this falls under", "rule-options":"Rule Options", "run":"Run", "run-multiplier-abbrv":"Run Mult", + "sanity":"Sanity", + "sanity-abbrv":"SAN", + "sanity-beta":"Sanity (BETA)", + "sanity-damage":"Sanity Damage", + "sanity-edge":"Sanity Edge", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"Sanity Score", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"Custom Will save mod for save vs sanity effects", + "sanity-threshold":"Sanity Threshold", "save":"Save", "save-difficulty-class":"Save DC", "save-effect":"Save", @@ -1308,6 +1499,8 @@ "saving-throws":"Saving Throws", "school":"School", "school-etc":"School, etc", + "score":"Score", + "score-miscellaneous-abbrv":"Score Misc", "secondary-hit-die-abbrv":"HDie2", "see-text":"See text", "see_text":"See Text", @@ -1321,7 +1514,7 @@ "set-as-armor":"Set armor values using this row", "set-as-shield":"Set shield values using this row", "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-on-equipment":"Set on Equipment page", "set-sheet-color":"Set sheet color to rolltemplate color", "set-shield":"Set Shield", "settings":"Settings", @@ -1374,6 +1567,7 @@ "skill-ranks":"Skill Ranks", "skill-size-modifier":"Skill", "skill-size-title":"Size adjustment for skills. Double for stealth", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"Skill is untrained", "skills":"Skills", "skills-per-hit-die":"Skill Ranks per hit die due to race", @@ -1387,18 +1581,21 @@ "slot":"Slot", "society":"Society", "source":"Source", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", "source-name":"Source Name", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1523,12 +1720,16 @@ "temporary-hit-points-miscellaneous-title":"Player configurable temporary hit points that add to the total Temp HP value.", "temporary-hit-points-title":"Current Temporary hit points.", "temporary-hp-calculations":"Temp hp calculations", + "threshold":"Threshold", + "threshold-miscellaneous-abbrv":"Threshold Misc", "title":"Title/Nickname", "toggle-background-skills":" Enable Background Skills.", "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills":" Enable Consolidated Skills.", "toggle-endurance-feat":" Has Endurance Feat", "toggle-gritty-mode":" Gritty Mode", + "toggle-horror-adventures-long":" Display/Enable Horror Adventures Character Sheet Items", + "toggle-horror-adventures":" Enable Horror Adventures (BETA)", "toggle-mythic-adventures":" Display/Enable Mythic Adventures Character Sheet Items", "toggle-psionics":" Display/Enable Psionics Character Sheet Items", "toggle-unchained-skills":" Display/Enable Unchained Skills", @@ -1565,6 +1766,8 @@ "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "upcoming-changes":"Upcoming Changes", + "update":"Update", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", "use-class-features":" Use Separate Class Features List", "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", @@ -1590,7 +1793,8 @@ "uses-spell-points":" Uses Spell Points", "uses-spells-migrated":"Uses Spells flag", "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spell-points-title":"Character uses spell points", + "v1":"Post v1", "value":"Value", "value-abbrv":"Val", "verdana":" Verdana", @@ -1658,5 +1862,6 @@ "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"Yes Harmless", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/zh.json b/Pathfinder-Neceros/translations/zh.json index 85a1907d18fe..4b03cf1f37eb 100644 --- a/Pathfinder-Neceros/translations/zh.json +++ b/Pathfinder-Neceros/translations/zh.json @@ -1,17 +1,139 @@ { + "use-buff-bonus-stacking":" 使用buff加值種類與疊加", + "bonus-type":"加值種類", + "untyped":"Untyped", + "untyped-default":"•Untyped", + "alchemical":"煉金", + "circumstance":"環境", + "competence":"表ç¾", + "enhancement":"增強", + "equivalent-to":"Equivalent-to Ability", + "inherent":"內在", + "insight":"洞察", + "luck":"幸é‹", + "profane":"褻瀆", + "sacred":"神è–", + "customa":"Custom A", + "customb":"Custom B", + "customc":"Custom C", + "deflection":"åæ–œ", + "circumstance-cmd":"環境(+CMD)", + "untyped-cmd-default":"•Untyped (+CMD)", + "deflection-touch-cmd":"åæ–œ(+接觸,CMD)", + "dodge-touch-cmd":"é–ƒé¿(+接觸,CMD)", + "insight-cmd":"洞察(+CMD)", + "luck-cmd":"幸é‹(+CMD)", + "morale-cmd":"士氣(+CMD)", + "profane-cmd":"褻瀆(+CMD)", + "sacred-cmd":"神è–(+CMD)", + "rangeddmg-ability-buffs":"Damage and check buffs", + "all-checks":"所有屬性與技能檢定", + "all-checks-calc":"所有屬性與技能檢定 計算å¼", + "ability-tracking":"Ability Tracking", + "item-tracking":"Item Tracking", + "misc-tracking":"Misc Tracking", + "3-sizes-smaller":"å°ä¸‰ç´šé«”åž‹", + "2-sizes-smaller":"å°å…©ç´šé«”åž‹", + "1-size-smaller":"å°ä¸€ç´šé«”åž‹", + "1-size-larger":"大一級體型", + "2-sizes-larger":"大兩級體型", + "3-sizes-larger":"大三級體型", + "buff-strength-based-skills-title":"基於力é‡çš„技能的加值", + "buff-dexterity-based-skills-title":"基於æ•æ·çš„技能的加值", + "buff-constitution-based-skills-title":"基於體質的技能的加值", + "buff-intelligence-based-skills-title":"基於智力的技能的加值", + "buff-wisdom-based-skills-title":"基於感知的技能的加值", + "buff-charisma-based-skills-title":"基於魅力的技能的加值", + "combat-maneuver-bonus-only-abbrv":"CMB", + "strength-calculation-skills-abbrv":"力é‡æŠ€èƒ½ 計算å¼", + "dexterity-calculation-skills-abbrv":"æ•æ·æŠ€èƒ½ 計算å¼", + "constitution-calculation-skills-abbrv":"體質技能 計算å¼", + "intelligence-calculation-skills-abbrv":"智力技能 計算å¼", + "wisdom-calculation-skills-abbrv":"感知技能 計算å¼", + "charisma-calculation-skills-abbrv":"魅力技能 計算å¼", + "buff-armor-title":"護甲AC的加值", + "buff-shield-title":"盾牌AC的加值", + "buff-natural-title":"天防AC的加值", + "buff-flat-footed-title":"措手ä¸åŠAC的加值", + "buff-initiative-title":"先攻的加值", + "buff-size-title":"體型的改變", + "buff-speed-title":"速度的加值", + "buff-damage-ranged-title":"é ç¨‹å‚·å®³çš„加值", + "buff-damage-melee-title":"近戰傷害的加值", + "buff-combat-maneuver-bonus-title":"CMB的加值", + "buff-skill-checks-title":"技能檢定的加值", + "buff-ability-checks-title":"屬性檢定的加值", + "armor-calculation-abbrv":"護甲 計算å¼", + "shield-calculation-abbrv":"盾牌 計算å¼", + "shield-default":"•Shield", + "natural-armor-default":"•Natural Armor", + "armor-default":"•Armor", + "natural-armor-abbrv":"Nat Armor", + "natural-calculation-abbrv":"天生護甲 計算å¼", + "flat-footed-only-calculation-abbrv":"措手ä¸åŠAC 計算å¼", + "initiative-calculation-abbrv":"先攻 計算å¼", + "size-calculation-abbrv":"Size calc", + "speed-calculation-abbrv":"速度 計算å¼", + "damage-ranged-calculation-abbrv":"é ç¨‹å‚·å®³ 計算å¼", + "damage-melee-calculation-abbrv":"Melee dmg calc", + "combat-maneuver-bonus-calculation-abbrv":"CMB 計算å¼", + "skill-checks-calculation-abbrv":"技能檢定 計算å¼", + "ability-checks-calculation-abbrv":"屬性檢定 計算å¼", + "new-buffs":"New Buffs (BETA):", + "strength-skills-abbrv":"力é‡æŠ€èƒ½", + "dexterity-skills-abbrv":"æ•æ·æŠ€èƒ½", + "constitution-skills-abbrv":"體質技能", + "intelligence-skills-abbrv":"智力技能", + "wisdom-skills-abbrv":"感知技能", + "charisma-skills-abbrv":"魅力技能", + "natural-abbrv":"天防AC", + "flat-footed-abbrv":"措手ä¸åŠAC", + "initiative-abbrv":"先攻", + "init-speed-full-macro":"Init and Speed Info Full Macro:", + "init-speed-info":"先攻與速度資訊", + "init-speed-title":"%{init-speed-info} 顯示先攻與速度資訊。", + "information-abbrv":"資訊", + "skill-checks":"技能檢定", + "damage-ranged-abbrv":"é ç¨‹å‚·å®³", + "damage-melee-abbrv":"近戰傷害", + "skill-checks-abbrv":"技能檢定", + "ability-checks-abbrv":"屬性檢定", + "spell-tracking":"Spell Tracking", + "extra-damage-condition":"é›™æŒæ™‚çš„é¡å¤–傷害情æ³: 耙抓ã€æ’•è£‚ã€é›™æ­¦å™¨æ’•è£‚等等", + "rake-rend-etc":"æƒ…æ³ - 耙抓ã€æ’•è£‚等等", + "number-extra-attacks":"# 副手次數", + "number-extra-attacks-title":"副手的攻擊次數: 1=雙武器格鬥,2=精通雙武器格鬥,3=高等雙武器格鬥", + "all-saves-macro":"所有è±å…的巨集", + "all-saves-macro-title":"@{all_saves-macro} | åªå½±éŸ¿é˜²ç¦¦é¸å–®æŒ‰éˆ•ä¸­çš„所有è±å…", + "dual-wield":"é›™æŒ", + "dual-wield-beta":"é›™æŒæ­¦å™¨(測試版)", + "use-dual-wield-beta":" 使用雙æŒæ­¦å™¨(測試版)", + "dual-wield-instructions":"è¦è¨­å®šé›™æŒï¼Œè¤‡è£½èˆ‡è²¼ä¸Šä¸»æ‰‹æ­¦å™¨èˆ‡å‰¯æ‰‹æ­¦å™¨çš„給巨集用的Row ID(å¯åœ¨æ¯å€‹æ”»æ“Šçš„ID部分找到)。接著設定主手與副手的減值和副手攻擊次數,按下左邊的創造攻擊。
    如果æˆåŠŸçš„話,一個新的攻擊會出ç¾ï¼Œä¸¦ä¸”下é¢å…©æ¬„çš„ID會被清除掉。如果沒有æˆåŠŸçš„話或者是ID錯誤,那兩欄IDå°±ä¸æœƒè¢«æ¸…除。
    當減值更動時,在下方更新並按下更新,這會更新所有ç¾æœ‰çš„é›™æŒæ­¦å™¨æ”»æ“Šã€‚
    ä½ å¯ä»¥åªæ›´æ–°æ­¦å™¨å稱或多次攻擊的å稱,其他的會被覆寫éŽåŽ»ã€‚注æ„:請勿點é¸é›™æŒæ”»æ“Šè£¡çš„攻擊類型的下拉é¸å–®ã€‚", + "create-dual-wield":"使用å³é‚Šçš„主手武器與副手武器創造雙æŒæ­¦å™¨æ”»æ“Š", + "improved-title":"Improved Dual Wield: check here if offhand attack gains iteratives", + "two-weapon":"雙武器", + "mainhand-id":"主手id", + "mainhand-penalty-abbrv":"主手減值", + "mainhand-penalty":"Main Pen", + "offhand-id":"副手id", + "offhand-penalty":"Off Pen", + "offhand-penalty-abbrv":"副手減值", + "offhand-damage-multiplier-abbrv":"副手傷害å€çŽ‡", + "offhand-damage-multiplier":"副手(或任何使用副手造æˆå‚·å®³çš„能力) 的力é‡å‚·å®³å€çŽ‡ã€‚例如1/2為é è¨­ï¼Œ1為具有雙切專長。", + "improved":"Improved", "tahoma":"Tahoma", "lucida":"Lucida Sans", "segoe":"Segoe UI", "fantasy":"Fantasy", - "font-background":"Font / Background", + "font-background":"å­—åž‹(僅影響英文) / 背景", "font":"å­—åž‹", "1-ordinal":"1ç´š", "10-ordinal":"10th", "100-at-level-1":" 在第一個等級/HD時使用最大生命值", - "100-at-level-1-title":"Use max hit points for first level. Racial hit dice are considered 'first' if character has both racial and class hit dice.", + "100-at-level-1-title":"在第一級時å–滿生命值。如果角色åŒæ™‚æ“有種æ—與è·æ¥­ç”Ÿå‘½éª°ï¼Œç¨®æ—生命骰視為第一。", "2-ordinal":"2ç´š", "24-per-target":"Per 24hrs per target", - "24-per-target-abbrv":"/24/target", + "24-per-target-abbrv":"Hex (1/24/target)", "3-ordinal":"3ç´š", "4-ordinal":"4ç´š", "5-ordinal":"5ç´š", @@ -19,15 +141,15 @@ "7-ordinal":"7ç´š", "8-ordinal":"8ç´š", "9-ordinal":"9ç´š", - "1-ordinal-class":"1st Class", - "2-ordinal-class":"2nd Class", - "3-ordinal-class":"3rd Class", - "4-ordinal-class":"4th Class", - "5-ordinal-class":"5th Class", - "6-ordinal-class":"6th Class", - "1-ordinal-spellclass":"1st Spellcasting Class", - "2-ordinal-spellclass":"2nd Spellcasting Class", - "3-ordinal-spellclass":"3rd Spellcasting Class", + "1-ordinal-class":"第一è·æ¥­", + "2-ordinal-class":"第二è·æ¥­", + "3-ordinal-class":"第三è·æ¥­", + "4-ordinal-class":"第四è·æ¥­", + "5-ordinal-class":"第五è·æ¥­", + "6-ordinal-class":"第六è·æ¥­", + "1-ordinal-spellclass":"第一施法è·æ¥­", + "2-ordinal-spellclass":"第二施法è·æ¥­", + "3-ordinal-spellclass":"第三施法è·æ¥­", "Ex":"Ex", "No (Harmless)":"No (Harmless)", "No":"No", @@ -38,45 +160,45 @@ "abilities":"能力", "ability":"屬性", "ability-basis":"Ability Basis", - "ability-basis-desc":"DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities", - "ability-bonus":"Ability Bonus", - "ability-checks":"Ability Checks", - "ability-damage-desc":"For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious.", - "ability-drain-desc":"Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses.", + "ability-basis-desc":"DC 能力基底: 通常施法能力為魅力,毒素ã€å™´å武器或其他傷害能力為體質。", + "ability-bonus":"屬性加值", + "ability-checks":"屬性檢定é¸å–®", + "ability-damage-desc":"單項屬性值æ¯å—到2點傷害,基於此屬性的技能和相關數據å³-1。若你å—到的屬性傷害總值é”到或超éŽäº†ä½ çš„屬性值,你將立å³é™·å…¥æ˜è¿·ã€‚", + "ability-drain-desc":"屬性å¸å–會確實地é™ä½Žå°æ‡‰å±¬æ€§å€¼ã€‚調整基於該屬性的所有技能和數據。這å¯èƒ½å°‡ä»¤ä½ å¤±åŽ»æŠ€èƒ½é»žæ•¸ã€ç”Ÿå‘½å€¼èˆ‡å…¶ä»–的加值。", "ability-list-default-values":"Abilities default values", "ability-lists-flags":"Ability list flags", "ability-macros-current":"Ability macros to current", - "ability-menus":"Ability Menus", + "ability-menus":"能力é¸å–®", "ability-name":"能力å稱", - "ability-penalty-desc":"Penalties function just like ability damage, but they cannot cause you to fall unconscious or die. Penalties cannot decrease your ability score to less than 1.", + "ability-penalty-desc":"屬性減值作用如åŒå±¬æ€§å‚·å®³ï¼Œä½†ä¸æœƒå› å…¶è€Œé™·å…¥æ˜è¿·æˆ–死亡。事實上,屬性減值ä¸æœƒä»¤ä½ çš„屬性低於1點。", "ability-roll-template":"Ability Roll Template", - "ability-score":"Ability Score", + "ability-score":"屬性值", "ability-scores":"屬性值", "ability-type":"Ability Type", - "ability-type-title":"Select the type of ability if applicable. Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural).", + "ability-type-title":"é¸æ“‡é©ç”¨çš„能力類型。Ex(特異能力)ã€Sp(類法術能力) 或Su(超自然能力)。", "above-head":"舉éŽé ­é ‚", - "accessibility":"Accessibility", + "accessibility":"親近性", "acrobatics":"特技", - "add-class-levels":"Add Class Levels", + "add-class-levels":"增加è·æ¥­ç­‰ç´š", "add-custom-column":"Add Custom Column", - "add-hit-dice":"Add Race/Monster HD", + "add-hit-dice":"增加種æ—/怪物生命骰", "add-skill-bonus-macro":"增加技能加值巨集?", - "additional-attack-macro-query-included-with-crits":"Additional Attack Macro/Query (included with crits)", + "additional-attack-macro-query-included-with-crits":"é¡å¤–攻擊加值的巨集/下拉é¸å–®(query)(影響é‡æ“Š)", "additional-damage":"é¡å¤–傷害", - "additional-damage-macro-query-included-with-crits":"Additional Damage Macro/Query (included with crits)", - "additional-damage-title":"Add additional, precision, or extra critical damage", - "additional-modifier-or-macro":"Additional modifier or macro, e.g. [[1d6]], [[2d20k1]], etc.", - "adjust-damage-by-size":" Adjust damage based on size", - "advanced":"Advanced", + "additional-damage-macro-query-included-with-crits":"é¡å¤–傷害加值的巨集/下拉é¸å–®(query)(影響é‡æ“Š)", + "additional-damage-title":"填加é¡å¤–ã€ç²¾æº–或é¡å¤–é‡æ“Šå‚·å®³", + "additional-modifier-or-macro":"é¡å¤–的修正值或巨集,例如 [[1d6]],[[2d20k1]]等等。", + "adjust-damage-by-size":" 根據體型調整傷害", + "advanced":"進階", "adventure":"冒險技能", "adventure-skills":"冒險技能", - "adventuring-gear-tool":"Adventuring Gear or Tool", + "adventuring-gear-tool":"冒險è£å‚™æˆ–工具", "age":"年齡", "alignment":"陣營", - "alignment-abbrv":"Align", - "alignment-type-init":"Align Type Init", + "alignment-abbrv":"陣營", + "alignment-type-init":"陣營 é¡žåž‹ 先攻", "all":"All", - "all-abilities":"All Abilities", + "all-abilities":"所有能力", "all-attacks":"所有攻擊é¸å–®", "all-attacks-insert-macro-attack":"增加到攻擊檢定的巨集", "all-attacks-insert-macro-cmb":"增加到CMB檢定的巨集", @@ -88,17 +210,17 @@ "all-attacks-insert-macro-ranged-damage":"增加到é ç¨‹å‚·å®³çš„巨集", "all-attacks-macro-insert-section":"攻擊填加巨集", "all-features-desc":"Features list contains Special Abilities, Special Qualities, Feats, etc", - "all-other-desc":"Miscellaneous includes any not found under another tab", - "all-saves":"All Saves", + "all-other-desc":"雜項,包括在其他分類下找ä¸åˆ°çš„é …ç›®", + "all-saves":"所有è±å…", "all-skills":"所有技能é¸å–®", "alternate-ability-cmb-desc":"替代屬性戰技", "alternate-ability-melee-desc":"替代屬性近戰攻擊", "alternate-ability-ranged-desc":"替代屬性é ç¨‹æ”»æ“Š", "alternate-favored-class":"替代性å¯é¸å¤©è³¦è·æ¥­çŽå‹µ", "alternate-favored-class-abbrv":"å¯é¸å¤©è³¦", - "always-show-domain-spells":" Always show spells marked 'domain' in spellbook menu", + "always-show-domain-spells":" 在法術書é¸å–®ä¸­æ°¸é é¡¯ç¤ºæ¨™è¨˜ç‚º'領域'的法術", "ammo":"彈藥", - "ammunition":"Ammunition", + "ammunition":"彈藥", "announcements-0":"New Abilities section on it's own tab - special abilities tabs, linked attacks, pf_ability roll template.", "announcements-1":"New Hero Lab character importer - import Hero Lab characters by converting the xml to a json file.", "announcements-2":"New Inventory section- sub-type tabs, link armor/shield to defense, link weapons to attacks, slot placement for worn items.", @@ -114,7 +236,7 @@ "announcements-12":"Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not)", "announcements-13":"Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics.", "announcements-14":"Header images - additional header images added", - "announcements-15":"Hero Lab Character Import", + "announcements-15":"Hero Lab 角色匯入", "announcements-16":"and more...", "announcements-17":"New Sheet Mode button. - Expanded mode(full editing) or Compact mode(important fields only)", "announcements-18":"Added Sheet default settings options - \"Is NPC\" is currently the only option, more to come.", @@ -123,20 +245,20 @@ "announcements-21":"Additional Menu Buttons for all important rolls with separate macros for PC and NPC with a configuration option to show both sets.", "announcements-22":"New Notes page - create custom macros, rolls or add notes.", "announcements-23":"In this version (1.18): Extra hit points in PC racial hp fixed. Reset init to try to fix GroupInit bug.", - "announcements-24":"Click â›­ Settings button next to Pathfinder logo to toggle Settings page.", - "announcements-25":"Check Display roll templates for customization on Settings page to customize rolls.", - "announcements-26":"Check Use Spell Points on Settings page if you use spell points.", + "announcements-24":"點擊在Pathfinder logoæ—é‚Šçš„â›­ 設定按鈕來切æ›è¨­å®šé é¢ã€‚", + "announcements-25":"勾é¸åœ¨è¨­å®šé é¢çš„顯示擲骰模版以自定義來自定義擲骰。", + "announcements-26":"如果你使用魔力值的話,勾é¸åœ¨è¨­å®šé é¢çš„使用魔力值系統(Spell Points)。", "announcements-27":"Extra calculated numbers available on Notes page for point pools, or for use in tokens bars, etc", "announcements-99":"and more...", "announcements":"更新公告:", - "announcements-old":"éŽåŽ»æ›´æ–°å…¬å‘Š:", + "announcements-old":"éŽåŽ»æ›´æ–°å…¬å‘Š", "appraise":"估價", "arcana":"奧秘", "arial":"Arial", "arial-default":"•Arial", "armor":"護甲", "armor-and-shield":"盔甲與盾牌", - "armor-attributes":"Armor Attributes", + "armor-attributes":"盔甲屬性", "armor-check-penalty-abbrv":"ACP", "armor-class":"防護等級", "armor-class-abbrv":"AC", @@ -145,17 +267,17 @@ "armor-class-calculation-abbrv":"AC 計算å¼", "armor-notes":" 防具註記", "armor-notes-place":"在這輸入有關æ¢ä»¶AC加值的註記", - "armor-or-shield":"Armor or Shield", + "armor-or-shield":"盔甲或盾牌", "armor-penalties":"防具減值", - "armor-shield":"Armor/Shield", - "armor-shield-bonus":"Armor or Shield bonus to Armor Class", + "armor-shield":"盔甲/盾牌", + "armor-shield-bonus":"防護等級的盔甲或盾牌加值", "armor-shield-load-default":"•盔甲ã€ç›¾ç‰Œèˆ‡è² è¼‰", - "armor-shield-name":"Armor or Shield Name", + "armor-shield-name":"盔甲或盾牌的å稱", "armor-shield-only":"åªæœ‰ç›”甲與盾牌", "armor-two":"盔甲 2", "armor-type":"盔甲類型", "artistry":"Artistry", - "at-will":"At Will", + "at-will":"隨æ„", "athletics":"Athletics", "attack":"攻擊", "attack-1":"攻擊 1", @@ -177,16 +299,16 @@ "attack-8-ordinal":"第八攻擊", "attack-9-ordinal":"第ä¹æ”»æ“Š", "attack-and-combat-maneuver-bonuses":"攻擊與戰技加值", - "attack-and-damage":"Attack and Damage", + "attack-and-damage":"攻擊與傷害", "attack-grid-rows-migrated":"Attack grid extra rows", "attack-list-default-values":"Attacks default values", "attack-macros-current":"Attack macros to current", "attack-modifier-abbrv":"攻擊修正", "attack-modifiers-abbrv":"攻擊修正", "attack-notes":"攻擊註記", - "attack-notes-place":"Put notes about context-sensitive Attack bonuses here.", + "attack-notes-place":"在這輸入有關æ¢ä»¶æ”»æ“ŠåŠ å€¼çš„註記", "attack-penalty":"攻擊減值", - "attack-roll-template":"Attack Roll Template ", + "attack-roll-template":"攻擊擲骰模版 ", "attack-type":"攻擊類型", "attack-type-abbrv":"ATK Type", "attacks":"攻擊", @@ -196,42 +318,42 @@ "attacks-macros2-migrated":"Attack Macro v.6", "attacks-macros64-migrated":"Attack Macro v.64", "attacks-migrated-title":"Repeating Attack macros migrated. If an attack rolltemplate does not appear correct, delete the macro text and click into another field, the system will reset the macro text to defaults. Repeat for iterative attacks macros.", - "atwill":"At Will", + "atwill":"隨æ„", "aura":"éˆå…‰", "automatically-calculate-hit-points-abbrv":" 自動計算HP", - "average-hit-point-abbrv":"Avg hp:", - "azure":"Azure", + "average-hit-point-abbrv":"å¹³å‡hp:", + "azure":"天è—色", "background":"背景技能", - "background-title":"Choose a background image.", + "background-title":"é¸æ“‡è§’色å¡çš„背景圖片。", "background-ranks-remaining":"剩餘背景技能點", "background-skills":"背景技能", "base":"基本", "base-attack-bonus":"基本攻擊加值", "base-attack-bonus-abbrv":"BAB", - "base-attacks":"Base Attacks", - "base-level":"Base Level", - "base-points-per-day":"Base Points/Day", + "base-attacks":"基本攻擊", + "base-level":"基本等級", + "base-points-per-day":"基本æ¯æ—¥é­”力值", "base-speed":"基本", - "base-spells-per-day":"Base
    Spells/Day", + "base-spells-per-day":"基本
    æ¯æ—¥æ³•è¡“", "base-statistics":"基本數據", "base-statistics-place":"如果該生物有增益與其他啟動的效果,會修改他的數據的話,他的基本數據應該在此簡短總çµã€‚", "base-value":"基本", "before-combat":"戰鬥å‰", "before-combat-place":"在這列出在戰鬥å‰ä½¿ç”¨çš„任何法術或能力,他的數據應該å映出這些。", - "belt":"Belt", - "black":"Black", - "black-default":"•Black", + "belt":"腰帶", + "black":"黑色", + "black-default":"•黑色", "blank":"空白", "blinded":" 目盲", "block-roll-template":"Block Text Roll Template ", - "bludgeoning":"Bludgeoning", - "blue":"Blue", + "bludgeoning":"éˆæ“Š", + "blue":"è—色", "bluff":"唬騙", - "body":"Body", - "bonus":"Bonus", - "bonus-points":"Ability Bonus", + "body":"軀體", + "bonus":"çŽå‹µ", + "bonus-points":"屬性é¡å¤–魔力值", "bonus-power-points-abbrv":"çŽå‹µPP", - "bonus-spells":"Bonus Spells", + "bonus-spells":"çŽå‹µæ³•è¡“", "buff":"增益", "buff-armor-class-title":"AC的加值(ä¸å«æŽ¥è§¸)", "buff-caster-level-title":"施法者等級的加值", @@ -246,7 +368,6 @@ "buff-notes":"增益註記", "buff-ranged-title":"所有é ç¨‹æ”»æ“Šæª¢å®šçš„加值", "buff-reflex-title":"åå°„è±å…檢定的加值", - "buff-skill-checks-title":"所有技能與屬性檢定的加值", "buff-spell-caster-level-title":"施法者等級的加值", "buff-strength-title":"力é‡å±¬æ€§å€¼çš„加值", "buff-temp-hp-title":"臨時生命值", @@ -254,20 +375,20 @@ "buff-will-title":"æ„å¿—è±å…檢定的加值", "buff-wisdom-title":"感知屬性值的加值", "buffs":"增益", - "buffs-conditions-edit-section":"Set and edit buffs and conditions", + "buffs-conditions-edit-section":"設定與編輯buffs和負é¢ç‹€æ…‹", "buffs-conditions-section":"Buffs and Conditions", "buffs-conditions-status-section":"Buff and Condition status panels", "buffs-migrated":"Buffs Migrated", "buffs-migrated-title":"Buffs migrated to Buffs repeating section. Cannot be remigrated.", - "buffs-set":"設定增益", - "buffs-showsect-cmd":"Click to expand buff edit area.", + "buffs-set":"設定Buffs", + "buffs-showsect-cmd":"點擊來展開buff編輯å€åŸŸ", "burrow-speed":"掘地", - "buttons":"Buttons", - "buttons-showsect-cmd":"Show chat ability command buttons", - "calculation-abbrv":"Calc", + "buttons":"é¸å–®æŒ‰éˆ•", + "buttons-showsect-cmd":"在èŠå¤©å®¤ä¸­é¡¯ç¤ºå‘½ä»¤æŒ‰éˆ•", + "calculation-abbrv":"計算å¼", "cannot-parse":"無法æè¿°", "cantrips":"戲法", - "carried":"Carried", + "carried":"攜帶的", "carried-not-worn":"Carried (not worn)", "carried-currency":"攜帶的貨幣", "carried-currency-title":"角色攜帶在身上會影響負é‡çš„貨幣", @@ -278,64 +399,64 @@ "cast-defensive-bonus-abbrv":"防禦å¼æ–½æ³•åŠ å€¼", "cast-defensively":"防禦å¼æ–½æ³•", "cast-defensively-abbrv":"Cast Def", - "cast-defensively-check":"Cast Defensively Check", - "cast-defensively-difficulty-class-abbrv":"Cast Def DC", - "caster-class-level":"Spellcasting class and level", + "cast-defensively-check":"防禦å¼æ–½æ³•æª¢å®š", + "cast-defensively-difficulty-class-abbrv":"防禦å¼æ–½æ³•DC", + "caster-class-level":"施法è·æ¥­èˆ‡ç­‰ç´š", "caster-level":" 施法者等級", "caster-level-abbrv":"CL", - "caster-level-basis-abbreviation":"CL basis", - "caster-level-basis-explanation":"Race/class basis defaults to total character level", + "caster-level-basis-abbreviation":"CL基底", + "caster-level-basis-explanation":"種æ—/è·æ¥­åŸºåº•é è¨­ç‚ºç¸½è§’色等級", "caster-level-calculation":"施法者等級 計算å¼", "caster-level-check":"施法者等級檢定", "caster-level-check-abbrv":"CL檢定", - "caster-level-check-abbrv2":"Casterlvl Chk", - "caster-level-check-notes":"Caster-level Check notes", + "caster-level-check-abbrv2":"施法者等級檢定", + "caster-level-check-notes":"施法者等級檢定註記", "caster-level-miscellaneous-abbrv":"Cl misc", "caster-level-miscellaneous-abbrv2":"Caster lvl misc", "caster-level-modifier-abbrv":"CL修正值", "casting-time":"施法時間", "casting-time-abbrv":"施法時間", "casting-type":"施法類型: ", - "category":"Category", + "category":"分類", "challenge-rating-abbrv":"CR", "char":"角色細節", - "char-h-exp":"Expand Character Details", - "charged":"Charged", - "charged-magic":"Charged Magic Item", - "charged-magics":"Charged Magic Items", - "character-import":"HeroLab Character Import", - "character-import-desc":"Hero Lab XML Import
    Used to import characters from Hero Lab via XML files.
    Step 1: Save the character as an XML file in Hero Lab (File -> Save Custom Output).
    Step 2: Use Code Beautify's XML to JSON converter (link below) to convert the contents of the XML file to JSON (paste contents of XML file from a text editor into the text area labelled 'Xml Input', click 'XML to JSON', then copy the text from the Result area on the right).
    Step 3: Paste the JSON into the text field below these instructions.
    Step 4: Profit!
    Code Beautify: ", - "character-level":"Character Level", + "char-h-exp":"展開角色細節", + "charged":"充能物å“", + "charged-magic":"充能魔法物å“", + "charged-magics":"充能魔法物å“", + "character-import":"HeroLab 角色匯入", + "character-import-desc":"Hero Lab XML Import
    用於é€éŽXML檔案從Hero Lab導入角色。
    步驟 1: 在Hero Lab中把角色存æˆXML檔案 (File -> Save Custom Output).
    步驟 2: 使用 Code Beautify's XML to JSON 轉æ›å™¨(連çµåœ¨ä¸‹æ–¹) 把XML檔案的內容轉æ›æˆJSON (用文字編輯軟體把XML檔案的內容貼到 'Xml Input'下方的文字å€åŸŸï¼Œé»žé¸ 'XML to JSON',接著從å³å´çš„Result複製複製文字。
    步驟 3: 把複製的JSON貼到這些指令下方的文字欄ä½ã€‚
    步驟 4: 完æˆ!
    Code Beautify: ", + "character-level":"角色等級", "character-level-abbrv":"Character lvl", "character-name":"角色姓å", "charges":"數é‡/充能", - "charisma":"Charisma", + "charisma":"魅力", "charisma-abbrv":"魅力", "charisma-abbrv-default":"•魅力", - "charisma-calculation-abbrv":"CHA Calc", - "charisma-penalized":"CHA Penalized", + "charisma-calculation-abbrv":"魅力技能 計算å¼", + "charisma-penalized":"魅力減值", "charisma-penalized-title":"Charisma Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "check":"檢定", "check-calculation":"檢定 計算å¼", - "checks":"Checks", - "chest":"Chest", - "choose-background":"Choose Background:", + "checks":"檢定", + "chest":"胸部", + "choose-background":"é¸æ“‡èƒŒæ™¯:", "class skill-bonus|armor-check-penalty|size-mod|condition-penalty":"本è·æŠ€èƒ½åŠ å€¼ / 防具檢定減值 / 體型修正 / 狀態減值", "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv":"Cl/Ac/Sz/Co", "class":"è·æ¥­", "class-0":"è·æ¥­ 0", - "class-0-title":"Class 0: 1st class", + "class-0-title":"è·æ¥­0: 第一個è·æ¥­", "class-0-default":"•0th Class", "class-1":"è·æ¥­ 1", - "class-1-title":"Class 1: 2nd class", + "class-1-title":"è·æ¥­1: 第二個è·æ¥­", "class-2":"è·æ¥­ 2", - "class-2-title":"Class 2: 3rd class", + "class-2-title":"è·æ¥­2: 第三個è·æ¥­", "class-3":"3rd Class", - "class-3-title":"Class 3: 4th class", + "class-3-title":"è·æ¥­3: 第四個è·æ¥­", "class-4":"4th Class", - "class-4-title":"Class 4: 5th class", + "class-4-title":"è·æ¥­4: 第五個è·æ¥­", "class-5":"5th Class", - "class-5-title":"Class 5: 6th class", + "class-5-title":"è·æ¥­5: 第六個è·æ¥­", "class-abilities":"Abilities", "class-ability":"Class Ability", "class-and-level":"è·æ¥­èˆ‡ç­‰ç´š", @@ -343,16 +464,16 @@ "class-features":"è·æ¥­èƒ½åŠ›", "class-hd":"Class HD", "class-hit-points":"Class Hit Points", - "class-hit-points-abbrv":"Class hp", + "class-hit-points-abbrv":"è·æ¥­hp", "class-information":"è·æ¥­è³‡è¨Š", "class-level-abbrv":"CL", "class-name":"è·æ¥­å稱", "class-number":"è·æ¥­", - "class-number-explanation":"Class number, this number used in dropdowns when selecting class (cannot create select by name)", + "class-number-explanation":"è·æ¥­æ•¸å­—, 此數字用在é¸æ“‡è·æ¥­çš„下拉å¼è¡¨å–® (cannot create select by name)", "class-power-points-abbrv":"è·æ¥­PP", "class-race":"Class and Race", - "class-race-information-abbrv":"Class and Race Information", - "class-race-xp":"Class, Race, Experience", + "class-race-information-abbrv":"è·æ¥­èˆ‡ç¨®æ—資訊", + "class-race-xp":"è·æ¥­ã€ç¨®æ—ã€ç¶“驗值", "class-skill":"本è·", "class-skill-abbrv":"CS", "class-skills-migrated":"Class skill checkboxes", @@ -375,17 +496,17 @@ "combat-maneuver-defense-notes":"CMD註記", "combat-maneuver-defense-notes-place":"在這輸入有關æ¢ä»¶CMD加值的註記", "combat-maneuver-notes-place":"在這輸入有關æ¢ä»¶CMD加值的註記", - "combat-skills":"Combat Skills", + "combat-skills":"戰鬥技能", "comic-sans":" Comic Sans", - "compendium-drag-drop-compatible":" Compendium drag-n-drop compatible ", - "compendium-drag-n-drop-desc":"Drag items, spells, etc from the compendium to an empty row below to auto populate the information. Compendium is at the italic i icon above the chat.", + "compendium-drag-drop-compatible":" 相容於compendium拖動嵌入功能 ", + "compendium-drag-n-drop-desc":"從compendium上拖動物å“ã€æ³•è¡“等項目到下é¢ç©ºç™½çš„欄ä½ä¸­ï¼Œæœƒè‡ªå‹•å¡«å¯«ç›¸é—œè³‡è¨Šã€‚compendiumå¯é»žé¸èŠå¤©å®¤ä¸Šæ–¹çš„i字圖案打開。(如果沒看見i字圖案,請GM到éŠæˆ²è¨­å®šè£¡é–‹å•Ÿã€‚)", "components":"æˆåˆ†", "concentration":" 專注", "concentration-abbrv":"專注", "concentration-bonus-desc":"Bonus to concentration rolls = caster level plus ability score", "concentration-check":"專注檢定", "concentration-check-abbrv":"專注", - "concentration-check-notes":"Concentration Check notes", + "concentration-check-notes":"專注檢定註記", "concentration-label":"Concentration", "concentration-miscellaneous-abbrv":"其他專注加值", "concentration-modifier-abbrv":"Conc Mod", @@ -396,7 +517,7 @@ "condition-dazzled-title":"攻擊檢定å—到-1減值", "condition-deafened-spellonly":"在施放帶有語言æˆåˆ†çš„法術時有20%的失敗率", "condition-deafened-title":"先攻檢定-4,察覺å°æŠ—檢定-4,並在施放帶有語言æˆåˆ†çš„法術時有20%的失敗率", - "condition-description":"Modifiers due to conditions that affect this bonus", + "condition-description":"因為負é¢ç‹€æ…‹å½±éŸ¿æ­¤åŠ å€¼çš„修正值", "condition-energy-drained-title":"所有的屬性檢定ã€æ”»æ“Šæª¢å®šã€æˆ°æŠ€æª¢å®šã€CMDã€è±å…檢定與技能檢定時é­å—å¯ç´¯ç©çš„-1減值。此外,生物的當å‰HP和總HP會因æ¯å€‹è² å‘等級而減少5點。", "condition-entangled-title":"攻擊檢定-2,æ•æ·å—到-4減值", "condition-exhausted-title":"力é‡èˆ‡æ•æ·å—到-6減值", @@ -414,10 +535,10 @@ "condition-stunned-title":"ACå—到-2減值", "conditions":"Conditions", "conditions-set":"設定負é¢ç‹€æ…‹", - "conditions-showsect-cmd":"Click to expand condition edit area.", + "conditions-showsect-cmd":"點擊來展開負é¢ç‹€æ…‹ç·¨è¼¯å€åŸŸ", "config-header-image-info":"Header圖示是在擲骰模版首行顯示的標誌圖案。在角色å¡ä¸Šæ‰€æœ‰çš„巨集都會包å«{{header_image=image attriubute}}。æ¯å€‹æ“²éª°æ¨¡ç‰ˆéƒ½æœ‰ç‰¹å®šçš„圖示屬性,在下列é¸é …中列出。例如 法術擲骰模版會使用{{header_image=@{header_image-pf_spell}}},攻擊圖示å¯ä»¥åœ¨æ¯å€‹æ­¦å™¨çš„\"é¸é …\"部分設定。把滑鼠游標在模版å稱上é¢åœç•™ï¼Œå¯ä»¥å¾—知該圖示的屬性。你å¯ä»¥ä½¿ç”¨ä¸‹åˆ—的網å€(URL)欄來替æ›ä»»ä½•æ“²éª°æ¨¡ç‰ˆçš„圖å¼ï¼Œæˆ–使用{{header_image=[name](url)}}字串。", "config-roll-template-info1":"擲骰模版使用準備好的HTML,CSS與巨集文字的組åˆä¾†å½¢æˆå·¨é›†çš„輸出çµæžœã€‚在Pathfinder角色å¡ä¸­çš„擲骰模版有下列: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", - "config-roll-template-info2":"Macro roll template syntax: &{template:roll template name} {{key=value}}", + "config-roll-template-info2":"巨集擲骰模版語法(Macro roll template syntax): &{template:擲骰模版å稱(roll template name)} {{key=value}}", "config-roll-template-info3":"在下é¢æ˜¯æ¯å€‹æ“²éª°æ¨¡ç‰ˆèˆ‡å…¶å®šç¾©æ€§è³ª(keys)。在巨集中keysåªèƒ½è¢«ä½¿ç”¨ä¸€æ¬¡ã€‚沒有被定義的keyä»ç„¶å¯ä»¥åŒ…å«åœ¨å·¨é›†ä¸­ï¼Œä¸¦æœƒä¾æ“šæ“²éª°æ¨¡ç‰ˆé¡¯ç¤ºåœ¨æ–°çš„行中。例如 {{foo=foo}} Property values å¯åŒ…å«æ–‡å­—,attributes, in-line rolls, 圖片,超連çµï¼Œå…¶ä»–之類的,或這些的組åˆã€‚", "config-roll-template-info4":"æ¯å€‹æ“²éª°æ¨¡ç‰ˆéƒ½æœ‰@{toggle_accessible_flag},這決定下列的字串是å¦æœƒé¡¯ç¤º: {{accessible=true}}。如果accessible被設定,那麼替代的擲骰模版會被使用,此模版ä¸æœƒä½¿ç”¨divs或tables,åªæœƒä½¿ç”¨labelså’Œspans,一些使用者會覺得比較容易使用。這åŒæ¨£ä¹Ÿå¯ä»¥è—‰ç”±é»žæ“Š\"使用簡易模版\"來全é¢è¨­å®šã€‚", "config-roll-template-info5":"Use this syntax to customize output of rolls in the "macro-text" fields found on the sheet.", @@ -433,30 +554,43 @@ "confirm-critical":"é‡æ“Šç¢ºèª", "confirm-critical-bonus":"Crit Confirm", "confirm-critical-bonus-abbrv":"é‡æ“Šç¢ºèª", + "confirm-delete-attack":"Confirm deletion of all Attacks", + "confirm-delete-buff":"Confirm deletion of all Buffs", + "confirm-delete-ability":"Confirm deletion of all Abilities", + "confirm-delete-class-feature":"Confirm deletion of all Orig Class Features", + "confirm-delete-item":"Confirm deletion of all Items", + "confirm-delete-feat":"Confirm deletion of all Orig Feats", + "confirm-delete-mythic-feat":"Confirm deletion of all Mythic Feats", + "confirm-delete-mythic-ability":"Confirm deletion of all Mythic Abilities", + "confirm-delete-race-trait":"Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities":"Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells":"Confirm deletion of all Spells", + "confirm-delete-trait":"Confirm deletion of all Orig Traits", "consolidated":"Consolidated", - "constant":"Constant", - "constitution":"Constitution", + "constant":"常é§", + "constitution":"體質", "constitution-abbrv":"體質", "constitution-abbrv-default":"•體質", "constitution-calculation-abbrv":"體質 計算å¼", - "constitution-penalized":"CON Penalized", + "constitution-penalized":"體質減值", "constitution-penalized-title":"Constitution Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "consumable-charge":"Consumable or Item with Charges or Uses", - "consumable":"Consumable", - "consumables":"Consumables", + "consumable":"消耗å“", + "consumables":"消耗å“", "content":"Content", "copy-duplicate-attrs":"Copy duplicate fields", - "copper-pieces":"Copper pieces", + "copper-pieces":"銅幣", "copper-pieces-abbrv":" CP", "core":"核心", - "core-rules":"Core Rule Options", + "core-rules":"核心è¦å‰‡é¸é …", "cowering":" ç•ç¸®", "craft":"å·¥è—", - "create-attack":"Create Atk", - "create-attack-entry":"Create a new attack based on this weapon", + "create":"Create", + "create-attack":"創造攻擊", + "create-attack-entry":"根據此武器創造新攻擊項目", "crit-confirmation-bonus":"é‡æ“Šç¢ºèªåŠ å€¼", "critical":" é‡å‚· ", - "critical-abbrv":"Crit", + "critical-abbrv":"é‡æ“Š", "critical-confirm":"é‡æ“Šç¢ºèª", "critical-damage":"é‡æ“Šå‚·å®³", "critical-title":"在所有的攻擊檢定ã€è±å…檢定ã€æŠ€èƒ½æª¢å®šèˆ‡å±¬æ€§æª¢å®šä¸Šé­å—-3減值,在AC與施法者等級上也是", @@ -473,7 +607,7 @@ "cs-stealth":"Stealth", "cs-survival":"Survival", "currency":"貨幣", - "current-buffs":"當å‰å¢žç›Š", + "current-buffs":"當å‰Buffs", "current-conditions":"當å‰è² é¢ç‹€æ…‹", "current-experience":"當å‰ç¶“驗值", "current-hit-points-abbrv":"當å‰HP", @@ -482,21 +616,21 @@ "current-power-points-abbrv":"當å‰PP", "custom":"自定義", "custom-roll":"Custom Roll", - "custom-rolls":"Custom Rolls", + "custom-rolls":"自定義擲骰", "custom-url":"Custom URL", - "custom-url-title":"Include a custom header image using the provided URL.", + "custom-url-title":"使用æ供的網å€æ·»åŠ è‡ªå®šç¾©header圖å¼", "custom-category-desc":"Custom category such as spell school or other user defined", "custom-crit-confirmation-bonus":"此攻擊的自定義é‡æ“Šç¢ºèªåŠ å€¼", - "custom-level-abbrv":"Custom Lvl", + "custom-level-abbrv":"自定義", "custom-name":"自定義å稱", - "cyan":"Cyan", + "cyan":"é’色", "d-hit-die":"d(hitdie)", "damage":"傷害", "damage-abbrv":"傷害", "damage-ability":"傷害屬性", - "damage-calculation-abbrv":"傷害 計算å¼", - "damage-dice-affected-by-size":"Damage dice affected by size changes", - "damage-macro-desc":"Damage macro, must use brackets", + "damage-calculation-abbrv":"近戰傷害 計算å¼", + "damage-dice-affected-by-size":"傷害骰會å—體型變化影響", + "damage-macro-desc":"傷害巨集,必須使用括號。", "damage-modifier-abbrv":"傷害修正", "damage-modifiers":"Damage Modifiers", "damage-multiplier-place":"1.5 etc", @@ -504,42 +638,67 @@ "damage-reduction":"傷害減å…", "damage-resistance-abbrv":" DR", "damage-resistance-title":"傷害減å…(DR): 從傷害中無視的數值與å¯ç„¡è¦–此能力的傷害類型(例如5/銀)", - "damage-type":"Damage Type", + "damage-type":"傷害類型", "damage-type-or-description":"傷害類型 / æè¿°", "damage-type-title":"Pierce Blunt Slash other", - "dark-azure":"Dark Azure", - "dark-blue":"Dark Blue", - "dark-cyan":"Dark Cyan", - "dark-green":"Dark Green", - "dark-grey":"Dark Grey", - "dark-orange":"Dark Orange", - "dark-pink":"Dark Pink", - "dark-purple":"Dark Purple", - "dark-red":"Dark Red", - "dark-teal":"Dark teal", - "dark-violet":"Dark Violet", - "dark-yellow":"Dark Yellow", + "dark-azure":"æ·±è—色", + "dark-blue":"æ·±è—色", + "dark-cyan":"æš—é’色", + "dark-green":"暗綠色", + "dark-grey":"æ·±ç°è‰²", + "dark-orange":"暗橙色", + "dark-pink":"深粉紅色", + "dark-purple":"深紫色", + "dark-red":"暗紅色", + "dark-teal":"深水綠", + "dark-violet":"紫羅蘭色", + "dark-yellow":"暗黃色", "dazzled":" 目眩", "deafened":" 耳è¾", "debuff":"Debuff", - "debuff-title":"Negative buffs count as penalties", + "debuff-title":"è² é¢buffsç®—åšæ¸›å€¼", "default":"é è¨­", - "default-size":"Default Size", + "default-size":"é è¨­é«”åž‹", "defense":"防禦", "defense-notes":"防禦註記", "defense-notes-place":"在這輸入有關æ¢ä»¶é˜²ç¦¦åŠ å€¼çš„註記", "defense-options":"防禦é¸é …", "defense-roll-template":"Defense Roll Template ", - "defense-statistics":"Defense Statistics", - "defense-statistics-abbrv":"Defense Stats", + "defense-statistics":"防禦能力統計", + "defense-statistics-abbrv":"防禦能力統計", "defense-values-grid":"防禦數值", "defenses":"防禦", "defensive-abilities":"防禦能力", - "defensive-casting-bonus-abbrv":"Def Cast Bonus", + "defensive-casting-bonus-abbrv":"防禦å¼æ–½æ³•åŠ å€¼", "defensive-info":"Defensive Info", "defensively":"Defensively", "deflect":"åæ–œ", "deity":"ä¿¡ä»°", + "delete-all-rows-are-you-sure":" Deletes ALL rows, are you sure?", + "delete-attack":"Delete Attacks", + "delete-buff":"刪除Buffs", + "delete-ability":"Delete Abilities", + "delete-class-feature":"Delete Orig Class Features", + "delete-item":"Delete Items", + "delete-feat":"Delete Orig Feats", + "delete-mythic-feat":"Delete Mythic Feats", + "delete-mythic-ability":"Delete Mythic Abilities", + "delete-race-trait":"Delete Orig Racial Traits", + "delete-spell-like-abilities":"Delete Orig Spell-like Abilities", + "delete-spells":"Delete Spells", + "delete-trait":"Delete Orig Traits", + "delete-attack-must-confirm-next-checkbox":"Delete all Attacks, must confirm action using next checkbox", + "delete-buff-must-confirm-next-checkbox":"Delete all Buffs, must confirm action using next checkbox", + "delete-ability-must-confirm-next-checkbox":"Delete all Abilities, must confirm action using next checkbox", + "delete-class-feature-must-confirm-next-checkbox":"Delete all Orig Class Features, must confirm action using next checkbox", + "delete-item-must-confirm-next-checkbox":"Delete all Items, must confirm action using next checkbox", + "delete-feat-must-confirm-next-checkbox":"Delete all Orig Feats, must confirm action using next checkbox", + "delete-mythic-feat-must-confirm-next-checkbox":"Delete all Mythic Feats, must confirm action using next checkbox", + "delete-mythic-ability-must-confirm-next-checkbox":"Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-race-trait-must-confirm-next-checkbox":"Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities-must-confirm-next-checkbox":"Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells-must-confirm-next-checkbox":"Delete all Spells, must confirm action using next checkbox", + "delete-trait-must-confirm-next-checkbox":"Delete all Orig Traits, must confirm action using next checkbox", "description":"æè¿°", "details-age":"年齡", "details-deity":"ä¿¡ä»°", @@ -548,19 +707,19 @@ "details-languages":"語言", "details-occupation":"工作(或專業)", "details-weight":"é«”é‡", - "dexterity":"Dexterity", + "dexterity":"æ•æ·", "dexterity-abbrv":"æ•æ·", "dexterity-abbrv-default":"•æ•æ·", "dexterity-calculation-abbrv":"æ•æ· 計算å¼", - "dexterity-penalized":"DEX Penalized", + "dexterity-penalized":"æ•æ·æ¸›å€¼", "dexterity-penalized-title":"Dexterity Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "dice":"骰數", "dice-abbrv":"d", "die":"骰é¢", "difficulty-class-abbrv":"DC", - "difficulty-class-calculation-desc":"10 + Ability score modifier + DC basis level", - "difficulty-class-effect-basis":"DC Basis", - "difficulty-class-effect-basis-desc":"Base for calculation of DC and effects, defaults to one half level / hit dice", + "difficulty-class-calculation-desc":"10 + 屬性修正值 + DC基底等級", + "difficulty-class-effect-basis":"DC基底", + "difficulty-class-effect-basis-desc":"DC與效果計算的基底,é è¨­ç‚º1/2等級或生命骰", "difficulty-class-modifier-abbrv":"DC修正值", "diplomacy":"交涉", "disable-calculations":"Disable Calculations", @@ -569,19 +728,19 @@ "disabled-title":"HP低於此數字會會陷入æ˜è¿·", "disguise":"易容", "display-advanced-macros":"顯示進階攻擊巨集欄ä½", - "display-advanced-macros-title":"Display Advanced fields to add to rolls. These will add to any 1d20 roll. Evaluated at roll-time, so queries may be used. Each requires '0' as default, and [[]] around rolls", - "display-advanced-options":" Display user defined fields", - "display-advanced-options-title":"Display extra fields for advanced customization, such as columns marked 'user defined'", - "display-both-whispers":"Show both roll menu buttons for Monsters/NPCs", - "display-both-whispers-title":"Display both sets of menu buttons at top of page: for PC-Whisper and NPC-Whisper", + "display-advanced-macros-title":"顯示會增加到擲骰中的進階欄ä½ã€‚這些會用在任何的1d20擲骰上。在擲骰時æ‰é€²è¡Œè¨ˆç®—,因此å¯ä½¿ç”¨ä¸‹æ‹‰é¸å–®(query)。Each requires '0' as default,並需用[[]] 包åœä½è¨ˆç®—å¼ã€‚", + "display-advanced-options":" 顯示用戶定義欄ä½", + "display-advanced-options-title":"顯示進階自定義用的進階欄ä½ï¼Œä¾‹å¦‚標記為用戶定義的欄。", + "display-both-whispers":"å°æ€ªç‰©/NPCsåŒæ™‚顯示兩組擲骰é¸å–®æŒ‰éˆ•", + "display-both-whispers-title":"在é é¢é ‚部顯示兩組é¸å–®æŒ‰éˆ•ï¼šPC-Whisperå’ŒNPC-Whisper", "display-cmb-2":"顯示替代戰技攻擊類型", - "display-macro-text":" Display roll templates for customization", - "display-macro-text-title":"Display macro fields for customizing roll template rolls", + "display-macro-text":" 顯示擲骰模版以自定義", + "display-macro-text-title":"顯示巨集欄ä½ä¾†è‡ªå®šç¾©æ“²éª°æ¨¡ç‰ˆçš„擲骰", "display-ranged-2":"顯示替代é ç¨‹æ”»æ“Šé¡žåž‹", - "display-settings-config":"Display settings and configuration page", - "display-spells-known":"Click this to display spells known column", + "display-settings-config":"顯示設定和é…ç½®é é¢", + "display-spells-known":"勾é¸ä»¥é¡¯ç¤ºå·²çŸ¥æ³•è¡“欄", "do-not-show-again":"ä¸è¦å†é¡¯ç¤º", - "do-not-touch":"Do not use this section unless instructed to by sheet developers", + "do-not-touch":"除éžæœ‰è§’色å¡é–‹ç™¼è€…的指示,å¦å‰‡è«‹å‹¿ä½¿ç”¨æ­¤éƒ¨åˆ†", "dodge":"é–ƒé¿", "domain-etc-type-example":"é ˜(å­)域/學派/血統/庇護主", "domain-spells-explanation":"On hybrid that use a mix of prepared and spontaneous spells, this allows the domain checkbox to be used to indicate spontaneous spells that are always available. Domain can be used for Mysteries, Spirit Magic, etc", @@ -598,12 +757,13 @@ "duration":"æŒçºŒæ™‚é–“", "during-combat":"戰鬥中", "during-combat-place":"在這列出所有的戰鬥戰術,包括法術ã€å°ˆé•·èˆ‡é­”法物å“使用。", - "ecology":"ECOLOGY", - "edit-mode-title":"Toggle Expanded mode(full editing) or Compact mode(important fields only).", - "edit-time-custom-num-attributes":"Evaluate at edit time custom number attributes", + "ecology":"生態", + "edge":"ç†æ™ºé‚Šç·£", + "edit-mode-title":"切æ›æ“´å±•æ¨¡å¼(完整編輯) 或簡潔模å¼(僅顯示é‡è¦æ¬„ä½)", + "edit-time-custom-num-attributes":"在編輯時決定çµæžœçš„自定義數字變數", "effect":"效果", - "effective-caster-level":"Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration", - "effective-spell-level":"Effective spell level: use for difficulty class and concentration checks", + "effective-caster-level":"有效施法者/角色等級: 使用在效果上,如果是Sp則使用在施法者等級檢定與專注上", + "effective-spell-level":"有效法術等級: 使用在DC與專注檢定上", "effects-target":"效果/目標", "enable-pfs":" 設定為 PFS é…置設定", "enable-pfs-desc":"設置自動計算生命值,å譽與è²æœ›é»žæ•¸", @@ -613,11 +773,11 @@ "encumbered-speed":"è² é‡é€Ÿåº¦", "encumbrance":"è² é‡", "encumbrance-above-title":"角色å¯ä»¥æŠŠé‡é‡ä¸è¶…éŽæœ€å¤§è² é‡çš„æ±è¥¿èˆ‰éŽé ­é ‚", - "encumbrance-based-on":"Encumbrance based on", + "encumbrance-based-on":"è² é‡åŸºæ–¼", "encumbrance-drag-push-title":"角色在一般情æ³ä¸‹å¯ä»¥æŽ¨å‹•æˆ–æ‹–è¡Œ5å€æ–¼æœ€å¤§è² é‡çš„物å“", "encumbrance-heavy-title":"é‡è¼‰:高於中載時,角色陷入é‡è¼‰", "encumbrance-light-title":"輕載:總負é‡ä½Žæ–¼æ­¤æ•¸å­—時,角色ä¸å—è² é‡å½±éŸ¿", - "encumbrance-max-title":"At this weight or greater the character is immobilized", + "encumbrance-max-title":"大於等於此負é‡æ™‚,角色陷入ç¦è¶³(immobilized)", "encumbrance-medium-title":"中載:高於輕載時,角色陷入中載", "encumbrance-misc-title":"其他增加負é‡çš„加值", "encumbrance-multiplier-title":"è² é‡çš„å€çŽ‡", @@ -632,25 +792,25 @@ "enhance":"Enhance", "enhancement-abbrv":"增強", "enhancement-bonus":"增強加值", - "ensure-macros-uptodate":"Ensure macros are up to date.", + "ensure-macros-uptodate":"確ä¿å·¨é›†æ›´æ–°åˆ°æœ€æ–°", "entangled":" ç³¾çº", - "environment":"Environment", - "equation-macro-place":"#/Equation", + "environment":"環境", + "equation-macro-place":"#/計算å¼", "equipment":"è£å‚™", - "equipment-abbrv":"Equip", - "equipment-list":"Equipment List", - "equipment-type-abbrv":"Equip Type", + "equipment-abbrv":"è£å‚™", + "equipment-list":"è£å‚™æ¸…å–®", + "equipment-type-abbrv":"è£å‚™ç¨®é¡ž", "equipped":"è£å‚™", - "equipped-title":"Select which armor and shield are equipped.", + "equipped-title":"é¸æ“‡å“ªé …盔甲與盾牌為è£å‚™çš„", "error-delete-row":"Error! You must delete this row before editing any items in this section.", "error-msg1":"Error! You must delete this row before editing any items in this section.", "escape-artist":"逃脫", - "every-rounds-abbrv":"Every n rnds", - "everyrounds":"Every", + "every-rounds-abbrv":"æ¯n輪", + "everyrounds":"æ¯å¹¾è¼ª", "exhausted":" 力竭", "expand-all":"展開所有欄ä½", "expand-cmd":"鎖定或解除鎖定所有列", - "expand-multiclass":"Expand to reveal more class rows", + "expand-multiclass":"展開來顯示更多è·æ¥­æ¬„ä½", "experience-and-hero-points":"經驗值與英雄點", "experience-current-place":"當å‰ç¶“驗值", "experience-migrated":"Prestige/ Hero Pt flag", @@ -660,14 +820,15 @@ "extra-crit-abbrv":"é¡å¤–é‡æ“Šå‚·å®³", "extra-critical-damage":"é¡å¤–é‡æ“Šå‚·å®³", "extra-critical-damage-title":"é¡å¤–é‡æ“Šå‚·å®³", + "extra-damage-or-attack-modifiers":"é¡å¤–傷害或攻擊修正值", "extra-damage":"é¡å¤–éžé‡æ“Šå‚·å®³", "extra-damage-section":"é¡å¤–傷害 (ä¸å—é‡æ“Šå€çŽ‡å½±éŸ¿)", "extra-ranks":"é¡å¤–技能點:", "extraordinary-abbrv":"Ex", - "extraordinary-abilities":"Extraordinary Abilities", + "extraordinary-abilities":"特異能力", "extraordinary-abilities-desc":"Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.", "extraordinary-abilities-menu":"Ex", - "eyes":"eyes", + "eyes":"眼ç›", "eyes-details":"瞳色細節", "faction-notes":"勢力註記", "faction-notes-place":"åè­½ã€è²æœ›èˆ‡å‹¢åŠ›è¨»è¨˜", @@ -680,68 +841,68 @@ "favored-class-skill":"天賦è·æ¥­æŠ€èƒ½é»ž", "favored-class-skill-abbrv":"天賦技能點", "fear":" æ懼", - "fear-any":" Fear (any)", + "fear-any":" æ懼 (ä»»æ„)", "feat":"專長", "feat-name":"專長", "feats":"專長", "feats-available":"å¯ç”¨å°ˆé•·æ•¸", "feats-by-level":"由等級ç²å¾—的專長", - "feats-calculation":"Feat Calculations", + "feats-calculation":"專長計算", "feature-list-default-values":"Features default values", "feature-macros-v1":"Orig feature macros to v1", "features":"Features", - "feet":"Feet", + "feet":"腳部", "feet-abbrv":"ft.", "finesse":"Finesse", "flat-footed":" 措手ä¸åŠ", - "flat-footed-armor-class":"Flat-Footed Armor Class", + "flat-footed-armor-class":"措手ä¸åŠé˜²è­·ç­‰ç´š", "flat-footed-armor-class-abbrv":"措手ä¸åŠ", "flat-footed-combat-maneuver-defense-abbrv":"措手ä¸åŠCMD", "flat-footed-touch-abbrv":"措手ä¸åŠæŽ¥è§¸", "fly":"飛行", "footer-aria":"Help links and footer information", - "footnote-a":"â’œ Evaluated at edit time, must evaluate to number. No queries. Extended Expressions allowed.", - "footnote-b":"â’ Evaluated at roll time in chat. Queries allowed. Must put [[brackets]] around rolls.", - "footnote-c":"â’ž Evaluated at roll time in chat. Queries allowed. Must evaluate to number. No [[brackets]] needed.", - "footnote-d":"â’Ÿ Sent to roll template.", + "footnote-a":"â’œ 在編輯時決定çµæžœï¼Œçµæžœå¿…須為數字。ä¸è¡Œä½¿ç”¨ä¸‹æ‹‰é¸å–®(queries)。å¯ä½¿ç”¨Extended Expressions(見goo. gl/jBwQa3)。\"", + "footnote-b":"⒠在擲骰時æ‰æ±ºå®šçµæžœã€‚å¯ä½¿ç”¨ä¸‹æ‹‰å¼é¸å–®(queries)。必須使用[[括號]] 包ä½å¼å­ã€‚", + "footnote-c":"â’ž 在擲骰時æ‰æ±ºå®šçµæžœã€‚å¯ä½¿ç”¨ä¸‹æ‹‰å¼é¸å–®(queries)。çµæžœå¿…須為數字。ä¸é ˆä½¿ç”¨[[括號]] 包ä½å¼å­ã€‚", + "footnote-d":"â’Ÿ 發é€åˆ°æ“²éª°æ¨¡ç‰ˆä¸­ã€‚", "footnotes-aria":"Footnotes information", "footer-info":"Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W. ç¹ä¸­ç¿»è­¯:白貓| 最後更新:", - "fortitude":"Fortitude", + "fortitude":"強韌", "fortitude-abbrv":"強韌", "fortitude-calculation-abbrv":"強韌 計算å¼", "fortitude-save":"強韌è±å…", - "four-legged-abbrv":"Quad", - "frequency":"Frequency", - "frequency-abbrv":"Freq", - "frequency-title":"Select how often this ability is available.", - "full-caster-level-abbrv":"Lvl/HD", + "four-legged-abbrv":"四足", + "frequency":"頻率", + "frequency-abbrv":"頻率", + "frequency-title":"é¸æ“‡æ­¤èƒ½åŠ›å¤šä¹…å¯ç”¨ä¸€æ¬¡", + "full-caster-level-abbrv":"等級/HD", "full-macro":"完整巨集:", "full-macro-place":"巨集/(下拉)é¸å–®(Query)", - "gear":"Gear", + "gear":"è£å‚™", "gear-not-used-place":"ä¸åœ¨æˆ°é¬¥ä¸­ä½¿ç”¨çš„è£å‚™", - "gear-or-tool":"Gear or Tool", + "gear-or-tool":"è£å‚™æˆ–工具", "gear-tool":"Gear and tools", "gear-used-place":"在戰鬥中使用的è£å‚™", "gender":"性別", "generic-roll-template":"Generic Roll Template ", "geography":"地ç†", "global":"Global", - "gold-pieces":"Gold pieces", + "gold-pieces":"金幣", "gold-pieces-abbrv":" GP", - "graphpaper":"Graph-paper", + "graphpaper":"方格紙", "grappled":" 擒抱", "grazed":" 擦傷 ", "grazed-title":"在所有的攻擊檢定ã€è±å…檢定ã€æŠ€èƒ½æª¢å®šèˆ‡å±¬æ€§æª¢å®šä¸Šé­å—-1減值,在AC與施法者等級上也是", - "green":"Green", - "grey":"Grey", - "group":"Group", - "group-by-school":" Group by school", - "group-by-school-desc":"Group spells by school in spells menu", - "group-name":"Group by name for attackbook buttons", + "green":"綠色", + "grey":"ç°è‰²", + "group":"群組", + "group-by-school":" ä¾ç…§å­¸æ´¾åˆ†çµ„", + "group-by-school-desc":"在法術é¸å–®è£¡ä¾ç…§å­¸æ´¾åˆ†çµ„法術", + "group-name":"在攻擊é¸å–®æŒ‰éˆ•ä¸­æŒ‰å稱分組", "hair":"髮色", "hair-details":"髮色細節", "half-caster-level":"½ Caster Level", - "half-caster-level-abbrv-selected":"•½ Lvl/HD", + "half-caster-level-abbrv-selected":"•½ 等級/HD", "half-charisma-abbrv":"1/2 CHA", "half-constitution-abbrv":"1/2 CON", "half-dexterity-abbrv":"1/2 DEX", @@ -749,53 +910,55 @@ "half-strength-abbrv":"1/2 STR", "half-wisdom-abbrv":"1/2 WIS", "handle-animal":"馴養動物", - "hands":"Hands", + "hands":"手部", "hardness-abbrv":"硬度", - "hd-not-bab":" Use HD for CMD instead of BAB", + "hd-not-bab":" 使用HD替代BAB來決定CMD", "hd-not-bab-title":"If checked use total HD not BAB for CMD", - "head":"Head", - "headband":"Headband", + "head":"頭部", + "headband":"頭帶", "header-image":"圖示", - "header-image-default":"Include the default header image.", - "header-image-none":"Do not include a header image.", + "header-image-default":"包å«é è¨­header圖示", + "header-image-none":"ä¸åŒ…å«header圖示", "heading-border-colors":"擲骰模版的é¡è‰²:", "heal":"醫療", "heal-conditions":"治癒能力", "health-and-wounds":"å¥åº·èˆ‡å‚·å£", "healthy":" å¥åº· ", "heavy":"é‡", - "heavy-armor":"Heavy Armor", + "heavy-armor":"é‡ç”²", "height":"身高", - "help-translate":"幫助翻譯:", + "help-translate":"幫助翻譯", "helpless":" 無助", "hero-points":"英雄點", - "hexfreq":"Per 24 hrs per target", + "hexfreq":"æ¯å€‹ç›®æ¨™24 å°æ™‚內生效一次", + "highest-mental-ability":"最高的心智屬性", "history":"æ­·å²", "hit-dice-abbrv":"# HD", - "hit-dice-desc":"Number of Hit Dice to roll", + "hit-dice-desc":"生命骰數é‡", "hit-die":"Hit Die", "hit-die-abbrv":"生命骰", - "hit-die-desc":"Number of Sides of Hit Die", + "hit-die-desc":"生命骰的é¢æ•¸", "hit-point-adjustment-2-abbrv":"HP調整2", "hit-point-misc-migrated":"Misc hp field", - "hit-points":"Hit Points", + "hit-points":"生命值", "hit-points-abbrv":"HP", "hit-points-ability-title":"決定æ¯ç­‰ç´šç”Ÿå‘½å€¼çš„屬性", "hit-points-adjustment-1-abbrv":"HP調整1", "hit-points-adjustment-title":"玩家å¯è¨­å®šçš„最大生命值é¡å¤–調整é‡(å¯ä»¥ç”¨å…¬å¼)", "hit-points-class-title":"è·æ¥­æ‰€çµ¦äºˆçš„生命值", - "hit-points-due-to-hit-dice-abbrv":"Class/HD hp", - "hit-points-due-to-hit-dice-title":"Hit points due to class levels and hit dice", + "hit-points-due-to-hit-dice-abbrv":"è·æ¥­/生命骰hp", + "hit-points-due-to-hit-dice-title":"根據è·æ¥­ç­‰ç´šèˆ‡ç”Ÿå‘½éª°æ‰€å¾—的生命值", "hit-points-modifier-2-title":"根據HP調整2çš„å…¬å¼æ‰€ç”¢ç”Ÿçš„數值", "hit-points-modifier-title":"決定æ¯ç­‰ç´šç”Ÿå‘½å€¼çš„屬性的修正值", "homeland":"故鄉", + "horror-adventures":"Horror Adventures", "how-encumbrance-affects-speed":"How encumbrance affects speed", "hybrid":"Hybrid", "identification-abbrv":"ID", "ignore-encumbrance":"忽略負é‡", "immunities":" å…ç–«", "immunities-title":"無視來自此類來æºçš„傷害與效果(例如 å¼·é…¸,ç«ç„°,麻痺)", - "in-special-abilities-section":"In list under Special Abilities below", + "in-special-abilities-section":"在下é¢çš„特殊能力列表中", "include-attack-notes":"在攻擊檢定中包å«è¨»è¨˜æˆ–header圖å¼? 註記和header圖å¼æœƒèˆ‡æ”»æ“Šé¡žåž‹åŒ¹é…", "include-attack-totals":"包å«ç¸½æ”»æ“ŠåŠ å€¼?", "include-attacks-?":"包å«å¹¾æ¬¡æ”»æ“Š?", @@ -805,36 +968,36 @@ "include-info":"包å«çš„資訊?", "include-information":"包å«çš„資訊?", "include-information-title":"在è±å…檢定中包å«å“ªäº›é¡å¤–資訊?", - "include-notes":"Include notes?", - "include-save-notes":"Include Save Notes in roll", + "include-notes":"包å«è¨»è¨˜?", + "include-save-notes":"在擲骰中顯示è±å…註記", "include-second-attack":"包å«ç¬¬äºŒæ¬¡æ”»æ“Š?", "include-seventh-attack":"包å«ç¬¬ä¸ƒæ¬¡æ”»æ“Š?", "include-sixth-attack":"包å«ç¬¬å…­æ¬¡æ”»æ“Š?", "include-skill-notes":"包å«æŠ€èƒ½è¨»è¨˜?", "include-skill-totals":"包å«ç¸½æŠ€èƒ½åŠ å€¼?", - "include-spell-info":"Include these attributes with each spell roll?", + "include-spell-info":"在法術擲骰中包å«å“ªäº›é¡å¤–資訊?", "include-third-attack":"包å«ç¬¬ä¸‰æ¬¡æ”»æ“Š?", - "update-hp-when-max-changes":" Update curr HP when max HP changes", - "update-hp-when-max-changes-title":"When max hp changes, udates current hit points by same amount", + "update-hp-when-max-changes":" 當最大HP改變時,也更新當å‰HP", + "update-hp-when-max-changes-title":"當最大hp改變時,以åŒæ¨£çš„é‡æ›´æ–°ç•¶å‰ç”Ÿå‘½å€¼", "influence":"Influence", - "inherent-abbrv":"Inhr", - "inherent-bonus":"Inherent Bonus", + "inherent-abbrv":"內在", + "inherent-bonus":"內在加值", "initiative":"先攻", - "initiative-abbrv":"先攻", + "initiative-abbrv-caps":"先攻", "initiative-and-speeds":"先攻與速度", "initiative-notes":" 先攻註記", - "initiative-notes-title":"Include initiative notes with roll.", + "initiative-notes-title":"在先攻檢定中包å«å…ˆæ”»è¨»è¨˜", "insert-macro-attack":"'增加到攻擊' 巨集:", "insert-macro-damage":"'增加到傷害' 巨集:", "instru-a-0":"New sheets begin on the Configuration page. Use the Settings button(config-show) to edit the sheet.", "instru-a-1":"Checkboxes with a label cause the section with same name (h2 or h3 header) to be revealed or hidden.", "instru-a-2":"Screenreader users please turn on reading of Title attributes. A lot of information is still in the titles.", "instru-a-3":"Screenreader users should check expand all to ensure all content is visible to the reader. It is the second checkbox on this page.", - "intelligence":"Intelligence", + "intelligence":"智力", "intelligence-abbrv":"智力", "intelligence-abbrv-default":"•智力", "intelligence-calculation-abbrv":"智力 計算å¼", - "intelligence-penalized":"INT Penalized", + "intelligence-penalized":"智力減值", "intelligence-penalized-title":"Intelligence Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "intimidate":"å¨åš‡", "inventory":"物å“", @@ -848,9 +1011,9 @@ "item-list-default-values":"Items Default Values", "item-macros-current":"Equipment macros to current", "item-name":"物å“å稱", - "items":"Items", + "items":"物å“", "iterative-attacks":"多次攻擊", - "iterative-attacks-abbrv":"Iterative Atks", + "iterative-attacks-abbrv":"多次攻擊", "iterative-attacks-title":"給此武器增加é¡å¤–攻擊", "key-ability":"é—œéµå±¬æ€§", "knowledge":"知識", @@ -867,7 +1030,7 @@ "known-or-special":"Known / Specialties", "languages":"語言", "legs":"è…³", - "legs-title":"角色有多少隻腳,影響到負載能力。", + "legs-title":"角色有多少隻腳會影響到負é‡èƒ½åŠ›ã€‚如果使用四足負é‡è«‹å‹¾é¸ã€‚", "level":"等級", "level-0-spells":"Level 0 Spells", "level-1-ordinal":"1ç´š", @@ -889,24 +1052,24 @@ "level-8-spells":"Level 8 Spells", "level-9-ordinal":"9ç´š", "level-9-spells":"Level 9 Spells", - "level-abbrv":"Lvl", - "level-and-ability":"Level and Caster Ability", - "level-basis":"Level Basis", + "level-abbrv":"等級", + "level-and-ability":"等級與施法者能力", + "level-basis":"等級基底", "level-current":"當å‰è·æ¥­ç­‰ç´š", - "level-hit-dice":"Level and Hit Dice", - "level-hit-dice-abbrv":"Level/HD", - "lift":"Lift", + "level-hit-dice":"等級與生命骰", + "level-hit-dice-abbrv":"等級/HD", + "lift":"舉é‡", "lift-levels":"Lift Levels", - "lift-modifiers":"Lift Modifiers", + "lift-modifiers":"è² é‡ä¿®æ­£å€¼", "light":"輕", "light-armor":"Light Armor", "linguistics":"語言學", "link-hit-points-npc-to-pc":"Updating @{NPC-HP} with sheet open updates @{HP} and vice versa", "link-hit-points-title":"Updating @{NPC-HP} with sheet open updates @{HP} and vice versa.", - "lists":"Lists", + "lists":"列表", "load-only":"åªæœ‰è² è¼‰", - "loading":"Loading...", - "loads":"Loads", + "loading":"載入中...", + "loads":"負載", "loads-and-lift":"負載與舉é‡", "local":"地方", "location":"ä½ç½®", @@ -914,11 +1077,13 @@ "lore":"Lore", "lose-dexterity-title":"AC失去æ•æ·åŠ å€¼", "macro":"巨集", - "macros":"Macros", + "macros":"巨集", "macro-options":"巨集é¸é …", - "macro-recalc-instructions":"If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button.", + "macro-recalc-instructions":"如果你é‡åˆ°åˆ—表或技能巨集出ç¾å•é¡Œï¼Œè«‹å–消下é¢ç›¸æ‡‰çš„框框,然後點擊é é¢æœ€ä¸Šé¢çš„é‡æ–°è¨ˆç®—按鈕。", "macro-text":"巨集", - "macro-text-advanced":"'Add-to-roll' Macros", + "macro-text-advanced":"'加至擲骰'巨集", + "madnesses":"瘋狂:", + "madness-and-effects":"Madnesses and effects", "magic-item":"Magic Item", "maneuverability":"飛行機動性", "manifester-levels":"顯能者等級", @@ -932,11 +1097,13 @@ "maximum-dexterity-bonus-abbrv":"最大æ•æ·åŠ å€¼", "maximum-dexterity-bonus-source-abbrv":"最大æ•æ·é™åˆ¶ä¾†æº", "maximum-dexterity-title":"因為防具或負é‡æ‰€é™åˆ¶åœ¨AC上的最大æ•æ·åŠ å€¼", - "maximum-encumbrance-title":"Maximum encumbrance: 2x heavy, immobilized", + "maximum-encumbrance-title":"最大負é‡é‡: 2å€é‡è¼‰ï¼Œé™·å…¥ç¦è¶³(immobilized)", "medium":"中", "medium-abbrv-default":"•中", "medium-armor":"Medium Armor", "melee":"近戰", + "ranged-attack-abbrv":"Rng Atk", + "melee-attack-abbrv":"Melee Atk", "melee-attack":"Melee Attack", "melee-attack-notes":"近戰攻擊註記", "melee-attack-notes-place":"在這輸入有關æ¢ä»¶è¿‘戰攻擊加值的註記", @@ -945,14 +1112,22 @@ "melee-notes":" 近戰註記", "melee2":"替代近戰", "melee2-attack":"Alt Melee Attack", - "menu-whisper":"Menu Whisper:", + "mental-modifiers-abbrv":"心智屬性", + "mental-modifiers-total":"三項心智屬性的和", + "merge":"Merge", + "merge-class-features":"Merge Orig Class Features into Abilities", + "merge-feats":"Merge Orig Feats into Abilities", + "merge-race-traits":"Merge Orig Racial Traits into Abilities", + "merge-slas":"Merge Orig Spell-like Abilities into Abilities", + "merge-traits":"Merge Orig Traits into Abilities", "metamagic":"超魔", - "metamagic-title":"Click to show spell slot field to differentiate slot from spell level", + "menu-whisper":"Menu Whisper:", + "metamagic-title":"點é¸ä»¥é¡¯ç¤ºæ³•è¡“ä½æ¬„ä½ä¾†å€åˆ†æ³•è¡“ä½èˆ‡æ³•è¡“等級。", "migrations":"Migrations", "migrations-completed":"Migrations Completed", "minimize-all-cmd":"最å°åŒ–/最大化所有列", "minimize-cmd":"最å°åŒ–列", - "misc-skill":"Misc Skill", + "misc-skill":"其他技能", "misc-skill-point-field":"Misc skill point field", "miscellaneous-abbrv":"雜項", "miscellaneous-abbrv-default":"•Misc", @@ -960,20 +1135,20 @@ "miscellaneous-bonus-abbrv":"Misc Bonus", "miscellaneous-macro-abbrv":"雜項巨集", "miscellaneous-skill-abbrv":"其他技能", - "mode":"Mode", + "mode":"模å¼", "modifier-2-abbrv":"修正值2", "modifier-abbrv":"修正值", - "monster-or-non-player-character":"Sheet represents a Monster or NPC", - "monster-or-non-player-character-abbrv":"Monster/NPC", - "monster-or-pc-indicator":"Monster or Player Character indicator", + "monster-or-non-player-character":"此角色å¡ä»£è¡¨æ€ªç‰©æˆ–NPC", + "monster-or-non-player-character-abbrv":"怪物/NPC", + "monster-or-pc-indicator":"此角色å¡ç‚ºæ€ªç‰©æˆ–NPC", "monster-race":"Monster Race", - "monster-racial-hit-dice-abbrv":"Racial HD and stats", - "monster-rule":"Monster Rule", + "monster-racial-hit-dice-abbrv":"種æ—HD與數據", + "monster-rule":"怪物è¦å‰‡", "morale":"士氣", "morale-place":"如果有的話,在這列出在什麼情æ³è©²ç”Ÿç‰©æœƒé€ƒé›¢æˆ°é¬¥ã€‚", "move-adventure-to-background":"Move Adventure to Background", "multiclass":"Multiclass", - "multiple-spellclasses":" Has multiple spellcasting classes", + "multiple-spellclasses":" æ“有多個施法è·æ¥­", "multiplier":"Multiplier", "multiplier-abbrv":"å€çŽ‡", "mythic-abilities":"神話能力", @@ -987,10 +1162,10 @@ "mythic-hit-points-title":"Bonus HP x Tier. This is automatically added to Max HP", "mythic-information":"神話資訊", "mythic-paragon":" 神話典範(專長)", - "mythic-paragon-title":"Has Mythic Paragon feat", + "mythic-paragon-title":"æ“有神話典範專長", "mythic-path":"神話之é“", "mythic-path-features-and-abilities":"神話之é“特性與能力", - "mythic-path-name":"Path Name", + "mythic-path-name":"é“途å稱", "mythic-path-title":"神話之é“: 大法師ã€é¬¥å£«ã€å®ˆè­·è€…ã€è–者ã€çµ±å¸¥æˆ–詭術大師", "mythic-power":"神話之力(MP)", "mythic-power-avail-title":"你當å‰å¯ä»¥ä½¿ç”¨çš„神話之力點數", @@ -1007,17 +1182,18 @@ "natural":"天生護甲", "natural-attack":"天生武器", "natural-attack-secondary":"次è¦å¤©ç”Ÿæ­¦å™¨", - "nature":"Nature", + "nature":"自然", "nav-main-desc":"Main menubar follows this element (it is not inside the menubar element). Menuitem 'all' displays all sections.", - "neck":"Neck", + "neck":"頸部", "negative-number":"Use a negative number to indicate the penalty", "neither":" 皆無", "new":"New", - "new-features":"New Features and Updates", - "next-cast":"Next cast", + "new-features":"新功能和更新", + "next-cast":"下次å¯æ–½æ”¾", "next-level":"下一等級", "no":"No", "no-harmless":"無,無害", + "no-default":"•No", "no-skills-available":"No Skills Available", "nobility":"è²´æ—", "non-lethal-abbrv":"NL", @@ -1026,19 +1202,21 @@ "non-player-character-class-one-spells":"NPC è·æ¥­ 1 法術", "non-player-character-class-two-spells":"NPC è·æ¥­ 2 法術", "non-player-character-feats":"NPC專長", - "non-proficient-armor-title":"Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks", + "non-proficient-armor-title":"在攻擊檢定以åŠæ‰€æœ‰åŸºæ–¼æ•æ·èˆ‡åŠ›é‡çš„屬性與技能檢定上,承å—盔甲(或盾牌) 的防具檢定減值(ACP)", "none":"ç„¡", "none-available":"None Available", "none-default":"•無", - "nonlethal":"Nonlethal", + "nonlethal":"éžè‡´å‘½å‚·å®³", "nonlethal-damage":"éžè‡´å‘½å‚·å®³", "nonlethal-damage-title":"玩家å¯åœ¨æ­¤èª¿æ•´å—到的éžè‡´å‘½å‚·å®³ã€‚當角色å—到的éžè‡´å‘½å‚·å®³å¤§æ–¼ç­‰æ–¼ç•¶å‰HP時會陷入æ惚,欄ä½å¤–框會以黃色顯示。", + "normal-size":"正常大å°", "not-applicable":"NA", "not-applicable-abbrv":"N/A", "not-applicable-abbrv-default":"•N/A", "not-carried":"無攜帶", "notes":"註記", - "notes-and-custom-attributes":"Notes and custom attributes", + "notes-and-custom-attributes":"註記與自定義變數", + "custom-attributes":"自定義變數", "npc":"NPC", "npc-abilities":"NPC Abilities", "npc-ability-checks":"NPC Ability Checks", @@ -1048,7 +1226,7 @@ "npc-all-saves":"NPC All Saves", "npc-aura-compendium-place":"Format: flaming body, unholy aura (DC 26)", "npc-background":"NPC Background", - "npc-buttons":"NPC Buttons", + "npc-buttons":"NPCé¸å–®æŒ‰éˆ•", "npc-combat-skills":"NPC Combat Skills", "npc-consolidated":"NPC Consolidated", "npc-defenses":"NPC Defenses", @@ -1065,18 +1243,18 @@ "npc-special-attacks-place":"在這填加所有的特殊戰鬥動作,照字æ¯æŽ’列。ä¸åŒ…括專長。", "npc-spellike-abilities-text-place":"compendium記載的類法術能力", "npc-spells-known-text-place":"compendium記載的已知法術", - "npc-statblock-header":"Monster statblock input section", - "npc-statblock-import":"Monster statblock import", - "npc-statblock-parse-instructions":"Drag a monster from the compendium here, or type in the statblock values below. Then hit the parse button. The parser will populate the sheet with the underlying stats and attacks.", - "npc-statblock-textarea-instructions":"For multiline textareas, paste in exactly as appears in source. Keep newlines in input.", + "npc-statblock-header":"怪物的statblock 輸入的部分", + "npc-statblock-import":"怪物 statblock 匯入", + "npc-statblock-parse-instructions":"從compendium中拖動怪物至此,或在下方的statblock中輸入。之後點擊分æžæŒ‰éˆ•ã€‚分æžå™¨æœƒä½¿ç”¨ä¸‹é¢çš„數據與攻擊把角色å¡å¡«å¯«å®Œæˆã€‚", + "npc-statblock-textarea-instructions":"å°æ–¼å¤šè¡Œçš„文字,ä¿æŒèˆ‡ä¾†æºä¸€æ¨£çš„æ ¼å¼ç›´æŽ¥è¤‡è£½è²¼ä¸Šã€‚ Keep newlines in input.", "number":"數é‡", - "number-fill-in-skills-show":"Number of craft, perform, profession skills to show:", + "number-fill-in-skills-show":"å·¥è—ã€è¡¨æ¼”與專業技能顯示的數目:", "number-hit-dice-abbrv":"# HD", - "number-misc-skills-show":"Number of Misc skills to show:", - "number-prepared":"# Prepared", - "number-prepared-title":"Indicates the number of prepared spells remaining.", - "number-prepared-abbrv":"# Left", - "number-used":"# Used", + "number-misc-skills-show":"其他技能顯示的數目︰", + "number-prepared":"# 準備", + "number-prepared-title":"表示剩餘的已準備法術的數é‡ã€‚", + "number-prepared-abbrv":"# 剩餘", + "number-used":"# 已使用", "occult":"Occult", "occult-kineticist":"Occult (Kineticist)", "occult-other":"Occult (Other)", @@ -1120,7 +1298,7 @@ "options-spell-concentration-chk-title":"擲骰專注檢定", "options-spell-concentration-title":"包å«å°ˆæ³¨", "options-spell-damage":" Spell Damage", - "options-spell-damage-title":"Include Spell Damage", + "options-spell-damage-title":"包括法術傷害", "options-spell-dc-title":"包å«DC", "options-spell-desc-title":"包å«æŒçºŒæ™‚é–“", "options-spell-duration-title":"包å«æè¿°", @@ -1128,41 +1306,41 @@ "options-spell-range-title":"包å«å°„程", "options-spell-save-title":"包å«è±å…檢定", "options-spell-school-title":"包å«å­¸æ´¾", - "options-spell-spellfail-chk-title":"Include Spell Failure Check", + "options-spell-spellfail-chk-title":"包å«æ³•è¡“失敗檢定", "options-spell-sr-title":"包å«æ³•è¡“抗力", "options-spell-target-title":"包å«ç›®æ¨™/å€åŸŸ", "options-spells-accessible-title":"使用法術的簡易模版", - "orange":"Orange", - "organization":"Organization", - "original-abilities-menus":"Orig Abilities", - "original-class-features-list":"Orig Class Features", - "original-feats-list":"Orig Feats", - "original-racial-traits-list":"Orig Racial Traits", - "original-spell-like-abilities-list":"Orig Spell-Like Abilities", - "original-traits-list":"Orig Traits", - "other":"Other", - "other-1":"Other 1", - "other-1-abbrv":"Oth 1", - "other-2":"Other 2", - "other-2-abbrv":"Oth 2", + "orange":"橙色", + "organization":"組織", + "original-abilities-menus":"舊版角色å¡èƒ½åŠ›", + "original-class-features-list":"舊版角色å¡è·æ¥­èƒ½åŠ›", + "original-feats-list":"舊版角色å¡å°ˆé•·", + "original-racial-traits-list":"舊版角色å¡ç¨®æ—特性", + "original-spell-like-abilities-list":"舊版角色å¡é¡žæ³•è¡“能力", + "original-traits-list":"舊版角色å¡èƒŒæ™¯", + "other":"其他", + "other-1":"其他 1", + "other-1-abbrv":"其他 1", + "other-2":"其他 2", + "other-2-abbrv":"其他 2", "other-currency":"其他貨幣", "other-currency-title":"角色ä¸ä¸»å‹•æ”œå¸¶çš„貨幣(或是放在次元袋中)", "other-gear":"其他è£å‚™", - "other-items":"Other Items", + "other-items":"其他物å“", "other-items-2":"Other Items 2", - "other-magic":"Other Magic", - "other-magic-abbrv":"Magic", + "other-magic":"其他魔法物å“", + "other-magic-abbrv":"魔法物å“", "other-magic-items":"Other Magic Items", "other-spells-per-day-title":"If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day. Or vice-versa", - "over":"Over", - "over-heavy-encumbrance-title":"A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it.", + "over":"超éŽé‡è¼‰", + "over-heavy-encumbrance-title":"角色å¯ä»¥æŠŠé‡é‡2å€æ–¼æœ€å¤§è² é‡çš„物å“抬離地é¢ï¼Œä½†åªèƒ½å¸¶è‘—它勉強移動。", "overcome-spell-resistance-abbrv":"å…‹æœSR", "overloaded":" Overloaded", "overloaded-title":"While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).", - "pages":"Pages", - "parchment-1":"Parchment 1", - "parchment-2":"Parchment 2", - "parse":"Parse", + "pages":"é é¢", + "parchment-1":"羊皮紙 1", + "parchment-2":"羊皮紙 2", + "parse":"分æž", "path":"é“途", "path-number":"é“途 #", "pathfinder-logo":"Pathfinder RPG Logo © Paizo", @@ -1170,32 +1348,33 @@ "pathfinder-psionics":"Pathfinder éˆèƒ½", "pathfinder-unchained":"Pathfinder Unchained", "penalty":"屬性減值", - "per-day-abbrv":"/day", - "per-month-abbrv":"/month", + "per-day-abbrv":"/æ—¥", + "per-month-abbrv":"/月", "perception":"察覺", - "perday":"Per day", + "perday":"æ¯æ—¥", "perform":"表演", "performance":"Performance", "perlevel":"æ¯ç­‰ç´š", - "permonth":"Per month", + "permonth":"æ¯æœˆ", "personal":"個人", + "pick-highest":"挑é¸æœ€é«˜çš„", "pierce-blunt-slash-abbrv":"穿刺/éˆæ“Š/æ®ç ", - "piercing":"Piercing", - "pink":"Pink", + "piercing":"穿刺", + "pink":"粉紅色", "pinned":" 壓制", "planes":"ä½é¢", - "platinum-pieces":"Platinum pieces", + "platinum-pieces":"白金幣", "platinum-pieces-abbrv":" PP", "player-character":"Sheet represents a Player Character", "player-character-abbrv":"PC", "player-name":"玩家姓å", - "points-per-day":"Points/Day", + "points-per-day":"æ¯æ—¥é­”力值", "post-identification":" Post ID", "post-identification-abbrv":" Post ID", "post-identification-number":" Post ID", "post-identification-numbers":" Post IDs", "post-v1":"V 1.0", - "pounds-title":"Weight in pounds", + "pounds-title":"é‡é‡ä»¥ç£…計算", "pounds-abbrv":"磅", "power-point-reserve-abbrv":"總PP", "pre-v1":"Prev 1.0", @@ -1204,9 +1383,9 @@ "precision-damage-type":"é¡å¤–傷害類型", "prepared":"準備", "prepared-manual":"Prepared Manual Tracking", - "prepared-spells-explanation":"On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left.", + "prepared-spells-explanation":"å°æ–¼æº–備型施法者,在使用欄中為正數的法術被èªç‚ºæ˜¯â€œæº–å‚™â€ï¼Œä½¿ç”¨ä¾†ä»£è¡¨è¨˜æ†¶çš„次數和剩下å¯ç”¨çš„次數。", "prestige-points":"è²æœ›é»ž", - "primary-attack":"Primary Attack", + "primary-attack":"主è¦æ”»æ“Š", "profession":"專業", "proficiency":"æ“…é•·", "proficiency-abbrv":"æ“…é•·", @@ -1227,54 +1406,55 @@ "psionic-power-points-reserve-title":"你的總éˆèƒ½é»žæ•¸ç­‰æ–¼ä½ å¾žè·æ¥­ç²å¾—的基本éˆèƒ½é»žæ•¸ã€å¾žé«˜é—œéµå±¬æ€§å€¼ç²å¾—çš„çŽå‹µéˆèƒ½é»žæ•¸èˆ‡å…¶ä»–來æºçš„任何é¡å¤–éˆèƒ½é»žæ•¸ï¼Œä¾‹å¦‚角色種æ—或專長。", "public-roll":"Roll: Public", "public-rolls":"公開擲骰", - "purple":"Purple", + "purple":"紫色", "quantity-abbrv":"數é‡", - "questions-feedback":"å•é¡Œ/回應?:", + "questions-feedback":"å•é¡Œ/回應?", "quick-stats":"速查屬性", "race":"種æ—", - "race-hd":"Race only", - "race-hd-default":"•Race only", + "race-hd":"•åªæœ‰ç¨®æ—", + "race-hd-default":"•åªæœ‰ç¨®æ—", "race-hit-points":"Race Hit Points", "race-hit-points-abbrv":"Race hp", "racial-bonus":"種æ—", - "racial-modifiers":"Racial Modifiers", + "racial-modifiers":"種æ—修正值", "racial-trait-name":"種æ—特性å稱", "racial-traits":"種æ—特性", "range":"射程", "range-custom":"自定義射程", "range-custom-place":"固定數值或隨等級æˆé•·", - "range-in-feet":"Range(′)", + "range-in-feet":"射程(′)", "range-in-feet-long":"Range (ft.)", "range-per-level-desc":"Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')", "ranged":"é ç¨‹", - "ranged-attack":"Ranged Attack", + "ranged-attack":"é ç¨‹æ”»æ“Š", "ranged-attack-notes":"é ç¨‹æ”»æ“Šè¨»è¨˜", "ranged-attack-notes-place":"在這輸入有關æ¢ä»¶é ç¨‹æ”»æ“ŠåŠ å€¼çš„註記", "ranged-calculation":"é ç¨‹æ”»æ“Š 計算å¼", "ranged-image":" Ranged Image", "ranged-notes":" é ç¨‹è¨»è¨˜", - "ranged-touch-ray":"Ranged Touch / Ray", - "ranged-touch-ray2":"Alt Ranged Touch / Ray", + "ranged-touch-ray":"é ç¨‹æŽ¥è§¸ / å°„ç·š", + "ranged-touch-ray2":"替代é ç¨‹æŽ¥è§¸ / å°„ç·š", "ranged2":"替代é ç¨‹", "ranged2-attack":"Alt Ranged Attack", "ranks":"級數", "ranks-remaining":"剩餘技能點", "reach":"觸åŠ(å°º)", "reach-notes":"觸åŠè¨»è¨˜", - "reach-small":"Reach", + "reach-small":"觸åŠ", + "recalculating":"Recalculating...", "recalculate-abbrv":"é‡æ–°è¨ˆç®—", "recalculate-cmd":"é‡æ–°è¨ˆç®—角色å¡çš„數據", "recalculate-hit-points":"é‡æ–°è¨ˆç®—HP並補充至最大值", "recalculate-hit-points-title":"é‡æ–°è¨ˆç®—HP與臨時HP,並把當å‰HP補充到最大值", - "red":"Red", - "reflex":"Reflex", + "red":"紅色", + "reflex":"åå°„", "reflex-abbrv":"åå°„", "reflex-calculation-abbrv":"åå°„ 計算å¼", "reflex-save":"åå°„è±å…", - "religion":"Religion", + "religion":"å®—æ•™", "requires-training":"需è¦å—訓", "requires-training-abbrv":"RT", - "reset":"Reset", + "reset":"é‡ç½®", "resistance":" 抗力", "resistances":"抗力", "resistances-title":"æ¯ç•¶å—到指定類型的傷害時,å¯ç„¡è¦–此數字的傷害(例如 å¼·é…¸ 10)", @@ -1283,19 +1463,30 @@ "ring-two":"戒指 2:", "roll":"Roll", "roll-appearance":"Roll Appearance", - "roll-configuration":"Roll Configuration", + "roll-configuration":"擲骰設定", "roll-template":"擲骰模版", "roll-template-info":"擲骰模版資訊", - "roll-time-custom-attributes":"Evaluate at roll time custom attributes", - "roll-time-custom-num-attributes":"Evaluate at roll time custom number attributes", + "roll-time-custom-attributes":"在擲骰時決定çµæžœçš„自定義變數", + "roll-time-custom-num-attributes":"在擲骰時決定çµæžœçš„自定義數字變數", "rolls":"Rolls", "rounds":"Rounds", - "row-identification-for-macros":"Row ID for macros", - "rule":"Rule", - "rule-category":"Category of rule this falls under", - "rule-options":"Rule Options", + "row-id-desc":"Row ID for macros under ID section of the row. Does not appear in compact Mode.", + "row-identification-for-macros":"給巨集用的Row ID", + "rule":"è¦å‰‡", + "rule-category":"此能力屬於è¦å‰‡çš„哪類分類", + "rule-options":"è¦å‰‡é¸é …", "run":"奔跑", - "run-multiplier-abbrv":"Run Mult", + "run-multiplier-abbrv":"奔跑å€çŽ‡", + "sanity":"ç†æ™º", + "sanity-abbrv":"SAN", + "sanity-beta":"ç†æ™º(測試版)", + "sanity-damage":"ç†æ™ºå‚·å®³", + "sanity-edge":"ç†æ™ºé‚Šç·£", + "sanity-npc-abbrv":"NPC SAN", + "sanity-score":"ç†æ™ºå€¼", + "sanity-save-modifier":"Will Mod", + "sanity-save-custom-modifier":"å°æŠ—ç†æ™ºæ•ˆæžœçš„自訂æ„å¿—è±å…加值", + "sanity-threshold":"ç†æ™ºé–¥å€¼", "save":"è±å…", "save-difficulty-class":"è±å…DC", "save-effect":"è±å…", @@ -1307,24 +1498,26 @@ "saving-throw":" è±å…檢定", "saving-throws":"è±å…檢定", "school":"學派", - "school-etc":"School, etc", + "school-etc":"學派,其他之類", + "score":"ç†æ™ºå€¼", + "score-miscellaneous-abbrv":"ç†æ™ºå€¼é›œé …加值", "secondary-hit-die-abbrv":"生命骰2", "see-text":"見文字", - "see_text":"See Text", + "see_text":"見文字", "select-buffs":"é¸æ“‡å¢žç›Šæ•ˆæžœ", "select-class-or-manual-default":"•é¸æ“‡è·æ¥­æˆ–手動輸入", "select-one-default":"•Select One", "select-spell-resistance-default":"•é¸æ“‡SR", "sense-motive":"察言觀色", "senses":"感官", - "set-armor":"Set Armor", - "set-as-armor":"Set armor values using this row", - "set-as-shield":"Set shield values using this row", - "set-buffs":"Set Buffs", - "set-on-inventory":"Set on inventory page", + "set-armor":"設置盔甲", + "set-as-armor":"使用此列設定盔甲數值", + "set-as-shield":"使用此列設定盾牌數值", + "set-buffs":"設定Buffs", + "set-on-equipment":"在è£å‚™é é¢è¨­å®š", "set-sheet-color":"Set sheet color to rolltemplate color", - "set-shield":"Set Shield", - "settings":"Settings", + "set-shield":"設置盾牌", + "settings":"設定", "sheet-configuration":"角色å¡è¨­å®š", "sheet-created-after-v1":"Sheet created at version 1.00 or later", "sheet-guide":"Wiki '如何使用' 角色å¡æŒ‡å—(英文)", @@ -1333,23 +1526,23 @@ "shield-two":"盾牌 2", "short-description":"簡短æè¿°", "short-description-abbrv":"簡短æè¿°", - "shoulders":"Shoulders", - "show-announcements":"Check to reveal Announcements section", + "shoulders":"肩部", + "show-announcements":"點é¸ä¾†é¡¯ç¤ºå…¬å‘Šéƒ¨åˆ†", "show-graph-paper":"Show graphpaper background", - "show-in-menu":"Show", - "show-in-menu-title":"Click to display a button for this row in the appropriate command menu.", + "show-in-menu":"顯示", + "show-in-menu-title":"點é¸å¾Œæœƒåœ¨ç›¸é—œçš„命令é¸å–®ä¸­é¡¯ç¤ºæ­¤è¡Œçš„按鈕。", "show-old-announcements":"Check to reveal Old Announcements section", "show-onetime-columns":"Show onetime columns", - "show-onetime-columns-title":"Show feat, race, trait, and class and requires training columns.", + "show-onetime-columns-title":"顯示專長ã€ç¨®æ—ã€èƒŒæ™¯ã€æœ¬è·èˆ‡éœ€è¦å—訓的欄ä½", "show-onetime-fields":"Show more fields", - "show-more-fields":"Show more fields", - "show-onetime-item-fields-title":"Show item equipment type, hardness, item-hp, item-hp|max, and value.", + "show-more-fields":"顯示更多欄ä½", + "show-onetime-item-fields-title":"顯示物å“çš„è£å‚™é¡žåž‹ã€ç¡¬åº¦ã€ç‰©å“hpã€ç‰©å“最大hp與價值", "show-skills":"Expand to show more custom skills", - "show-uses":" Show uses", - "show-uses-spell-desc":"Show # spells used per day in spells menu", + "show-uses":" 顯示法術數é‡", + "show-uses-spell-desc":"在法術é¸å–®ä¸­é¡¯ç¤ºæ³•è¡“剩餘數é‡", "showsect-cmd":"點擊一下å¯æ”¶ç´æˆ–æ“´å¼µ", "sickened":" å™å¿ƒ", - "silver-pieces":"Silver pieces", + "silver-pieces":"銀幣", "silver-pieces-abbrv":" SP", "simple-template":"使用簡易模版", "size":"體型", @@ -1374,10 +1567,11 @@ "skill-ranks":"技能點", "skill-size-modifier":"體型技能修正", "skill-size-title":"技能的體型修正值,潛行會加å€", + "skill-take10-dropdown":"Skill take 10 dropdown", "skill-untrained":"技能無å—訓", "skills":"技能", - "skills-per-hit-die":"Skill Ranks per hit die due to race", - "skills-per-hit-die-abbrv":"Skill pts /HD", + "skills-per-hit-die":"來自種æ—的技能點/æ¯ç”Ÿå‘½éª°", + "skills-per-hit-die-abbrv":"技能點/æ¯ç”Ÿå‘½éª°", "skills-per-level":"è·æ¥­æ‰€çµ¦äºˆçš„æ¯ç­‰ç´šæŠ€èƒ½é»ž", "skills-per-level-abbrv":"技能/等級", "skin":"膚色", @@ -1386,19 +1580,22 @@ "sleight-of-hand":"巧手", "slot":"欄ä½", "society":"Society", - "source":"Source", + "source":"來æº", + "source-attack":"Linked attack ID", + "source-attack-title":"ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-attack-placeholder":"Linked attack ID", + "source-mainhand":"Mainhand ID", + "source-offhand":"Offhand ID", "source-ability":"Linked ability ID for", "source-ability-placeholder":"Linked ability ID", "source-ability-title":"ID of the ability from the abilities tab that, when changed, updates this attack entry", "source-item":"Linked Item ID for", "source-item-name":"Linked Item Name", - "source-item-name-title":"Name of the Item from the Inventory tab that, when changed, updates this attack entry", "source-item-placeholder":"Linked Item ID", "source-item-title":"ID of the Item from the Inventory tab that, when changed, updates this attack entry", - "source-name":"Source Name", + "source-name":"來æºå稱", "source-spell":"Linked Spell ID for", "source-spell-name":"Linked Spell Name", - "source-spell-name-title":"Name of the Spell from the Spell tab that, when changed, updates this attack entry", "source-spell-placeholder":"Linked Spell ID", "source-spell-title":"ID of the Spell from the Spell tab that, when changed, updates this attack entry", "source-title":"Source of ability - class or race", @@ -1406,14 +1603,14 @@ "space-reach":"佔據與觸åŠ", "special":"Special", "special-abilities":"特殊能力", - "special-abilities-abbrv":"Spec Abil", + "special-abilities-abbrv":"特殊能力", "special-abilities-and-content":"Special Abilities and Content", "special-abilities-and-content-place":"Format: Special Abilities (newline) Ability Name (Ex): ability description (newline) description of monster", "special-ability-name":"特殊能力å稱", "special-attacks":"特殊攻擊", - "special-attacks-abbrv":"Spec Atk", + "special-attacks-abbrv":"特殊攻擊", "special-defense":"特殊防禦", - "special-defense-notes":"Special Defenses and Notes", + "special-defense-notes":"特殊防禦與註記", "special-qualities":"Special Qualities", "special-qualities-abbrv":"SQ", "special-qualities-place":"在這填加所有的SQ,照字æ¯æŽ’列", @@ -1422,7 +1619,7 @@ "speed-multiplier-title":"奔跑速度å€çŽ‡", "speed-notes":"速度註記", "speed-run-title":"在你的回åˆï¼Œè§’色能一直線奔跑的最大è·é›¢", - "speed-space-reach":"Speed, Space and Reach", + "speed-space-reach":"速度ã€ä½”據與觸åŠ", "speed-title":"根據盔甲與負é‡èª¿æ•´å¾Œçš„速度", "speeds":"速度", "spell-casting-time-place":"施法時間", @@ -1430,23 +1627,23 @@ "spell-class-two":"法術è·æ¥­ 2", "spell-class-zero":"法術è·æ¥­ 0", "spell-components":"æˆåˆ†", - "spell-damage":"Spell Damage", + "spell-damage":"法術傷害", "spell-domain-chk":"領域", "spell-duration":"æŒçºŒæ™‚é–“", "spell-failure":"奧術失敗", "spell-failure-chance":"Spell Failure Chance", - "spell-failure-chk":"Spell Failure Check", + "spell-failure-chk":"法術失敗檢定", "spell-level":"法術等級", - "spell-level-abbrv":"Spell lvl", + "spell-level-abbrv":"法術等級", "spell-level-miscellaneous-abbrv":"Spell lvl misc", - "spell-level-miscellaneous-desc":"Spell level and DC bonus", + "spell-level-miscellaneous-desc":"法術等級與DC加值", "spell-like-abbrv":"Sp", "spell-like-abilities":"類法術能力", - "spell-like-abilities-abbrv":"Spell-like", + "spell-like-abilities-abbrv":"類法術", "spell-like-abilities-class-zero":"類法術能力è·æ¥­ 0", - "spell-like-abilities-default":"•Spell-like Abilities", + "spell-like-abilities-default":"•類法術能力", "spell-like-abilities-menu":"Sp", - "spell-like-abilities-option":"Spell Like Abilities", + "spell-like-abilities-option":"類法術能力", "spell-lists":"法術列表", "spell-macros-current":"Spell macros to current", "spell-migration":"Spell Migration", @@ -1454,17 +1651,17 @@ "spell-name":"法術å稱", "spell-penetration-abbrv":"ç©¿é€æ³•æŠ—", "spell-penetration-abbrv-short":"SP", - "spell-penetration-bonus-abbrv":"Spell Pen Bonus", - "spell-penetration-bonus-label":"Bonus to caster level check for Spell Penetration", + "spell-penetration-bonus-abbrv":"ç©¿é€æ³•æŠ—加值", + "spell-penetration-bonus-label":"å°æŠ—法術抗力的施法者等級檢定的加值", "spell-penetration-check":"Spell Penetration Check", "spell-penetration-modifier-abbrv":"ç©¿é€æ³•æŠ—修正值", - "spell-points":"Spell Points", + "spell-points":"魔力值(Spell Points)", "spell-points-abbrv":"SP", "spell-range":"射程", - "spell-resist-bonus-abbrv":"SR Bonus", + "spell-resist-bonus-abbrv":"SR加值", "spell-resistance":"法術抗力", "spell-resistance-abbrv":"SR", - "spell-resistance-abbrv2":"Spell Resist", + "spell-resistance-abbrv2":"法術抗力", "spell-resistance-title":"法術抗力(SR): é¿å…直接å—到的法術與類法術能力的效果,施法者等級檢定å°æŠ—SRæˆåŠŸå¯ç„¡è¦–", "spell-roll-options":"法術擲骰é¸é …", "spell-roll-template":"Spell Roll Template ", @@ -1472,18 +1669,18 @@ "spell-targets-area-effect":"目標/ å€åŸŸ/ 效果", "spellbook":"法術書", "spellbook-only-prepared-spells":"在法術書中åªé¡¯ç¤ºæº–備的法術", - "spellcasting-ability":"Spellcasting Ability", + "spellcasting-ability":"施法屬性", "spellcasting-classes":"施法è·æ¥­", "spellclass-level-base":"Spellclass level, concentration, and base stats", "spellclass-options":"SpellcasterOptions", "spellcraft":"法術辨識", "spellpoints":"Spellpoints", - "spellranges-migrated":"Spell Ranges", + "spellranges-migrated":"法術射程", "spells":"法術", - "spells-known":"Spells Known", + "spells-known":"已知法術", "spells-migrated":"Spells Migrated", "spells-migrated-title":"Spells migrated. If you have not deleted original spells you can remigrate. To remigrate, delete all spells on spells tab and uncheck, then press refresh.", - "spells-notes":"Spells Notes", + "spells-notes":"法術註記", "spells-per-day":"æ¯æ—¥æ³•è¡“", "spells-prepared":"Spells Prepared", "spells-ranges":"法術射程", @@ -1494,27 +1691,27 @@ "statistics-rolls-abbrv":"Stats rolls:", "statistics-rolls-title":"Defense stats and other future stat blocks", "stealth":"隱匿", - "strength":"Strength", + "strength":"力é‡", "strength-abbrv":"力é‡", "strength-abbrv-default":"•力é‡", "strength-bonus-abbrv":"力é‡åŠ å€¼", "strength-calculation-abbrv":"åŠ›é‡ è¨ˆç®—å¼", - "strength-penalized":"STR Penalized", + "strength-penalized":"力é‡æ¸›å€¼", "strength-penalized-title":"Strength Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "stunned":" 震懾", "sum-uses-from-spells":"Sum of 'Uses' fields in spell rows", - "sum-uses-spells":"Spontaneous
    # Used", + "sum-uses-spells":"自發
    # 已使用", "supernatural-abbrv":"Su", - "supernatural-abilities":"Supernatural Abilities", + "supernatural-abilities":"超自然能力", "supernatural-abilities-menu":"Su", "survival":"生存", "swim":"游泳", "swim-speed":"游泳", - "synchronize-class":"Sync Class", + "synchronize-class":"è·æ¥­(åŒæ­¥æ›´æ–°)", "tactics":"戰術", "target":" 目標", "targets-area-effect":"目標/å€åŸŸ/效果", - "teal":"Teal", + "teal":"è—綠色", "temporary-abbrv":"臨時HP", "temporary-hit-points-abbrv":"臨時HP", "temporary-hit-points-buff-title":"增益所增加的臨時生命值", @@ -1522,13 +1719,17 @@ "temporary-hit-points-maximum-title":"最大臨時生命值", "temporary-hit-points-miscellaneous-title":"玩家å¯è¨­å®šçš„臨時生命值,並會加到總臨時HP值裡", "temporary-hit-points-title":"當å‰è‡¨æ™‚生命值", - "temporary-hp-calculations":"Temp hp calculations", + "temporary-hp-calculations":"臨時hp計算", + "threshold":"ç†æ™ºé–¾å€¼", + "threshold-miscellaneous-abbrv":"閾值雜項加值", "title":"稱號/暱稱", "toggle-background-skills":" 啟動背景技能", - "toggle-buff":"When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", + "toggle-buff":"當勾é¸æ™‚,此buff會啟動並且將效果應用到整張角色å¡ä¸Šã€‚", "toggle-consolidated-skills":" å•Ÿå‹• Consolidated 技能", - "toggle-endurance-feat":" Has Endurance Feat", - "toggle-gritty-mode":" Gritty Mode", + "toggle-endurance-feat":" æ“有堅å¿å°ˆé•·", + "toggle-gritty-mode":" 硬漢模å¼", + "toggle-horror-adventures-long":" 顯示/å•Ÿå‹• Horror Adventures 角色å¡é …ç›®", + "toggle-horror-adventures":" å•Ÿå‹• Horror Adventures (測試版)", "toggle-mythic-adventures":" 顯示/å•Ÿå‹• 神話冒險角色å¡é …ç›®", "toggle-psionics":" 顯示/å•Ÿå‹• éˆèƒ½è§’色å¡é …ç›®", "toggle-unchained-skills":" 顯示/å•Ÿå‹• Unchained 技能", @@ -1538,63 +1739,66 @@ "total-feats":"總專長數", "total-listed":"總共記錄", "total-spells-manually":"Total spells manually", - "total-weight-title":"Total weight carried by character", + "total-weight-title":"角色攜帶的總é‡é‡", "totals":"總共:", "touch":"接觸", "touch-armor-class-abbrv":"接觸", "touch-armor-class-calculation-abbrv":"接觸AC 計算å¼", - "touch-melee2":"Alt Touch (alt melee)", - "tower":"Tower", + "touch-melee2":"替代接觸 (替代近戰)", + "tower":"塔盾", "tower-shield":"塔盾", "trait":"背景", "trait-name":"背景å稱", "traits":"背景", - "traits-and-racial-traits":"Traits and Racial Traits", + "traits-and-racial-traits":"背景與種æ—特性", "traits-monster-rules":"Traits/MRules", - "treasure":"Treasure", + "treasure":"寶è—", "two-legged-default":"•雙足", "type":"é¡žåž‹", "type-or-sub-type":"é¡žåž‹/(亞種)", "unarmed-strike":"Unarmed Strike", - "uncanny-dodge-desc":" Do not lose DEX when Flat-Footed", - "uncanny-dodge-title":"If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions.", - "undead":"Undead", - "undead-title":"Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution", + "uncanny-dodge-desc":" 當措手ä¸åŠæ™‚ä¸æœƒå¤±åŽ»æ•æ·", + "uncanny-dodge-title":"如果點é¸ï¼Œç•¶é™·å…¥æœƒå¤±åŽ»æ•æ·åœ¨AC上的加值的狀態時,ACä¸æœƒå› æ­¤è‡ªå‹•æ¸›å°‘,除了immobilizing狀態。", + "undead":"ä¸æ­»ç”Ÿç‰©", + "undead-title":"此生物為ä¸æ­»ç”Ÿç‰©ï¼Œä½¿ç”¨é­…力替代體質來決定生命值ã€ç›¸é—œèƒ½åŠ›èˆ‡æŠ€èƒ½ã€‚", "uniform-resource-locater-abbrv":"URL", "unknownrange":"Unknown Range", - "unlock-defense-dropdowns":"Allow AC and CMD to use different ability scores", - "unlock-defense-dropdowns-title":"If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", + "unlock-defense-dropdowns":"å…許AC與CMD使用ä¸åŒçš„屬性值", + "unlock-defense-dropdowns-title":"如果點é¸ï¼ŒCMDå¯åœ¨ä¸‹æ‹‰å¼é¸å–®ä¸­ä½¿ç”¨ä¸åŒæ–¼AC的屬性。例如 AC使用æ•æ·ä¸”CMD使用智力,å–代兩者皆由æ•æ·æˆ–感知決定。", "upcoming-changes":"未來的更新", + "update":"æ›´æ–°", + "update-weapons":"Update dual wield attacks with new penalties or improved state", "update-spell-macros":"Update spell macros", - "use-class-features":" Use Separate Class Features List", - "use-dwarf-encumbrance":" Uses dwarf encumbrance rules", - "use-dwarf-encumbrance-title":"Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance", - "use-feats":" Use Separate Feats List", - "use-hero-points":" Use Hero Points", + "use-class-features":" 顯示舊版角色å¡çš„è·æ¥­èƒ½åŠ›åˆ—表", + "use-dwarf-encumbrance":" 使用矮人的負載è¦å‰‡", + "use-dwarf-encumbrance-title":"使用矮人的負載è¦å‰‡: 基本速度ä¸æœƒå› ç‚ºè² è¼‰æˆ–盔甲而é™ä½Ž", + "use-feats":" 顯示舊版角色å¡çš„專長列表", + "use-hero-points":" 使用英雄點", "use-magic-device":"使用魔法è£ç½®", - "use-prestige-fame":" Use Prestige and Fame Points", - "use-racial-traits":" Use Separate Racial Traits List", + "use-prestige-fame":" 使用è²æœ›èˆ‡åè­½", + "use-racial-traits":" 顯示舊版角色å¡çš„種æ—特性列表", "use-round-corners-on-simple-templates":" 圓滑éžç°¡æ˜“模版的四個角", "use-simple-template-attacks":" 使用簡易攻擊模版", "use-simple-template-spells":" 使用簡易法術模版", "use-simple-templates":" 使用簡易模版 (法術與攻擊分別設定)", - "use-size-abbrv":"Use sze", - "use-spell-like-abilities":" Use Separate spell-like ability List", - "use-traits":" Use Separate Traits List", - "used":"Used", - "user-defined":"User Defined", + "use-size-abbrv":"使用體型", + "use-spell-like-abilities":" 顯示舊版角色å¡çš„類法術能力列表", + "use-traits":" 顯示舊版角色å¡çš„背景列表", + "used":"使用", + "user-defined":"使用者定義", "uses":"使用", "uses-attack-type":"Uses indicated attack type", "uses-per-day":"使用/天", - "uses-spells":" Uses Spells", - "uses-spell-points":" Uses Spell Points", + "uses-spells":" 使用法術", + "uses-spell-points":" 使用魔力值系統(Spell Points)", "uses-spells-migrated":"Uses Spells flag", - "uses-spells-title":"Character has spells", - "uses-spell-points-title":"Character usees spell points", + "uses-spells-title":"角色æ“有法術", + "uses-spell-points-title":"角色使用魔力值", + "v1":"Post v1", "value":"價值", "value-abbrv":"數值", "verdana":" Verdana", - "version":"Version", + "version":"版本", "version-abbrv":"版本", "versus-abbrv":"Vs.", "versus-armor-class":"vs AC", @@ -1603,18 +1807,18 @@ "versus-flat-footed":"vs FF", "versus-flat-footed-touch":"vs FF 接觸", "versus-touch":"vs 接觸", - "violet":"Violet", + "violet":"暗紫色", "vision":"視覺", "vision-details":"視覺細節", - "vision-senses":"Vision/Senses", + "vision-senses":"視覺/感官", "vision-title":"æ˜æš—視覺,黑暗視覺,之類", "weaknesses":" 弱點", "weaknesses-title":"å¯èƒ½æœƒé­å—è² é¢ç‹€æ…‹(例如日光虛弱/æ惚)", - "weapon":"Weapon", - "weapon-attributes":"Weapon Attributes", + "weapon":"武器", + "weapon-attributes":"武器屬性", "weapon-default":"•Weapon", "weapon-notes":"武器註記", - "weapons":"Weapons", + "weapons":"武器", "weight":"é«”é‡", "weight-abbrv":"é‡é‡", "whisper-gm":"Roll: GM", @@ -1622,17 +1826,17 @@ "whisper-non-player-character-rolls":"NPC rolls: å‘GMç§èªžæˆ–公開擲骰", "whisper-rolls-title":"å‘GM暗骰或公開擲骰", "whisper-to-game-master":"å‘GMç§èªž", - "white":"White", - "willpower":"Willpower", + "white":"白色", + "willpower":"æ„å¿—", "willpower-abbrv":"æ„å¿—", "willpower-calculation-abbrv":"æ„å¿— 計算å¼", "willpower-save":"æ„å¿—è±å…", - "willpower-save-abbrv":"Will Save", - "wisdom":"Wisdom", + "willpower-save-abbrv":"æ„å¿—è±å…", + "wisdom":"感知", "wisdom-abbrv":"感知", "wisdom-abbrv-default":"•感知", "wisdom-calculation-abbrv":"感知 計算å¼", - "wisdom-penalized":"WIS Penalized", + "wisdom-penalized":"感知減值", "wisdom-penalized-title":"Wisdom Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "worn-armor":"穿戴盔甲", "worn-equipment":"穿戴的è£å‚™", @@ -1644,19 +1848,20 @@ "worn-equipment-quantity-title":"如果物å“有充能,這代表還剩多少", "worn-equipment-short-desc-title":"物å“的敘述", "worn-equipment-slot-title":"è£å‚™ç©¿æˆ´åœ¨èº«ä¸Šçš„ä½ç½®", - "worn-equipment-title":"The equipment currently worn by the character", + "worn-equipment-title":"ç›®å‰è§’色所穿戴的è£å‚™", "worn-equipment-value-title":"物å“的價值,以金幣表示", "worn-equipment-weight-title":"物å“çš„é‡é‡", - "worn-item-name":"Worn Item Name", - "worn-items":"Worn Items", + "worn-item-name":"穿戴物å“çš„å稱", + "worn-items":"穿戴的物å“", "worn-shield":"穿戴盾牌", "wound-threshold":"傷害臨界", "wounded":" å—å‚· ", "wounded-title":"在所有的攻擊檢定ã€è±å…檢定ã€æŠ€èƒ½æª¢å®šèˆ‡å±¬æ€§æª¢å®šä¸Šé­å—-2減值,在AC與施法者等級上也是", - "wrist":"Wrist", - "yellow":"Yellow", + "wrist":"手臂", + "yellow":"黃色", "yes":"Yes", "yes-default":"•Yes", "yes-harmless":"有,無害", + "yes-object":"Yes (Object)", "yes-or-custom":"Yes or Custom" } \ No newline at end of file diff --git a/Pathfinder-Neceros/translations/zu.json b/Pathfinder-Neceros/translations/zu.json index 983b5b813763..685e06999658 100644 --- a/Pathfinder-Neceros/translations/zu.json +++ b/Pathfinder-Neceros/translations/zu.json @@ -1,4 +1,126 @@ { + "use-buff-bonus-stacking":"crwdns42176:0crwdne42176:0", + "bonus-type":"crwdns42177:0crwdne42177:0", + "untyped":"crwdns42178:0crwdne42178:0", + "untyped-default":"crwdns42179:0crwdne42179:0", + "alchemical":"crwdns42180:0crwdne42180:0", + "circumstance":"crwdns42181:0crwdne42181:0", + "competence":"crwdns42182:0crwdne42182:0", + "enhancement":"crwdns42183:0crwdne42183:0", + "equivalent-to":"crwdns42184:0crwdne42184:0", + "inherent":"crwdns42185:0crwdne42185:0", + "insight":"crwdns42186:0crwdne42186:0", + "luck":"crwdns42187:0crwdne42187:0", + "profane":"crwdns42188:0crwdne42188:0", + "sacred":"crwdns42189:0crwdne42189:0", + "customa":"crwdns42190:0crwdne42190:0", + "customb":"crwdns42191:0crwdne42191:0", + "customc":"crwdns42192:0crwdne42192:0", + "deflection":"crwdns42193:0crwdne42193:0", + "circumstance-cmd":"crwdns42194:0crwdne42194:0", + "untyped-cmd-default":"crwdns42195:0crwdne42195:0", + "deflection-touch-cmd":"crwdns42196:0crwdne42196:0", + "dodge-touch-cmd":"crwdns42197:0crwdne42197:0", + "insight-cmd":"crwdns42198:0crwdne42198:0", + "luck-cmd":"crwdns42199:0crwdne42199:0", + "morale-cmd":"crwdns42200:0crwdne42200:0", + "profane-cmd":"crwdns42201:0crwdne42201:0", + "sacred-cmd":"crwdns42202:0crwdne42202:0", + "rangeddmg-ability-buffs":"crwdns42203:0crwdne42203:0", + "all-checks":"crwdns41757:0crwdne41757:0", + "all-checks-calc":"crwdns41758:0crwdne41758:0", + "ability-tracking":"crwdns41760:0crwdne41760:0", + "item-tracking":"crwdns41761:0crwdne41761:0", + "misc-tracking":"crwdns41762:0crwdne41762:0", + "3-sizes-smaller":"crwdns41763:0crwdne41763:0", + "2-sizes-smaller":"crwdns41764:0crwdne41764:0", + "1-size-smaller":"crwdns41765:0crwdne41765:0", + "1-size-larger":"crwdns41766:0crwdne41766:0", + "2-sizes-larger":"crwdns41767:0crwdne41767:0", + "3-sizes-larger":"crwdns41768:0crwdne41768:0", + "buff-strength-based-skills-title":"crwdns41769:0crwdne41769:0", + "buff-dexterity-based-skills-title":"crwdns41770:0crwdne41770:0", + "buff-constitution-based-skills-title":"crwdns41771:0crwdne41771:0", + "buff-intelligence-based-skills-title":"crwdns41772:0crwdne41772:0", + "buff-wisdom-based-skills-title":"crwdns41773:0crwdne41773:0", + "buff-charisma-based-skills-title":"crwdns41774:0crwdne41774:0", + "combat-maneuver-bonus-only-abbrv":"crwdns41775:0crwdne41775:0", + "strength-calculation-skills-abbrv":"crwdns41776:0crwdne41776:0", + "dexterity-calculation-skills-abbrv":"crwdns41777:0crwdne41777:0", + "constitution-calculation-skills-abbrv":"crwdns41778:0crwdne41778:0", + "intelligence-calculation-skills-abbrv":"crwdns41779:0crwdne41779:0", + "wisdom-calculation-skills-abbrv":"crwdns41780:0crwdne41780:0", + "charisma-calculation-skills-abbrv":"crwdns41781:0crwdne41781:0", + "buff-armor-title":"crwdns41782:0crwdne41782:0", + "buff-shield-title":"crwdns41783:0crwdne41783:0", + "buff-natural-title":"crwdns41784:0crwdne41784:0", + "buff-flat-footed-title":"crwdns41785:0crwdne41785:0", + "buff-initiative-title":"crwdns41786:0crwdne41786:0", + "buff-size-title":"crwdns41787:0crwdne41787:0", + "buff-speed-title":"crwdns41788:0crwdne41788:0", + "buff-damage-ranged-title":"crwdns41789:0crwdne41789:0", + "buff-damage-melee-title":"crwdns41790:0crwdne41790:0", + "buff-combat-maneuver-bonus-title":"crwdns41791:0crwdne41791:0", + "buff-skill-checks-title":"crwdns41792:0crwdne41792:0", + "buff-ability-checks-title":"crwdns41793:0crwdne41793:0", + "armor-calculation-abbrv":"crwdns41794:0crwdne41794:0", + "shield-calculation-abbrv":"crwdns41795:0crwdne41795:0", + "shield-default":"crwdns42204:0crwdne42204:0", + "natural-armor-default":"crwdns42205:0crwdne42205:0", + "armor-default":"crwdns42206:0crwdne42206:0", + "natural-armor-abbrv":"crwdns41796:0crwdne41796:0", + "natural-calculation-abbrv":"crwdns41797:0crwdne41797:0", + "flat-footed-only-calculation-abbrv":"crwdns41798:0crwdne41798:0", + "initiative-calculation-abbrv":"crwdns41799:0crwdne41799:0", + "size-calculation-abbrv":"crwdns41800:0crwdne41800:0", + "speed-calculation-abbrv":"crwdns41801:0crwdne41801:0", + "damage-ranged-calculation-abbrv":"crwdns41802:0crwdne41802:0", + "damage-melee-calculation-abbrv":"crwdns41803:0crwdne41803:0", + "combat-maneuver-bonus-calculation-abbrv":"crwdns41804:0crwdne41804:0", + "skill-checks-calculation-abbrv":"crwdns41805:0crwdne41805:0", + "ability-checks-calculation-abbrv":"crwdns41806:0crwdne41806:0", + "new-buffs":"crwdns41807:0crwdne41807:0", + "strength-skills-abbrv":"crwdns41808:0crwdne41808:0", + "dexterity-skills-abbrv":"crwdns41809:0crwdne41809:0", + "constitution-skills-abbrv":"crwdns41810:0crwdne41810:0", + "intelligence-skills-abbrv":"crwdns41811:0crwdne41811:0", + "wisdom-skills-abbrv":"crwdns41812:0crwdne41812:0", + "charisma-skills-abbrv":"crwdns41813:0crwdne41813:0", + "natural-abbrv":"crwdns41814:0crwdne41814:0", + "flat-footed-abbrv":"crwdns41815:0crwdne41815:0", + "initiative-abbrv":"crwdns41816:0crwdne41816:0", + "init-speed-full-macro":"crwdns42693:0crwdne42693:0", + "init-speed-info":"crwdns42694:0crwdne42694:0", + "init-speed-title":"crwdns42695:0%{init-speed-info}crwdne42695:0", + "information-abbrv":"crwdns42696:0crwdne42696:0", + "skill-checks":"crwdns41817:0crwdne41817:0", + "damage-ranged-abbrv":"crwdns41818:0crwdne41818:0", + "damage-melee-abbrv":"crwdns41819:0crwdne41819:0", + "skill-checks-abbrv":"crwdns41820:0crwdne41820:0", + "ability-checks-abbrv":"crwdns41821:0crwdne41821:0", + "spell-tracking":"crwdns41823:0crwdne41823:0", + "extra-damage-condition":"crwdns41824:0crwdne41824:0", + "rake-rend-etc":"crwdns41825:0crwdne41825:0", + "number-extra-attacks":"crwdns42207:0crwdne42207:0", + "number-extra-attacks-title":"crwdns41827:0crwdne41827:0", + "all-saves-macro":"crwdns41828:0crwdne41828:0", + "all-saves-macro-title":"crwdns41829:0{all_saves-macro}crwdne41829:0", + "dual-wield":"crwdns41689:0crwdne41689:0", + "dual-wield-beta":"crwdns41690:0crwdne41690:0", + "use-dual-wield-beta":"crwdns41691:0crwdne41691:0", + "dual-wield-instructions":"crwdns41830:0crwdne41830:0", + "create-dual-wield":"crwdns41831:0crwdne41831:0", + "improved-title":"crwdns41693:0crwdne41693:0", + "two-weapon":"crwdns41694:0crwdne41694:0", + "mainhand-id":"crwdns41695:0crwdne41695:0", + "mainhand-penalty-abbrv":"crwdns41832:0crwdne41832:0", + "mainhand-penalty":"crwdns41833:0crwdne41833:0", + "offhand-id":"crwdns41697:0crwdne41697:0", + "offhand-penalty":"crwdns41834:0crwdne41834:0", + "offhand-penalty-abbrv":"crwdns41835:0crwdne41835:0", + "offhand-damage-multiplier-abbrv":"crwdns41836:0crwdne41836:0", + "offhand-damage-multiplier":"crwdns42208:0crwdne42208:0", + "improved":"crwdns41699:0crwdne41699:0", "tahoma":"crwdns38945:0crwdne38945:0", "lucida":"crwdns38946:0crwdne38946:0", "segoe":"crwdns38947:0crwdne38947:0", @@ -8,10 +130,10 @@ "1-ordinal":"crwdns27544:0crwdne27544:0", "10-ordinal":"crwdns27545:0crwdne27545:0", "100-at-level-1":"crwdns38950:0crwdne38950:0", - "100-at-level-1-title":"crwdns38951:0crwdne38951:0", + "100-at-level-1-title":"crwdns41838:0crwdne41838:0", "2-ordinal":"crwdns27546:0crwdne27546:0", "24-per-target":"crwdns38952:0crwdne38952:0", - "24-per-target-abbrv":"crwdns38953:0crwdne38953:0", + "24-per-target-abbrv":"crwdns58309:0crwdne58309:0", "3-ordinal":"crwdns27547:0crwdne27547:0", "4-ordinal":"crwdns27548:0crwdne27548:0", "5-ordinal":"crwdns27549:0crwdne27549:0", @@ -41,19 +163,19 @@ "ability-basis-desc":"crwdns38971:0crwdne38971:0", "ability-bonus":"crwdns38972:0crwdne38972:0", "ability-checks":"crwdns38973:0crwdne38973:0", - "ability-damage-desc":"crwdns38974:0crwdne38974:0", - "ability-drain-desc":"crwdns38975:0crwdne38975:0", + "ability-damage-desc":"crwdns41839:0crwdne41839:0", + "ability-drain-desc":"crwdns41840:0crwdne41840:0", "ability-list-default-values":"crwdns38976:0crwdne38976:0", "ability-lists-flags":"crwdns38977:0crwdne38977:0", "ability-macros-current":"crwdns38978:0crwdne38978:0", "ability-menus":"crwdns38979:0crwdne38979:0", "ability-name":"crwdns27561:0crwdne27561:0", - "ability-penalty-desc":"crwdns38980:0crwdne38980:0", + "ability-penalty-desc":"crwdns41841:0crwdne41841:0", "ability-roll-template":"crwdns38981:0crwdne38981:0", "ability-score":"crwdns38982:0crwdne38982:0", "ability-scores":"crwdns27562:0crwdne27562:0", "ability-type":"crwdns38983:0crwdne38983:0", - "ability-type-title":"crwdns38984:0crwdne38984:0", + "ability-type-title":"crwdns41842:0crwdne41842:0", "above-head":"crwdns27563:0crwdne27563:0", "accessibility":"crwdns38985:0crwdne38985:0", "acrobatics":"crwdns27565:0crwdne27565:0", @@ -65,7 +187,7 @@ "additional-damage":"crwdns38989:0crwdne38989:0", "additional-damage-macro-query-included-with-crits":"crwdns38990:0crwdne38990:0", "additional-damage-title":"crwdns38991:0crwdne38991:0", - "additional-modifier-or-macro":"crwdns38992:0[1d6]crwdnd38992:0[2d20k1]crwdne38992:0", + "additional-modifier-or-macro":"crwdns41843:0[1d6]crwdnd41843:0[2d20k1]crwdne41843:0", "adjust-damage-by-size":"crwdns41093:0crwdne41093:0", "advanced":"crwdns38993:0crwdne38993:0", "adventure":"crwdns38994:0crwdne38994:0", @@ -99,35 +221,35 @@ "always-show-domain-spells":"crwdns39003:0crwdne39003:0", "ammo":"crwdns27593:0crwdne27593:0", "ammunition":"crwdns39004:0crwdne39004:0", - "announcements-0":"crwdns39005:0crwdne39005:0", - "announcements-1":"crwdns39006:0crwdne39006:0", - "announcements-2":"crwdns39007:0crwdne39007:0", - "announcements-3":"crwdns39008:0crwdne39008:0", - "announcements-4":"crwdns41046:0crwdne41046:0", + "announcements-0":"crwdns41844:0crwdne41844:0", + "announcements-1":"crwdns41845:0crwdne41845:0", + "announcements-2":"crwdns41846:0crwdne41846:0", + "announcements-3":"crwdns41847:0crwdne41847:0", + "announcements-4":"crwdns41848:0crwdne41848:0", "announcements-5":"crwdns39010:0crwdne39010:0", - "announcements-6":"crwdns39011:0crwdne39011:0", + "announcements-6":"crwdns41849:0crwdne41849:0", "announcements-7":"crwdns39012:0crwdne39012:0", "announcements-8":"crwdns39013:0crwdne39013:0", "announcements-9":"crwdns39014:0crwdne39014:0", "announcements-10":"crwdns41047:0crwdne41047:0", "announcements-11":"crwdns39016:0crwdne39016:0", "announcements-12":"crwdns39017:0crwdne39017:0", - "announcements-13":"crwdns39018:0crwdne39018:0", + "announcements-13":"crwdns41850:0crwdne41850:0", "announcements-14":"crwdns39019:0crwdne39019:0", "announcements-15":"crwdns39020:0crwdne39020:0", - "announcements-16":"crwdns39021:0crwdne39021:0", - "announcements-17":"crwdns39022:0crwdne39022:0", - "announcements-18":"crwdns39023:0crwdne39023:0", - "announcements-19":"crwdns39024:0crwdne39024:0", - "announcements-20":"crwdns39025:0crwdne39025:0", - "announcements-21":"crwdns39026:0crwdne39026:0", - "announcements-22":"crwdns39027:0crwdne39027:0", - "announcements-23":"crwdns40550:0crwdne40550:0", - "announcements-24":"crwdns40551:0crwdne40551:0", - "announcements-25":"crwdns40552:0crwdne40552:0", - "announcements-26":"crwdns40553:0crwdne40553:0", + "announcements-16":"crwdns41851:0crwdne41851:0", + "announcements-17":"crwdns41852:0crwdne41852:0", + "announcements-18":"crwdns41853:0crwdne41853:0", + "announcements-19":"crwdns41854:0crwdne41854:0", + "announcements-20":"crwdns41855:0crwdne41855:0", + "announcements-21":"crwdns41856:0crwdne41856:0", + "announcements-22":"crwdns41857:0crwdne41857:0", + "announcements-23":"crwdns41858:0crwdne41858:0", + "announcements-24":"crwdns41859:0crwdne41859:0", + "announcements-25":"crwdns41860:0crwdne41860:0", + "announcements-26":"crwdns41861:0crwdne41861:0", "announcements-27":"crwdns40554:0crwdne40554:0", - "announcements-99":"crwdns39028:0crwdne39028:0", + "announcements-99":"crwdns41862:0crwdne41862:0", "announcements":"crwdns27634:0crwdne27634:0", "announcements-old":"crwdns39029:0crwdne39029:0", "appraise":"crwdns27636:0crwdne27636:0", @@ -144,7 +266,7 @@ "armor-class-bonus":"crwdns27644:0crwdne27644:0", "armor-class-calculation-abbrv":"crwdns27645:0crwdne27645:0", "armor-notes":"crwdns27646:0crwdne27646:0", - "armor-notes-place":"crwdns27647:0crwdne27647:0", + "armor-notes-place":"crwdns41863:0crwdne41863:0", "armor-or-shield":"crwdns39033:0crwdne39033:0", "armor-penalties":"crwdns27649:0crwdne27649:0", "armor-shield":"crwdns39034:0crwdne39034:0", @@ -184,25 +306,25 @@ "attack-modifier-abbrv":"crwdns27677:0crwdne27677:0", "attack-modifiers-abbrv":"crwdns27679:0crwdne27679:0", "attack-notes":"crwdns27680:0crwdne27680:0", - "attack-notes-place":"crwdns39043:0crwdne39043:0", + "attack-notes-place":"crwdns41864:0crwdne41864:0", "attack-penalty":"crwdns27682:0crwdne27682:0", "attack-roll-template":"crwdns27684:0crwdne27684:0", "attack-type":"crwdns27685:0crwdne27685:0", "attack-type-abbrv":"crwdns39044:0crwdne39044:0", "attacks":"crwdns27689:0crwdne27689:0", "attacks-dmg-migrated":"crwdns39045:0crwdne39045:0", - "attacks-dmg-migrated-title":"crwdns39046:0crwdne39046:0", - "attacks-macros-migrated":"crwdns39047:0crwdne39047:0", - "attacks-macros2-migrated":"crwdns39048:0crwdne39048:0", - "attacks-macros64-migrated":"crwdns39049:0crwdne39049:0", - "attacks-migrated-title":"crwdns27693:0crwdne27693:0", + "attacks-dmg-migrated-title":"crwdns41865:0crwdne41865:0", + "attacks-macros-migrated":"crwdns41866:0crwdne41866:0", + "attacks-macros2-migrated":"crwdns41867:0crwdne41867:0", + "attacks-macros64-migrated":"crwdns41868:0crwdne41868:0", + "attacks-migrated-title":"crwdns41869:0crwdne41869:0", "atwill":"crwdns39050:0crwdne39050:0", "aura":"crwdns27695:0crwdne27695:0", "automatically-calculate-hit-points-abbrv":"crwdns39051:0crwdne39051:0", "average-hit-point-abbrv":"crwdns39052:0crwdne39052:0", "azure":"crwdns27696:0crwdne27696:0", "background":"crwdns27697:0crwdne27697:0", - "background-title":"crwdns39053:0crwdne39053:0", + "background-title":"crwdns41870:0crwdne41870:0", "background-ranks-remaining":"crwdns27699:0crwdne27699:0", "background-skills":"crwdns39054:0crwdne39054:0", "base":"crwdns27700:0crwdne27700:0", @@ -214,10 +336,10 @@ "base-speed":"crwdns27703:0crwdne27703:0", "base-spells-per-day":"crwdns39058:0crwdne39058:0", "base-statistics":"crwdns27704:0crwdne27704:0", - "base-statistics-place":"crwdns27705:0crwdne27705:0", + "base-statistics-place":"crwdns41871:0crwdne41871:0", "base-value":"crwdns27706:0crwdne27706:0", "before-combat":"crwdns27707:0crwdne27707:0", - "before-combat-place":"crwdns27708:0crwdne27708:0", + "before-combat-place":"crwdns41872:0crwdne41872:0", "belt":"crwdns39059:0crwdne39059:0", "black":"crwdns27711:0crwdne27711:0", "black-default":"crwdns27712:0crwdne27712:0", @@ -233,34 +355,33 @@ "bonus-power-points-abbrv":"crwdns27719:0crwdne27719:0", "bonus-spells":"crwdns39063:0crwdne39063:0", "buff":"crwdns27720:0crwdne27720:0", - "buff-armor-class-title":"crwdns27721:0crwdne27721:0", - "buff-caster-level-title":"crwdns27722:0crwdne27722:0", - "buff-charisma-title":"crwdns39064:0crwdne39064:0", - "buff-cmd-title":"crwdns27724:0crwdne27724:0", - "buff-constitution-title":"crwdns39065:0crwdne39065:0", - "buff-damage-title":"crwdns27726:0crwdne27726:0", - "buff-dexterity-title":"crwdns39066:0crwdne39066:0", - "buff-fortitude-title":"crwdns27728:0crwdne27728:0", - "buff-intelligence-title":"crwdns39067:0crwdne39067:0", - "buff-melee-title":"crwdns27730:0crwdne27730:0", + "buff-armor-class-title":"crwdns41873:0crwdne41873:0", + "buff-caster-level-title":"crwdns41874:0crwdne41874:0", + "buff-charisma-title":"crwdns41875:0crwdne41875:0", + "buff-cmd-title":"crwdns41876:0crwdne41876:0", + "buff-constitution-title":"crwdns41877:0crwdne41877:0", + "buff-damage-title":"crwdns41878:0crwdne41878:0", + "buff-dexterity-title":"crwdns41879:0crwdne41879:0", + "buff-fortitude-title":"crwdns41880:0crwdne41880:0", + "buff-intelligence-title":"crwdns41881:0crwdne41881:0", + "buff-melee-title":"crwdns41882:0crwdne41882:0", "buff-notes":"crwdns27731:0crwdne27731:0", - "buff-ranged-title":"crwdns27732:0crwdne27732:0", - "buff-reflex-title":"crwdns27733:0crwdne27733:0", - "buff-skill-checks-title":"crwdns27734:0crwdne27734:0", - "buff-spell-caster-level-title":"crwdns27735:0crwdne27735:0", - "buff-strength-title":"crwdns39068:0crwdne39068:0", - "buff-temp-hp-title":"crwdns27737:0crwdne27737:0", - "buff-touch-title":"crwdns27738:0crwdne27738:0", - "buff-will-title":"crwdns27739:0crwdne27739:0", - "buff-wisdom-title":"crwdns39069:0crwdne39069:0", + "buff-ranged-title":"crwdns41883:0crwdne41883:0", + "buff-reflex-title":"crwdns41884:0crwdne41884:0", + "buff-spell-caster-level-title":"crwdns41885:0crwdne41885:0", + "buff-strength-title":"crwdns41886:0crwdne41886:0", + "buff-temp-hp-title":"crwdns41887:0crwdne41887:0", + "buff-touch-title":"crwdns41888:0crwdne41888:0", + "buff-will-title":"crwdns41889:0crwdne41889:0", + "buff-wisdom-title":"crwdns41890:0crwdne41890:0", "buffs":"crwdns27741:0crwdne27741:0", "buffs-conditions-edit-section":"crwdns39070:0crwdne39070:0", "buffs-conditions-section":"crwdns27542:0crwdne27542:0", "buffs-conditions-status-section":"crwdns39071:0crwdne39071:0", "buffs-migrated":"crwdns39072:0crwdne39072:0", - "buffs-migrated-title":"crwdns27743:0crwdne27743:0", + "buffs-migrated-title":"crwdns41891:0crwdne41891:0", "buffs-set":"crwdns27744:0crwdne27744:0", - "buffs-showsect-cmd":"crwdns27745:0crwdne27745:0", + "buffs-showsect-cmd":"crwdns41892:0crwdne41892:0", "burrow-speed":"crwdns27746:0crwdne27746:0", "buttons":"crwdns39073:0crwdne39073:0", "buttons-showsect-cmd":"crwdns39074:0crwdne39074:0", @@ -275,7 +396,7 @@ "carried-equipment":"crwdns27753:0crwdne27753:0", "carried-weight":"crwdns27754:0crwdne27754:0", "cast-defensive-bonus":"crwdns27755:0crwdne27755:0", - "cast-defensive-bonus-abbrv":"crwdns27756:0crwdne27756:0", + "cast-defensive-bonus-abbrv":"crwdns41893:0crwdne41893:0", "cast-defensively":"crwdns27757:0crwdne27757:0", "cast-defensively-abbrv":"crwdns27758:0crwdne27758:0", "cast-defensively-check":"crwdns27759:0crwdne27759:0", @@ -304,7 +425,7 @@ "charged-magic":"crwdns39087:0crwdne39087:0", "charged-magics":"crwdns39088:0crwdne39088:0", "character-import":"crwdns39089:0crwdne39089:0", - "character-import-desc":"crwdns39090:0crwdne39090:0", + "character-import-desc":"crwdns41894:0crwdne41894:0", "character-level":"crwdns39091:0crwdne39091:0", "character-level-abbrv":"crwdns39092:0crwdne39092:0", "character-name":"crwdns27773:0crwdne27773:0", @@ -314,7 +435,7 @@ "charisma-abbrv-default":"crwdns27776:0crwdne27776:0", "charisma-calculation-abbrv":"crwdns27777:0crwdne27777:0", "charisma-penalized":"crwdns39095:0crwdne39095:0", - "charisma-penalized-title":"crwdns39096:0crwdne39096:0", + "charisma-penalized-title":"crwdns41895:0crwdne41895:0", "check":"crwdns27778:0crwdne27778:0", "check-calculation":"crwdns27779:0crwdne27779:0", "checks":"crwdns39097:0crwdne39097:0", @@ -362,23 +483,23 @@ "close":"crwdns27802:0crwdne27802:0", "column-cmd":"crwdns27803:0crwdne27803:0", "combat-effects-migrated":"crwdns39122:0crwdne39122:0", - "combat-effects-migrated-title":"crwdns27805:0crwdne27805:0", + "combat-effects-migrated-title":"crwdns41896:0crwdne41896:0", "combat-gear":"crwdns27806:0crwdne27806:0", "combat-maneuver":"crwdns27807:0crwdne27807:0", "combat-maneuver-bonus-abbrv":"crwdns27808:0crwdne27808:0", "combat-maneuver-bonus-abbrv2":"crwdns27809:0crwdne27809:0", "combat-maneuver-bonus-image":"crwdns27810:0crwdne27810:0", "combat-maneuver-bonus-notes":"crwdns27811:0crwdne27811:0", - "combat-maneuver-bonus-notes-place":"crwdns27812:0crwdne27812:0", + "combat-maneuver-bonus-notes-place":"crwdns41897:0crwdne41897:0", "combat-maneuver-defense-abbrv":"crwdns27813:0crwdne27813:0", "combat-maneuver-defense-calculation-abbrv":"crwdns27814:0crwdne27814:0", "combat-maneuver-defense-notes":"crwdns27815:0crwdne27815:0", - "combat-maneuver-defense-notes-place":"crwdns27816:0crwdne27816:0", - "combat-maneuver-notes-place":"crwdns27817:0crwdne27817:0", + "combat-maneuver-defense-notes-place":"crwdns41898:0crwdne41898:0", + "combat-maneuver-notes-place":"crwdns41899:0crwdne41899:0", "combat-skills":"crwdns39123:0crwdne39123:0", "comic-sans":"crwdns39124:0crwdne39124:0", "compendium-drag-drop-compatible":"crwdns39125:0crwdne39125:0", - "compendium-drag-n-drop-desc":"crwdns39126:0crwdne39126:0", + "compendium-drag-n-drop-desc":"crwdns41900:0crwdne41900:0", "components":"crwdns27818:0crwdne27818:0", "concentration":"crwdns27819:0crwdne27819:0", "concentration-abbrv":"crwdns27820:0crwdne27820:0", @@ -397,12 +518,12 @@ "condition-deafened-spellonly":"crwdns27831:0crwdne27831:0", "condition-deafened-title":"crwdns27830:0crwdne27830:0", "condition-description":"crwdns39130:0crwdne39130:0", - "condition-energy-drained-title":"crwdns27832:0crwdne27832:0", + "condition-energy-drained-title":"crwdns41901:0crwdne41901:0", "condition-entangled-title":"crwdns27833:0crwdne27833:0", "condition-exhausted-title":"crwdns27834:0crwdne27834:0", "condition-fatigued-title":"crwdns27835:0crwdne27835:0", "condition-fear-title":"crwdns27836:0crwdne27836:0", - "condition-flat-footed-title":"crwdns27837:0crwdne27837:0", + "condition-flat-footed-title":"crwdns41902:0crwdne41902:0", "condition-grappled-title":"crwdns27838:0crwdne27838:0", "condition-helpless-title":"crwdns39131:0crwdne39131:0", "condition-invisible-title":"crwdns27840:0crwdne27840:0", @@ -414,25 +535,37 @@ "condition-stunned-title":"crwdns27846:0crwdne27846:0", "conditions":"crwdns27848:0crwdne27848:0", "conditions-set":"crwdns27847:0crwdne27847:0", - "conditions-showsect-cmd":"crwdns27849:0crwdne27849:0", - "config-header-image-info":"crwdns39134:0{header_image-pf_spell}crwdnd39134:0[name]crwdne39134:0", - "config-roll-template-info1":"crwdns27851:0crwdne27851:0", + "conditions-showsect-cmd":"crwdns41903:0crwdne41903:0", + "config-header-image-info":"crwdns41904:0{header_image-pf_spell}crwdnd41904:0[name]crwdne41904:0", + "config-roll-template-info1":"crwdns41905:0crwdne41905:0", "config-roll-template-info2":"crwdns27852:0crwdne27852:0", - "config-roll-template-info3":"crwdns27853:0crwdne27853:0", - "config-roll-template-info4":"crwdns27854:0{toggle_accessible_flag}crwdne27854:0", - "config-roll-template-info5":"crwdns39135:0crwdne39135:0", - "config-roll-template-pf_ability":"crwdns39136:0crwdne39136:0", - "config-roll-template-pf_attack":"crwdns27855:0{macro_options}crwdnd27855:0{melee_notes}crwdnd27855:0{ranged_notes}crwdnd27855:0{cmb_notes}crwdnd27855:0{attack_notes}crwdne27855:0", - "config-roll-template-pf_block":"crwdns39137:0crwdne39137:0", - "config-roll-template-pf_defense":"crwdns27857:0{macro_options}crwdnd27857:0{dr_notes}crwdnd27857:0{resistances_notes}crwdnd27857:0{immunities_notes}crwdnd27857:0{weaknesses_notes}crwdnd27857:0{sr_notes}crwdnd27857:0{armor_notes}crwdnd27857:0{save_notes}crwdnd27857:0{cmd_notes}crwdnd27857:0{defense-notes}crwdne27857:0", - "config-roll-template-pf_generic":"crwdns27858:0crwdne27858:0", - "config-roll-template-pf_spell":"crwdns27859:0{spell_options}crwdne27859:0", - "config-update-spell-macros-info1":"crwdns27860:0crwdne27860:0", - "config-update-spell-macros-info2":"crwdns27861:0crwdne27861:0", + "config-roll-template-info3":"crwdns41906:0crwdne41906:0", + "config-roll-template-info4":"crwdns41907:0{toggle_accessible_flag}crwdne41907:0", + "config-roll-template-info5":"crwdns41908:0crwdne41908:0", + "config-roll-template-pf_ability":"crwdns41909:0crwdne41909:0", + "config-roll-template-pf_attack":"crwdns41910:0{macro_options}crwdnd41910:0{melee_notes}crwdnd41910:0{ranged_notes}crwdnd41910:0{cmb_notes}crwdnd41910:0{attack_notes}crwdne41910:0", + "config-roll-template-pf_block":"crwdns41911:0crwdne41911:0", + "config-roll-template-pf_defense":"crwdns41912:0{macro_options}crwdnd41912:0{dr_notes}crwdnd41912:0{resistances_notes}crwdnd41912:0{immunities_notes}crwdnd41912:0{weaknesses_notes}crwdnd41912:0{sr_notes}crwdnd41912:0{armor_notes}crwdnd41912:0{save_notes}crwdnd41912:0{cmd_notes}crwdnd41912:0{defense-notes}crwdne41912:0", + "config-roll-template-pf_generic":"crwdns41913:0crwdne41913:0", + "config-roll-template-pf_spell":"crwdns41914:0{spell_options}crwdne41914:0", + "config-update-spell-macros-info1":"crwdns41915:0crwdne41915:0", + "config-update-spell-macros-info2":"crwdns41916:0crwdne41916:0", "configuration":"crwdns27862:0crwdne27862:0", "confirm-critical":"crwdns27863:0crwdne27863:0", "confirm-critical-bonus":"crwdns39138:0crwdne39138:0", "confirm-critical-bonus-abbrv":"crwdns39139:0crwdne39139:0", + "confirm-delete-attack":"crwdns41200:0crwdne41200:0", + "confirm-delete-buff":"crwdns41201:0crwdne41201:0", + "confirm-delete-ability":"crwdns41202:0crwdne41202:0", + "confirm-delete-class-feature":"crwdns41203:0crwdne41203:0", + "confirm-delete-item":"crwdns41204:0crwdne41204:0", + "confirm-delete-feat":"crwdns41205:0crwdne41205:0", + "confirm-delete-mythic-feat":"crwdns41206:0crwdne41206:0", + "confirm-delete-mythic-ability":"crwdns41207:0crwdne41207:0", + "confirm-delete-race-trait":"crwdns41208:0crwdne41208:0", + "confirm-delete-spell-like-abilities":"crwdns41209:0crwdne41209:0", + "confirm-delete-spells":"crwdns41210:0crwdne41210:0", + "confirm-delete-trait":"crwdns41211:0crwdne41211:0", "consolidated":"crwdns27866:0crwdne27866:0", "constant":"crwdns39140:0crwdne39140:0", "constitution":"crwdns39141:0crwdne39141:0", @@ -440,7 +573,7 @@ "constitution-abbrv-default":"crwdns27868:0crwdne27868:0", "constitution-calculation-abbrv":"crwdns27869:0crwdne27869:0", "constitution-penalized":"crwdns39142:0crwdne39142:0", - "constitution-penalized-title":"crwdns39143:0crwdne39143:0", + "constitution-penalized-title":"crwdns41917:0crwdne41917:0", "consumable-charge":"crwdns39144:0crwdne39144:0", "consumable":"crwdns39145:0crwdne39145:0", "consumables":"crwdns39146:0crwdne39146:0", @@ -452,6 +585,7 @@ "core-rules":"crwdns39151:0crwdne39151:0", "cowering":"crwdns27872:0crwdne27872:0", "craft":"crwdns27873:0crwdne27873:0", + "create":"crwdns41700:0crwdne41700:0", "create-attack":"crwdns39152:0crwdne39152:0", "create-attack-entry":"crwdns39153:0crwdne39153:0", "crit-confirmation-bonus":"crwdns27874:0crwdne27874:0", @@ -477,14 +611,14 @@ "current-conditions":"crwdns27882:0crwdne27882:0", "current-experience":"crwdns27883:0crwdne27883:0", "current-hit-points-abbrv":"crwdns39154:0crwdne39154:0", - "current-hp-title":"crwdns27885:0crwdne27885:0", + "current-hp-title":"crwdns41918:0crwdne41918:0", "current-load":"crwdns27886:0crwdne27886:0", "current-power-points-abbrv":"crwdns27887:0crwdne27887:0", "custom":"crwdns27888:0crwdne27888:0", "custom-roll":"crwdns39155:0crwdne39155:0", "custom-rolls":"crwdns39156:0crwdne39156:0", "custom-url":"crwdns39157:0crwdne39157:0", - "custom-url-title":"crwdns39158:0crwdne39158:0", + "custom-url-title":"crwdns41919:0crwdne41919:0", "custom-category-desc":"crwdns39159:0crwdne39159:0", "custom-crit-confirmation-bonus":"crwdns27889:0crwdne27889:0", "custom-level-abbrv":"crwdns39160:0crwdne39160:0", @@ -494,16 +628,16 @@ "damage":"crwdns27892:0crwdne27892:0", "damage-abbrv":"crwdns27893:0crwdne27893:0", "damage-ability":"crwdns27894:0crwdne27894:0", - "damage-calculation-abbrv":"crwdns27895:0crwdne27895:0", + "damage-calculation-abbrv":"crwdns42209:0crwdne42209:0", "damage-dice-affected-by-size":"crwdns41094:0crwdne41094:0", "damage-macro-desc":"crwdns39162:0crwdne39162:0", "damage-modifier-abbrv":"crwdns27896:0crwdne27896:0", "damage-modifiers":"crwdns27897:0crwdne27897:0", - "damage-multiplier-place":"crwdns27898:0crwdne27898:0", - "damage-multiplier-title":"crwdns27899:0crwdne27899:0", + "damage-multiplier-place":"crwdns41920:0crwdne41920:0", + "damage-multiplier-title":"crwdns41921:0crwdne41921:0", "damage-reduction":"crwdns27900:0crwdne27900:0", "damage-resistance-abbrv":"crwdns27901:0crwdne27901:0", - "damage-resistance-title":"crwdns27902:0crwdne27902:0", + "damage-resistance-title":"crwdns41922:0crwdne41922:0", "damage-type":"crwdns27903:0crwdne27903:0", "damage-type-or-description":"crwdns27904:0crwdne27904:0", "damage-type-title":"crwdns27905:0crwdne27905:0", @@ -527,7 +661,7 @@ "default-size":"crwdns39165:0crwdne39165:0", "defense":"crwdns27921:0crwdne27921:0", "defense-notes":"crwdns27922:0crwdne27922:0", - "defense-notes-place":"crwdns27923:0crwdne27923:0", + "defense-notes-place":"crwdns41923:0crwdne41923:0", "defense-options":"crwdns27924:0crwdne27924:0", "defense-roll-template":"crwdns27925:0crwdne27925:0", "defense-statistics":"crwdns39166:0crwdne39166:0", @@ -540,6 +674,31 @@ "defensively":"crwdns27930:0crwdne27930:0", "deflect":"crwdns27931:0crwdne27931:0", "deity":"crwdns27932:0crwdne27932:0", + "delete-all-rows-are-you-sure":"crwdns41212:0crwdne41212:0", + "delete-attack":"crwdns41213:0crwdne41213:0", + "delete-buff":"crwdns41214:0crwdne41214:0", + "delete-ability":"crwdns41215:0crwdne41215:0", + "delete-class-feature":"crwdns41216:0crwdne41216:0", + "delete-item":"crwdns41217:0crwdne41217:0", + "delete-feat":"crwdns41218:0crwdne41218:0", + "delete-mythic-feat":"crwdns41219:0crwdne41219:0", + "delete-mythic-ability":"crwdns41220:0crwdne41220:0", + "delete-race-trait":"crwdns41221:0crwdne41221:0", + "delete-spell-like-abilities":"crwdns41222:0crwdne41222:0", + "delete-spells":"crwdns41223:0crwdne41223:0", + "delete-trait":"crwdns41224:0crwdne41224:0", + "delete-attack-must-confirm-next-checkbox":"crwdns41225:0crwdne41225:0", + "delete-buff-must-confirm-next-checkbox":"crwdns41226:0crwdne41226:0", + "delete-ability-must-confirm-next-checkbox":"crwdns41227:0crwdne41227:0", + "delete-class-feature-must-confirm-next-checkbox":"crwdns41228:0crwdne41228:0", + "delete-item-must-confirm-next-checkbox":"crwdns41229:0crwdne41229:0", + "delete-feat-must-confirm-next-checkbox":"crwdns41230:0crwdne41230:0", + "delete-mythic-feat-must-confirm-next-checkbox":"crwdns41231:0crwdne41231:0", + "delete-mythic-ability-must-confirm-next-checkbox":"crwdns41232:0crwdne41232:0", + "delete-race-trait-must-confirm-next-checkbox":"crwdns41233:0crwdne41233:0", + "delete-spell-like-abilities-must-confirm-next-checkbox":"crwdns41234:0crwdne41234:0", + "delete-spells-must-confirm-next-checkbox":"crwdns41235:0crwdne41235:0", + "delete-trait-must-confirm-next-checkbox":"crwdns41236:0crwdne41236:0", "description":"crwdns27933:0crwdne27933:0", "details-age":"crwdns27934:0crwdne27934:0", "details-deity":"crwdns27935:0crwdne27935:0", @@ -553,7 +712,7 @@ "dexterity-abbrv-default":"crwdns27942:0crwdne27942:0", "dexterity-calculation-abbrv":"crwdns39170:0crwdne39170:0", "dexterity-penalized":"crwdns39171:0crwdne39171:0", - "dexterity-penalized-title":"crwdns39172:0crwdne39172:0", + "dexterity-penalized-title":"crwdns41924:0crwdne41924:0", "dice":"crwdns27944:0crwdne27944:0", "dice-abbrv":"crwdns27945:0crwdne27945:0", "die":"crwdns27946:0crwdne27946:0", @@ -566,10 +725,10 @@ "disable-calculations":"crwdns27950:0crwdne27950:0", "disable-device":"crwdns27951:0crwdne27951:0", "disabled":"crwdns39176:0crwdne39176:0", - "disabled-title":"crwdns39177:0crwdne39177:0", + "disabled-title":"crwdns41925:0crwdne41925:0", "disguise":"crwdns27954:0crwdne27954:0", "display-advanced-macros":"crwdns39178:0crwdne39178:0", - "display-advanced-macros-title":"crwdns39179:0crwdne39179:0", + "display-advanced-macros-title":"crwdns41926:0crwdne41926:0", "display-advanced-options":"crwdns41048:0crwdne41048:0", "display-advanced-options-title":"crwdns41095:0crwdne41095:0", "display-both-whispers":"crwdns39182:0crwdne39182:0", @@ -584,7 +743,7 @@ "do-not-touch":"crwdns39190:0crwdne39190:0", "dodge":"crwdns27956:0crwdne27956:0", "domain-etc-type-example":"crwdns27957:0crwdne27957:0", - "domain-spells-explanation":"crwdns39191:0crwdne39191:0", + "domain-spells-explanation":"crwdns41927:0crwdne41927:0", "domains":"crwdns27958:0crwdne27958:0", "double-charisma-abbrv":"crwdns27959:0crwdne27959:0", "double-constitution-abbrv":"crwdns27960:0crwdne27960:0", @@ -597,9 +756,10 @@ "dungeoneering":"crwdns28144:0crwdne28144:0", "duration":"crwdns27967:0crwdne27967:0", "during-combat":"crwdns27968:0crwdne27968:0", - "during-combat-place":"crwdns27969:0crwdne27969:0", + "during-combat-place":"crwdns41928:0crwdne41928:0", "ecology":"crwdns39192:0crwdne39192:0", - "edit-mode-title":"crwdns39193:0crwdne39193:0", + "edge":"crwdns41701:0crwdne41701:0", + "edit-mode-title":"crwdns41929:0crwdne41929:0", "edit-time-custom-num-attributes":"crwdns39194:0crwdne39194:0", "effect":"crwdns27970:0crwdne27970:0", "effective-caster-level":"crwdns39195:0crwdne39195:0", @@ -607,7 +767,7 @@ "effects-target":"crwdns27971:0crwdne27971:0", "enable-pfs":"crwdns39197:0crwdne39197:0", "enable-pfs-desc":"crwdns40555:0crwdne40555:0", - "enable-skill-check-query-title":"crwdns27972:0crwdne27972:0", + "enable-skill-check-query-title":"crwdns41930:0crwdne41930:0", "enable-take-10-or-20-options":"crwdns27973:0crwdne27973:0", "enabled-chkbox":"crwdns27974:0crwdne27974:0", "encumbered-speed":"crwdns27975:0crwdne27975:0", @@ -621,9 +781,9 @@ "encumbrance-medium-title":"crwdns27981:0crwdne27981:0", "encumbrance-misc-title":"crwdns27982:0crwdne27982:0", "encumbrance-multiplier-title":"crwdns27983:0crwdne27983:0", - "encumbrance-multiplier-total-title":"crwdns27984:0crwdne27984:0", + "encumbrance-multiplier-total-title":"crwdns41931:0crwdne41931:0", "encumbrance-off-ground-title":"crwdns27985:0crwdne27985:0", - "encumbrance-size-multiplier-title":"crwdns27986:0crwdne27986:0", + "encumbrance-size-multiplier-title":"crwdns41932:0crwdne41932:0", "encumbrance-source":"crwdns39200:0crwdne39200:0", "encumbrance-str-bonus-title":"crwdns27987:0crwdne27987:0", "energy-drained":"crwdns27988:0crwdne27988:0", @@ -632,7 +792,7 @@ "enhance":"crwdns39201:0crwdne39201:0", "enhancement-abbrv":"crwdns27990:0crwdne27990:0", "enhancement-bonus":"crwdns27991:0crwdne27991:0", - "ensure-macros-uptodate":"crwdns39202:0crwdne39202:0", + "ensure-macros-uptodate":"crwdns41933:0crwdne41933:0", "entangled":"crwdns27992:0crwdne27992:0", "environment":"crwdns39203:0crwdne39203:0", "equation-macro-place":"crwdns39204:0crwdne39204:0", @@ -641,15 +801,15 @@ "equipment-list":"crwdns39206:0crwdne39206:0", "equipment-type-abbrv":"crwdns39207:0crwdne39207:0", "equipped":"crwdns27994:0crwdne27994:0", - "equipped-title":"crwdns27995:0crwdne27995:0", - "error-delete-row":"crwdns27996:0crwdne27996:0", - "error-msg1":"crwdns27997:0crwdne27997:0", + "equipped-title":"crwdns41934:0crwdne41934:0", + "error-delete-row":"crwdns41935:0crwdne41935:0", + "error-msg1":"crwdns41936:0crwdne41936:0", "escape-artist":"crwdns27998:0crwdne27998:0", "every-rounds-abbrv":"crwdns39208:0crwdne39208:0", "everyrounds":"crwdns39209:0crwdne39209:0", "exhausted":"crwdns27999:0crwdne27999:0", "expand-all":"crwdns28000:0crwdne28000:0", - "expand-cmd":"crwdns28001:0crwdne28001:0", + "expand-cmd":"crwdns41937:0crwdne41937:0", "expand-multiclass":"crwdns39210:0crwdne39210:0", "experience-and-hero-points":"crwdns28002:0crwdne28002:0", "experience-current-place":"crwdns28003:0crwdne28003:0", @@ -660,12 +820,13 @@ "extra-crit-abbrv":"crwdns28006:0crwdne28006:0", "extra-critical-damage":"crwdns28007:0crwdne28007:0", "extra-critical-damage-title":"crwdns28008:0crwdne28008:0", + "extra-damage-or-attack-modifiers":"crwdns41702:0crwdne41702:0", "extra-damage":"crwdns28009:0crwdne28009:0", "extra-damage-section":"crwdns28010:0crwdne28010:0", "extra-ranks":"crwdns28011:0crwdne28011:0", "extraordinary-abbrv":"crwdns39213:0crwdne39213:0", "extraordinary-abilities":"crwdns39214:0crwdne39214:0", - "extraordinary-abilities-desc":"crwdns39215:0crwdne39215:0", + "extraordinary-abilities-desc":"crwdns41938:0crwdne41938:0", "extraordinary-abilities-menu":"crwdns39216:0crwdne39216:0", "eyes":"crwdns39217:0crwdne39217:0", "eyes-details":"crwdns28013:0crwdne28013:0", @@ -677,7 +838,7 @@ "favored-class-abbrv":"crwdns28019:0crwdne28019:0", "favored-class-hit-points-abbrv":"crwdns39218:0crwdne39218:0", "favored-class-hit-points-title":"crwdns39219:0crwdne39219:0", - "favored-class-skill":"crwdns28022:0crwdne28022:0", + "favored-class-skill":"crwdns41939:0crwdne41939:0", "favored-class-skill-abbrv":"crwdns28023:0crwdne28023:0", "fear":"crwdns28024:0crwdne28024:0", "fear-any":"crwdns39220:0crwdne39220:0", @@ -691,7 +852,7 @@ "feature-macros-v1":"crwdns39223:0crwdne39223:0", "features":"crwdns39224:0crwdne39224:0", "feet":"crwdns39225:0crwdne39225:0", - "feet-abbrv":"crwdns39226:0crwdne39226:0", + "feet-abbrv":"crwdns41940:0crwdne41940:0", "finesse":"crwdns28031:0crwdne28031:0", "flat-footed":"crwdns28032:0crwdne28032:0", "flat-footed-armor-class":"crwdns28033:0crwdne28033:0", @@ -700,12 +861,12 @@ "flat-footed-touch-abbrv":"crwdns28036:0crwdne28036:0", "fly":"crwdns28037:0crwdne28037:0", "footer-aria":"crwdns28038:0crwdne28038:0", - "footnote-a":"crwdns39227:0crwdne39227:0", - "footnote-b":"crwdns39228:0[brackets]crwdne39228:0", - "footnote-c":"crwdns39229:0[brackets]crwdne39229:0", - "footnote-d":"crwdns39230:0crwdne39230:0", + "footnote-a":"crwdns41941:0crwdne41941:0", + "footnote-b":"crwdns41942:0[brackets]crwdne41942:0", + "footnote-c":"crwdns41943:0[brackets]crwdne41943:0", + "footnote-d":"crwdns41944:0crwdne41944:0", "footnotes-aria":"crwdns39231:0crwdne39231:0", - "footer-info":"crwdns28039:0crwdne28039:0", + "footer-info":"crwdns41945:0crwdne41945:0", "fortitude":"crwdns39232:0crwdne39232:0", "fortitude-abbrv":"crwdns28040:0crwdne28040:0", "fortitude-calculation-abbrv":"crwdns28041:0crwdne28041:0", @@ -713,7 +874,7 @@ "four-legged-abbrv":"crwdns39233:0crwdne39233:0", "frequency":"crwdns39234:0crwdne39234:0", "frequency-abbrv":"crwdns39235:0crwdne39235:0", - "frequency-title":"crwdns39236:0crwdne39236:0", + "frequency-title":"crwdns41946:0crwdne41946:0", "full-caster-level-abbrv":"crwdns39237:0crwdne39237:0", "full-macro":"crwdns28044:0crwdne28044:0", "full-macro-place":"crwdns28045:0crwdne28045:0", @@ -756,8 +917,8 @@ "head":"crwdns39253:0crwdne39253:0", "headband":"crwdns39254:0crwdne39254:0", "header-image":"crwdns28071:0crwdne28071:0", - "header-image-default":"crwdns39255:0crwdne39255:0", - "header-image-none":"crwdns39256:0crwdne39256:0", + "header-image-default":"crwdns41947:0crwdne41947:0", + "header-image-none":"crwdns41948:0crwdne41948:0", "heading-border-colors":"crwdns28072:0crwdne28072:0", "heal":"crwdns28073:0crwdne28073:0", "heal-conditions":"crwdns28074:0crwdne28074:0", @@ -770,6 +931,7 @@ "helpless":"crwdns28079:0crwdne28079:0", "hero-points":"crwdns28081:0crwdne28081:0", "hexfreq":"crwdns39259:0crwdne39259:0", + "highest-mental-ability":"crwdns41703:0crwdne41703:0", "history":"crwdns28147:0crwdne28147:0", "hit-dice-abbrv":"crwdns39260:0crwdne39260:0", "hit-dice-desc":"crwdns39261:0crwdne39261:0", @@ -780,23 +942,24 @@ "hit-point-misc-migrated":"crwdns39266:0crwdne39266:0", "hit-points":"crwdns39267:0crwdne39267:0", "hit-points-abbrv":"crwdns39268:0crwdne39268:0", - "hit-points-ability-title":"crwdns28085:0crwdne28085:0", + "hit-points-ability-title":"crwdns41949:0crwdne41949:0", "hit-points-adjustment-1-abbrv":"crwdns39269:0crwdne39269:0", - "hit-points-adjustment-title":"crwdns28087:0crwdne28087:0", + "hit-points-adjustment-title":"crwdns41950:0crwdne41950:0", "hit-points-class-title":"crwdns28088:0crwdne28088:0", "hit-points-due-to-hit-dice-abbrv":"crwdns39270:0crwdne39270:0", "hit-points-due-to-hit-dice-title":"crwdns39271:0crwdne39271:0", - "hit-points-modifier-2-title":"crwdns39272:0crwdne39272:0", - "hit-points-modifier-title":"crwdns28090:0crwdne28090:0", + "hit-points-modifier-2-title":"crwdns41951:0crwdne41951:0", + "hit-points-modifier-title":"crwdns41952:0crwdne41952:0", "homeland":"crwdns28091:0crwdne28091:0", + "horror-adventures":"crwdns41704:0crwdne41704:0", "how-encumbrance-affects-speed":"crwdns39273:0crwdne39273:0", "hybrid":"crwdns39274:0crwdne39274:0", "identification-abbrv":"crwdns28092:0crwdne28092:0", "ignore-encumbrance":"crwdns39275:0crwdne39275:0", "immunities":"crwdns28093:0crwdne28093:0", - "immunities-title":"crwdns28094:0crwdne28094:0", + "immunities-title":"crwdns41953:0crwdne41953:0", "in-special-abilities-section":"crwdns39276:0crwdne39276:0", - "include-attack-notes":"crwdns28095:0crwdne28095:0", + "include-attack-notes":"crwdns41954:0crwdne41954:0", "include-attack-totals":"crwdns28096:0crwdne28096:0", "include-attacks-?":"crwdns28097:0crwdne28097:0", "include-eighth-attack":"crwdns28098:0crwdne28098:0", @@ -815,27 +978,27 @@ "include-spell-info":"crwdns39279:0crwdne39279:0", "include-third-attack":"crwdns28110:0crwdne28110:0", "update-hp-when-max-changes":"crwdns41051:0crwdne41051:0", - "update-hp-when-max-changes-title":"crwdns41052:0crwdne41052:0", + "update-hp-when-max-changes-title":"crwdns42210:0crwdne42210:0", "influence":"crwdns28111:0crwdne28111:0", "inherent-abbrv":"crwdns39280:0crwdne39280:0", "inherent-bonus":"crwdns39281:0crwdne39281:0", "initiative":"crwdns28112:0crwdne28112:0", - "initiative-abbrv":"crwdns39282:0crwdne39282:0", + "initiative-abbrv-caps":"crwdns41955:0crwdne41955:0", "initiative-and-speeds":"crwdns28114:0crwdne28114:0", "initiative-notes":"crwdns28115:0crwdne28115:0", - "initiative-notes-title":"crwdns28116:0crwdne28116:0", + "initiative-notes-title":"crwdns41956:0crwdne41956:0", "insert-macro-attack":"crwdns28117:0crwdne28117:0", "insert-macro-damage":"crwdns28118:0crwdne28118:0", - "instru-a-0":"crwdns39283:0crwdne39283:0", - "instru-a-1":"crwdns39284:0crwdne39284:0", - "instru-a-2":"crwdns39285:0crwdne39285:0", - "instru-a-3":"crwdns39286:0crwdne39286:0", + "instru-a-0":"crwdns41957:0crwdne41957:0", + "instru-a-1":"crwdns41958:0crwdne41958:0", + "instru-a-2":"crwdns41959:0crwdne41959:0", + "instru-a-3":"crwdns41960:0crwdne41960:0", "intelligence":"crwdns39287:0crwdne39287:0", "intelligence-abbrv":"crwdns28119:0crwdne28119:0", "intelligence-abbrv-default":"crwdns28120:0crwdne28120:0", "intelligence-calculation-abbrv":"crwdns28121:0crwdne28121:0", "intelligence-penalized":"crwdns39288:0crwdne39288:0", - "intelligence-penalized-title":"crwdns39289:0crwdne39289:0", + "intelligence-penalized-title":"crwdns41961:0crwdne41961:0", "intimidate":"crwdns28122:0crwdne28122:0", "inventory":"crwdns28123:0crwdne28123:0", "invisible":"crwdns28124:0crwdne28124:0", @@ -851,7 +1014,7 @@ "items":"crwdns39296:0crwdne39296:0", "iterative-attacks":"crwdns28129:0crwdne28129:0", "iterative-attacks-abbrv":"crwdns39297:0crwdne39297:0", - "iterative-attacks-title":"crwdns28130:0crwdne28130:0", + "iterative-attacks-title":"crwdns41962:0crwdne41962:0", "key-ability":"crwdns28131:0crwdne28131:0", "knowledge":"crwdns28132:0crwdne28132:0", "knowledge-arcana":"crwdns28133:0crwdne28133:0", @@ -867,7 +1030,7 @@ "known-or-special":"crwdns28151:0crwdne28151:0", "languages":"crwdns28152:0crwdne28152:0", "legs":"crwdns28153:0crwdne28153:0", - "legs-title":"crwdns39298:0crwdne39298:0", + "legs-title":"crwdns42211:0crwdne42211:0", "level":"crwdns28155:0crwdne28155:0", "level-0-spells":"crwdns28156:0crwdne28156:0", "level-1-ordinal":"crwdns28157:0crwdne28157:0", @@ -902,55 +1065,67 @@ "light-armor":"crwdns39307:0crwdne39307:0", "linguistics":"crwdns28178:0crwdne28178:0", "link-hit-points-npc-to-pc":"crwdns39308:0{NPC-hp}crwdnd39308:0{hp}crwdne39308:0", - "link-hit-points-title":"crwdns39309:0{NPC-hp}crwdnd39309:0{hp}crwdne39309:0", + "link-hit-points-title":"crwdns41964:0{NPC-hp}crwdnd41964:0{hp}crwdne41964:0", "lists":"crwdns39310:0crwdne39310:0", "load-only":"crwdns28181:0crwdne28181:0", - "loading":"crwdns39311:0crwdne39311:0", + "loading":"crwdns41965:0crwdne41965:0", "loads":"crwdns39312:0crwdne39312:0", "loads-and-lift":"crwdns28182:0crwdne28182:0", "local":"crwdns28148:0crwdne28148:0", "location":"crwdns28183:0crwdne28183:0", "long":"crwdns28184:0crwdne28184:0", "lore":"crwdns28185:0crwdne28185:0", - "lose-dexterity-title":"crwdns28186:0crwdne28186:0", + "lose-dexterity-title":"crwdns41966:0crwdne41966:0", "macro":"crwdns28187:0crwdne28187:0", "macros":"crwdns39313:0crwdne39313:0", "macro-options":"crwdns28188:0crwdne28188:0", - "macro-recalc-instructions":"crwdns39314:0crwdne39314:0", + "macro-recalc-instructions":"crwdns41967:0crwdne41967:0", "macro-text":"crwdns28189:0crwdne28189:0", "macro-text-advanced":"crwdns39315:0crwdne39315:0", + "madnesses":"crwdns41705:0crwdne41705:0", + "madness-and-effects":"crwdns42212:0crwdne42212:0", "magic-item":"crwdns39316:0crwdne39316:0", "maneuverability":"crwdns28190:0crwdne28190:0", "manifester-levels":"crwdns28191:0crwdne28191:0", "masterwork":"crwdns28192:0crwdne28192:0", "masterwork-abbrv":"crwdns28193:0crwdne28193:0", - "max-hp-title":"crwdns39317:0crwdne39317:0", + "max-hp-title":"crwdns41968:0crwdne41968:0", "maximum-abbrv":"crwdns28195:0crwdne28195:0", "maximum-ability-abbrv":"crwdns28196:0crwdne28196:0", "maximum-calculation-abbrv":"crwdns28197:0crwdne28197:0", - "maximum-damage-ability-title":"crwdns39318:0crwdne39318:0", + "maximum-damage-ability-title":"crwdns41969:0crwdne41969:0", "maximum-dexterity-bonus-abbrv":"crwdns39319:0crwdne39319:0", "maximum-dexterity-bonus-source-abbrv":"crwdns39320:0crwdne39320:0", - "maximum-dexterity-title":"crwdns39321:0crwdne39321:0", + "maximum-dexterity-title":"crwdns41970:0crwdne41970:0", "maximum-encumbrance-title":"crwdns39322:0crwdne39322:0", "medium":"crwdns28202:0crwdne28202:0", "medium-abbrv-default":"crwdns28203:0crwdne28203:0", "medium-armor":"crwdns39323:0crwdne39323:0", "melee":"crwdns28204:0crwdne28204:0", + "ranged-attack-abbrv":"crwdns41971:0crwdne41971:0", + "melee-attack-abbrv":"crwdns41972:0crwdne41972:0", "melee-attack":"crwdns39324:0crwdne39324:0", "melee-attack-notes":"crwdns28205:0crwdne28205:0", - "melee-attack-notes-place":"crwdns28206:0crwdne28206:0", - "melee-calculation":"crwdns28207:0crwdne28207:0", + "melee-attack-notes-place":"crwdns41974:0crwdne41974:0", + "melee-calculation":"crwdns42213:0crwdne42213:0", "melee-image":"crwdns28208:0crwdne28208:0", "melee-notes":"crwdns28209:0crwdne28209:0", "melee2":"crwdns28210:0crwdne28210:0", "melee2-attack":"crwdns39325:0crwdne39325:0", + "mental-modifiers-abbrv":"crwdns41707:0crwdne41707:0", + "mental-modifiers-total":"crwdns41708:0crwdne41708:0", + "merge":"crwdns41237:0crwdne41237:0", + "merge-class-features":"crwdns42214:0crwdne42214:0", + "merge-feats":"crwdns42215:0crwdne42215:0", + "merge-race-traits":"crwdns42216:0crwdne42216:0", + "merge-slas":"crwdns42217:0crwdne42217:0", + "merge-traits":"crwdns42218:0crwdne42218:0", + "metamagic":"crwdns41243:0crwdne41243:0", "menu-whisper":"crwdns41096:0crwdne41096:0", - "metamagic":"crwdns28211:0crwdne28211:0", "metamagic-title":"crwdns28212:0crwdne28212:0", "migrations":"crwdns28213:0crwdne28213:0", "migrations-completed":"crwdns28214:0crwdne28214:0", - "minimize-all-cmd":"crwdns28215:0crwdne28215:0", + "minimize-all-cmd":"crwdns41976:0crwdne41976:0", "minimize-cmd":"crwdns28216:0crwdne28216:0", "misc-skill":"crwdns28221:0crwdne28221:0", "misc-skill-point-field":"crwdns39326:0crwdne39326:0", @@ -970,7 +1145,7 @@ "monster-racial-hit-dice-abbrv":"crwdns39335:0crwdne39335:0", "monster-rule":"crwdns39336:0crwdne39336:0", "morale":"crwdns28224:0crwdne28224:0", - "morale-place":"crwdns28225:0crwdne28225:0", + "morale-place":"crwdns41977:0crwdne41977:0", "move-adventure-to-background":"crwdns28226:0crwdne28226:0", "multiclass":"crwdns28256:0crwdne28256:0", "multiple-spellclasses":"crwdns39337:0crwdne39337:0", @@ -984,7 +1159,7 @@ "mythic-feats":"crwdns28234:0crwdne28234:0", "mythic-hero-power":"crwdns28235:0crwdne28235:0", "mythic-hit-points":"crwdns39339:0crwdne39339:0", - "mythic-hit-points-title":"crwdns39340:0crwdne39340:0", + "mythic-hit-points-title":"crwdns41978:0crwdne41978:0", "mythic-information":"crwdns28238:0crwdne28238:0", "mythic-paragon":"crwdns28239:0crwdne28239:0", "mythic-paragon-title":"crwdns28240:0crwdne28240:0", @@ -1002,13 +1177,13 @@ "mythic-power-tiers-title":"crwdns28252:0crwdne28252:0", "mythic-rating-abbrv":"crwdns28253:0crwdne28253:0", "mythic-tier":"crwdns28254:0crwdne28254:0", - "mythic-tier-title":"crwdns28255:0crwdne28255:0", + "mythic-tier-title":"crwdns41979:0crwdne41979:0", "name":"crwdns28257:0crwdne28257:0", "natural":"crwdns28258:0crwdne28258:0", "natural-attack":"crwdns28259:0crwdne28259:0", "natural-attack-secondary":"crwdns28260:0crwdne28260:0", "nature":"crwdns28261:0crwdne28261:0", - "nav-main-desc":"crwdns28262:0crwdne28262:0", + "nav-main-desc":"crwdns41980:0crwdne41980:0", "neck":"crwdns39341:0crwdne39341:0", "negative-number":"crwdns39342:0crwdne39342:0", "neither":"crwdns28264:0crwdne28264:0", @@ -1017,7 +1192,8 @@ "next-cast":"crwdns39345:0crwdne39345:0", "next-level":"crwdns28265:0crwdne28265:0", "no":"crwdns28266:0crwdne28266:0", - "no-harmless":"crwdns28267:0crwdne28267:0", + "no-harmless":"crwdns41656:0crwdne41656:0", + "no-default":"crwdns41981:0crwdne41981:0", "no-skills-available":"crwdns39346:0crwdne39346:0", "nobility":"crwdns28149:0crwdne28149:0", "non-lethal-abbrv":"crwdns28268:0crwdne28268:0", @@ -1032,13 +1208,15 @@ "none-default":"crwdns28275:0crwdne28275:0", "nonlethal":"crwdns39349:0crwdne39349:0", "nonlethal-damage":"crwdns28276:0crwdne28276:0", - "nonlethal-damage-title":"crwdns28277:0crwdne28277:0", + "nonlethal-damage-title":"crwdns41982:0crwdne41982:0", + "normal-size":"crwdns41709:0crwdne41709:0", "not-applicable":"crwdns39350:0crwdne39350:0", "not-applicable-abbrv":"crwdns39351:0crwdne39351:0", "not-applicable-abbrv-default":"crwdns28279:0crwdne28279:0", "not-carried":"crwdns28280:0crwdne28280:0", "notes":"crwdns28281:0crwdne28281:0", - "notes-and-custom-attributes":"crwdns39352:0crwdne39352:0", + "notes-and-custom-attributes":"crwdns41983:0crwdne41983:0", + "custom-attributes":"crwdns41984:0crwdne41984:0", "npc":"crwdns28283:0crwdne28283:0", "npc-abilities":"crwdns39353:0crwdne39353:0", "npc-ability-checks":"crwdns39354:0crwdne39354:0", @@ -1061,20 +1239,20 @@ "npc-melee-attacks-text-place":"crwdns28286:0crwdne28286:0", "npc-migrated":"crwdns39369:0crwdne39369:0", "npc-ranged-attacks-text-place":"crwdns28287:0crwdne28287:0", - "npc-senses-compendium-place":"crwdns39370:0crwdne39370:0", - "npc-special-attacks-place":"crwdns39371:0crwdne39371:0", + "npc-senses-compendium-place":"crwdns41985:0crwdne41985:0", + "npc-special-attacks-place":"crwdns41986:0crwdne41986:0", "npc-spellike-abilities-text-place":"crwdns28289:0crwdne28289:0", "npc-spells-known-text-place":"crwdns28290:0crwdne28290:0", "npc-statblock-header":"crwdns39372:0crwdne39372:0", "npc-statblock-import":"crwdns39373:0crwdne39373:0", - "npc-statblock-parse-instructions":"crwdns39374:0crwdne39374:0", - "npc-statblock-textarea-instructions":"crwdns39375:0crwdne39375:0", + "npc-statblock-parse-instructions":"crwdns41987:0crwdne41987:0", + "npc-statblock-textarea-instructions":"crwdns41988:0crwdne41988:0", "number":"crwdns28291:0crwdne28291:0", "number-fill-in-skills-show":"crwdns39376:0crwdne39376:0", "number-hit-dice-abbrv":"crwdns39377:0crwdne39377:0", "number-misc-skills-show":"crwdns39378:0crwdne39378:0", "number-prepared":"crwdns39379:0crwdne39379:0", - "number-prepared-title":"crwdns39380:0crwdne39380:0", + "number-prepared-title":"crwdns41989:0crwdne41989:0", "number-prepared-abbrv":"crwdns39381:0crwdne39381:0", "number-used":"crwdns39382:0crwdne39382:0", "occult":"crwdns39383:0crwdne39383:0", @@ -1085,25 +1263,25 @@ "off-ground":"crwdns28294:0crwdne28294:0", "offense":"crwdns28295:0crwdne28295:0", "old":"crwdns39387:0crwdne39387:0", - "one-and-a-half-charisma-abbrv":"crwdns28296:0crwdne28296:0", - "one-and-a-half-constitution-abbrv":"crwdns28297:0crwdne28297:0", - "one-and-a-half-dexterity-abbrv":"crwdns28298:0crwdne28298:0", - "one-and-a-half-intelligence-abbrv":"crwdns28299:0crwdne28299:0", - "one-and-a-half-strength-abbrv":"crwdns28300:0crwdne28300:0", - "one-and-a-half-wisdom-abbrv":"crwdns28301:0crwdne28301:0", + "one-and-a-half-charisma-abbrv":"crwdns41990:0crwdne41990:0", + "one-and-a-half-constitution-abbrv":"crwdns41991:0crwdne41991:0", + "one-and-a-half-dexterity-abbrv":"crwdns41992:0crwdne41992:0", + "one-and-a-half-intelligence-abbrv":"crwdns41993:0crwdne41993:0", + "one-and-a-half-strength-abbrv":"crwdns41994:0crwdne41994:0", + "one-and-a-half-wisdom-abbrv":"crwdns41995:0crwdne41995:0", "opposed-combat-maneuver-bonus-abbrv":"crwdns28302:0crwdne28302:0", "opposition":"crwdns28303:0crwdne28303:0", "opposition-school-example":"crwdns28304:0crwdne28304:0", "options":"crwdns28305:0crwdne28305:0", - "options-attacks-accessible-title":"crwdns28306:0crwdne28306:0", - "options-attacks-attack-title":"crwdns28307:0crwdne28307:0", - "options-attacks-cmb-image-title":"crwdns28308:0crwdne28308:0", - "options-attacks-cmb-title":"crwdns28309:0crwdne28309:0", - "options-attacks-header-title":"crwdns28310:0crwdne28310:0", - "options-attacks-melee-image-title":"crwdns28311:0crwdne28311:0", - "options-attacks-melee-title":"crwdns28312:0crwdne28312:0", - "options-attacks-ranged-image-title":"crwdns28313:0crwdne28313:0", - "options-attacks-ranged-title":"crwdns28314:0crwdne28314:0", + "options-attacks-accessible-title":"crwdns41996:0crwdne41996:0", + "options-attacks-attack-title":"crwdns41997:0crwdne41997:0", + "options-attacks-cmb-image-title":"crwdns41998:0crwdne41998:0", + "options-attacks-cmb-title":"crwdns41999:0crwdne41999:0", + "options-attacks-header-title":"crwdns42000:0crwdne42000:0", + "options-attacks-melee-image-title":"crwdns42001:0crwdne42001:0", + "options-attacks-melee-title":"crwdns42002:0crwdne42002:0", + "options-attacks-ranged-image-title":"crwdns42003:0crwdne42003:0", + "options-attacks-ranged-title":"crwdns42004:0crwdne42004:0", "options-defenses-armor-title":"crwdns28315:0crwdne28315:0", "options-defenses-cmd-title":"crwdns28316:0crwdne28316:0", "options-defenses-def-title":"crwdns28317:0crwdne28317:0", @@ -1131,7 +1309,7 @@ "options-spell-spellfail-chk-title":"crwdns39390:0crwdne39390:0", "options-spell-sr-title":"crwdns28337:0crwdne28337:0", "options-spell-target-title":"crwdns28338:0crwdne28338:0", - "options-spells-accessible-title":"crwdns28339:0crwdne28339:0", + "options-spells-accessible-title":"crwdns42005:0crwdne42005:0", "orange":"crwdns28340:0crwdne28340:0", "organization":"crwdns39391:0crwdne39391:0", "original-abilities-menus":"crwdns39392:0crwdne39392:0", @@ -1153,12 +1331,12 @@ "other-magic":"crwdns39404:0crwdne39404:0", "other-magic-abbrv":"crwdns39405:0crwdne39405:0", "other-magic-items":"crwdns39406:0crwdne39406:0", - "other-spells-per-day-title":"crwdns39407:0crwdne39407:0", + "other-spells-per-day-title":"crwdns42006:0crwdne42006:0", "over":"crwdns39408:0crwdne39408:0", - "over-heavy-encumbrance-title":"crwdns39409:0crwdne39409:0", + "over-heavy-encumbrance-title":"crwdns42007:0crwdne42007:0", "overcome-spell-resistance-abbrv":"crwdns28345:0crwdne28345:0", "overloaded":"crwdns39410:0crwdne39410:0", - "overloaded-title":"crwdns39411:0crwdne39411:0", + "overloaded-title":"crwdns42008:0crwdne42008:0", "pages":"crwdns39412:0crwdne39412:0", "parchment-1":"crwdns39413:0crwdne39413:0", "parchment-2":"crwdns39414:0crwdne39414:0", @@ -1166,7 +1344,7 @@ "path":"crwdns28346:0crwdne28346:0", "path-number":"crwdns28347:0crwdne28347:0", "pathfinder-logo":"crwdns28348:0crwdne28348:0", - "pathfinder-mythic-adventures":"crwdns28349:0crwdne28349:0", + "pathfinder-mythic-adventures":"crwdns41710:0crwdne41710:0", "pathfinder-psionics":"crwdns28350:0crwdne28350:0", "pathfinder-unchained":"crwdns28351:0crwdne28351:0", "penalty":"crwdns28352:0crwdne28352:0", @@ -1179,6 +1357,7 @@ "perlevel":"crwdns28356:0crwdne28356:0", "permonth":"crwdns39419:0crwdne39419:0", "personal":"crwdns28357:0crwdne28357:0", + "pick-highest":"crwdns41711:0crwdne41711:0", "pierce-blunt-slash-abbrv":"crwdns28358:0crwdne28358:0", "piercing":"crwdns39420:0crwdne39420:0", "pink":"crwdns28359:0crwdne28359:0", @@ -1194,17 +1373,17 @@ "post-identification-abbrv":"crwdns28364:0crwdne28364:0", "post-identification-number":"crwdns28365:0crwdne28365:0", "post-identification-numbers":"crwdns28366:0crwdne28366:0", - "post-v1":"crwdns39426:0crwdne39426:0", + "post-v1":"crwdns42009:0crwdne42009:0", "pounds-title":"crwdns39427:0crwdne39427:0", - "pounds-abbrv":"crwdns28367:0crwdne28367:0", + "pounds-abbrv":"crwdns42010:0crwdne42010:0", "power-point-reserve-abbrv":"crwdns28368:0crwdne28368:0", - "pre-v1":"crwdns39428:0crwdne39428:0", + "pre-v1":"crwdns42011:0crwdne42011:0", "precision-abbrv":"crwdns28369:0crwdne28369:0", "precision-damage-title":"crwdns28370:0crwdne28370:0", "precision-damage-type":"crwdns28371:0crwdne28371:0", "prepared":"crwdns28372:0crwdne28372:0", "prepared-manual":"crwdns39429:0crwdne39429:0", - "prepared-spells-explanation":"crwdns39430:0crwdne39430:0", + "prepared-spells-explanation":"crwdns42012:0crwdne42012:0", "prestige-points":"crwdns28373:0crwdne28373:0", "primary-attack":"crwdns39431:0crwdne39431:0", "profession":"crwdns28374:0crwdne28374:0", @@ -1212,19 +1391,19 @@ "proficiency-abbrv":"crwdns28376:0crwdne28376:0", "proficiency-title":"crwdns28377:0crwdne28377:0", "prone":"crwdns28378:0crwdne28378:0", - "psionic-ability-title":"crwdns28379:0crwdne28379:0", + "psionic-ability-title":"crwdns42013:0crwdne42013:0", "psionic-focus":"crwdns28380:0crwdne28380:0", - "psionic-focus-title":"crwdns28381:0crwdne28381:0", + "psionic-focus-title":"crwdns42014:0crwdne42014:0", "psionic-information":"crwdns28382:0crwdne28382:0", "psionic-manifester-level-and-power-points":"crwdns28383:0crwdne28383:0", - "psionic-manifester-levels-title":"crwdns28384:0crwdne28384:0", - "psionic-manifester-lvls-title":"crwdns28385:0crwdne28385:0", - "psionic-manifester-miscellaneous-title":"crwdns28386:0crwdne28386:0", - "psionic-power-points-available-title":"crwdns28387:0crwdne28387:0", - "psionic-power-points-bonus-title":"crwdns28388:0crwdne28388:0", - "psionic-power-points-class-title":"crwdns28389:0crwdne28389:0", - "psionic-power-points-miscellaneous-title":"crwdns28390:0crwdne28390:0", - "psionic-power-points-reserve-title":"crwdns28391:0crwdne28391:0", + "psionic-manifester-levels-title":"crwdns42015:0crwdne42015:0", + "psionic-manifester-lvls-title":"crwdns42016:0crwdne42016:0", + "psionic-manifester-miscellaneous-title":"crwdns42017:0crwdne42017:0", + "psionic-power-points-available-title":"crwdns42018:0crwdne42018:0", + "psionic-power-points-bonus-title":"crwdns42019:0crwdne42019:0", + "psionic-power-points-class-title":"crwdns42020:0crwdne42020:0", + "psionic-power-points-miscellaneous-title":"crwdns42021:0crwdne42021:0", + "psionic-power-points-reserve-title":"crwdns42022:0crwdne42022:0", "public-roll":"crwdns39432:0crwdne39432:0", "public-rolls":"crwdns28392:0crwdne28392:0", "purple":"crwdns28393:0crwdne28393:0", @@ -1244,13 +1423,13 @@ "range-custom":"crwdns39439:0crwdne39439:0", "range-custom-place":"crwdns28403:0crwdne28403:0", "range-in-feet":"crwdns39440:0crwdne39440:0", - "range-in-feet-long":"crwdns39441:0crwdne39441:0", + "range-in-feet-long":"crwdns42023:0crwdne42023:0", "range-per-level-desc":"crwdns39442:0crwdne39442:0", "ranged":"crwdns28404:0crwdne28404:0", "ranged-attack":"crwdns39443:0crwdne39443:0", "ranged-attack-notes":"crwdns28405:0crwdne28405:0", - "ranged-attack-notes-place":"crwdns28406:0crwdne28406:0", - "ranged-calculation":"crwdns28407:0crwdne28407:0", + "ranged-attack-notes-place":"crwdns42024:0crwdne42024:0", + "ranged-calculation":"crwdns42025:0crwdne42025:0", "ranged-image":"crwdns28408:0crwdne28408:0", "ranged-notes":"crwdns28409:0crwdne28409:0", "ranged-touch-ray":"crwdns39444:0crwdne39444:0", @@ -1259,13 +1438,14 @@ "ranged2-attack":"crwdns39446:0crwdne39446:0", "ranks":"crwdns28411:0crwdne28411:0", "ranks-remaining":"crwdns28412:0crwdne28412:0", - "reach":"crwdns28413:0crwdne28413:0", + "reach":"crwdns42026:0crwdne42026:0", "reach-notes":"crwdns28414:0crwdne28414:0", "reach-small":"crwdns39447:0crwdne39447:0", + "recalculating":"crwdns42027:0crwdne42027:0", "recalculate-abbrv":"crwdns28415:0crwdne28415:0", "recalculate-cmd":"crwdns28416:0crwdne28416:0", - "recalculate-hit-points":"crwdns39448:0crwdne39448:0", - "recalculate-hit-points-title":"crwdns39449:0crwdne39449:0", + "recalculate-hit-points":"crwdns42028:0crwdne42028:0", + "recalculate-hit-points-title":"crwdns42029:0crwdne42029:0", "red":"crwdns28419:0crwdne28419:0", "reflex":"crwdns39450:0crwdne39450:0", "reflex-abbrv":"crwdns28420:0crwdne28420:0", @@ -1277,7 +1457,7 @@ "reset":"crwdns28426:0crwdne28426:0", "resistance":"crwdns28427:0crwdne28427:0", "resistances":"crwdns28428:0crwdne28428:0", - "resistances-title":"crwdns28429:0crwdne28429:0", + "resistances-title":"crwdns42030:0crwdne42030:0", "ride":"crwdns28430:0crwdne28430:0", "ring-one":"crwdns39451:0crwdne39451:0", "ring-two":"crwdns39452:0crwdne39452:0", @@ -1290,24 +1470,37 @@ "roll-time-custom-num-attributes":"crwdns39456:0crwdne39456:0", "rolls":"crwdns28436:0crwdne28436:0", "rounds":"crwdns39457:0crwdne39457:0", + "row-id-desc":"crwdns42031:0crwdne42031:0", "row-identification-for-macros":"crwdns39458:0crwdne39458:0", "rule":"crwdns39459:0crwdne39459:0", "rule-category":"crwdns39460:0crwdne39460:0", "rule-options":"crwdns39461:0crwdne39461:0", "run":"crwdns28437:0crwdne28437:0", "run-multiplier-abbrv":"crwdns39462:0crwdne39462:0", + "sanity":"crwdns41712:0crwdne41712:0", + "sanity-abbrv":"crwdns41713:0crwdne41713:0", + "sanity-beta":"crwdns41714:0crwdne41714:0", + "sanity-damage":"crwdns41715:0crwdne41715:0", + "sanity-edge":"crwdns41716:0crwdne41716:0", + "sanity-npc-abbrv":"crwdns41717:0crwdne41717:0", + "sanity-score":"crwdns41718:0crwdne41718:0", + "sanity-save-modifier":"crwdns41719:0crwdne41719:0", + "sanity-save-custom-modifier":"crwdns41720:0crwdne41720:0", + "sanity-threshold":"crwdns41721:0crwdne41721:0", "save":"crwdns28438:0crwdne28438:0", "save-difficulty-class":"crwdns39463:0crwdne39463:0", "save-effect":"crwdns39464:0crwdne39464:0", "save-no-harmless":"crwdns28441:0crwdne28441:0", "save-notes":"crwdns28442:0crwdne28442:0", - "save-notes-place":"crwdns28443:0crwdne28443:0", + "save-notes-place":"crwdns42032:0crwdne42032:0", "save-yes-harmless":"crwdns28445:0crwdne28445:0", "saves":"crwdns39465:0crwdne39465:0", "saving-throw":"crwdns28446:0crwdne28446:0", "saving-throws":"crwdns28447:0crwdne28447:0", "school":"crwdns28448:0crwdne28448:0", "school-etc":"crwdns39466:0crwdne39466:0", + "score":"crwdns41722:0crwdne41722:0", + "score-miscellaneous-abbrv":"crwdns41723:0crwdne41723:0", "secondary-hit-die-abbrv":"crwdns28449:0crwdne28449:0", "see-text":"crwdns28450:0crwdne28450:0", "see_text":"crwdns39467:0crwdne39467:0", @@ -1321,12 +1514,12 @@ "set-as-armor":"crwdns39471:0crwdne39471:0", "set-as-shield":"crwdns39472:0crwdne39472:0", "set-buffs":"crwdns39473:0crwdne39473:0", - "set-on-inventory":"crwdns39474:0crwdne39474:0", + "set-on-equipment":"crwdns42033:0crwdne42033:0", "set-sheet-color":"crwdns28456:0crwdne28456:0", "set-shield":"crwdns39475:0crwdne39475:0", "settings":"crwdns39476:0crwdne39476:0", "sheet-configuration":"crwdns39477:0crwdne39477:0", - "sheet-created-after-v1":"crwdns39478:0crwdne39478:0", + "sheet-created-after-v1":"crwdns42034:0crwdne42034:0", "sheet-guide":"crwdns28458:0crwdne28458:0", "shield":"crwdns28459:0crwdne28459:0", "shield-one":"crwdns28460:0crwdne28460:0", @@ -1337,13 +1530,13 @@ "show-announcements":"crwdns28466:0crwdne28466:0", "show-graph-paper":"crwdns39480:0crwdne39480:0", "show-in-menu":"crwdns39481:0crwdne39481:0", - "show-in-menu-title":"crwdns39482:0crwdne39482:0", + "show-in-menu-title":"crwdns42035:0crwdne42035:0", "show-old-announcements":"crwdns39483:0crwdne39483:0", "show-onetime-columns":"crwdns39484:0crwdne39484:0", - "show-onetime-columns-title":"crwdns39485:0crwdne39485:0", + "show-onetime-columns-title":"crwdns42036:0crwdne42036:0", "show-onetime-fields":"crwdns39486:0crwdne39486:0", "show-more-fields":"crwdns39487:0crwdne39487:0", - "show-onetime-item-fields-title":"crwdns39488:0crwdne39488:0", + "show-onetime-item-fields-title":"crwdns42037:0crwdne42037:0", "show-skills":"crwdns39489:0crwdne39489:0", "show-uses":"crwdns39490:0crwdne39490:0", "show-uses-spell-desc":"crwdns39491:0crwdne39491:0", @@ -1368,12 +1561,13 @@ "skill-macros-current":"crwdns39495:0crwdne39495:0", "skill-miscellaneous":"crwdns28482:0crwdne28482:0", "skill-notes":"crwdns28483:0crwdne28483:0", - "skill-notes-place":"crwdns28484:0crwdne28484:0", + "skill-notes-place":"crwdns42038:0crwdne42038:0", "skill-options":"crwdns28485:0crwdne28485:0", "skill-rank-totals":"crwdns28486:0crwdne28486:0", "skill-ranks":"crwdns28487:0crwdne28487:0", "skill-size-modifier":"crwdns28488:0crwdne28488:0", - "skill-size-title":"crwdns28489:0crwdne28489:0", + "skill-size-title":"crwdns42039:0crwdne42039:0", + "skill-take10-dropdown":"crwdns42219:0crwdne42219:0", "skill-untrained":"crwdns28490:0crwdne28490:0", "skills":"crwdns28491:0crwdne28491:0", "skills-per-hit-die":"crwdns39496:0crwdne39496:0", @@ -1387,22 +1581,25 @@ "slot":"crwdns28497:0crwdne28497:0", "society":"crwdns28498:0crwdne28498:0", "source":"crwdns39500:0crwdne39500:0", + "source-attack":"crwdns41724:0crwdne41724:0", + "source-attack-title":"crwdns41725:0crwdne41725:0", + "source-attack-placeholder":"crwdns41726:0crwdne41726:0", + "source-mainhand":"crwdns41727:0crwdne41727:0", + "source-offhand":"crwdns41728:0crwdne41728:0", "source-ability":"crwdns39501:0crwdne39501:0", "source-ability-placeholder":"crwdns39502:0crwdne39502:0", - "source-ability-title":"crwdns39503:0crwdne39503:0", - "source-item":"crwdns39504:0crwdne39504:0", - "source-item-name":"crwdns39505:0crwdne39505:0", - "source-item-name-title":"crwdns39506:0crwdne39506:0", - "source-item-placeholder":"crwdns39507:0crwdne39507:0", - "source-item-title":"crwdns39508:0crwdne39508:0", + "source-ability-title":"crwdns41729:0crwdne41729:0", + "source-item":"crwdns41730:0crwdne41730:0", + "source-item-name":"crwdns41731:0crwdne41731:0", + "source-item-placeholder":"crwdns41732:0crwdne41732:0", + "source-item-title":"crwdns42040:0crwdne42040:0", "source-name":"crwdns39509:0crwdne39509:0", - "source-spell":"crwdns39510:0crwdne39510:0", - "source-spell-name":"crwdns39511:0crwdne39511:0", - "source-spell-name-title":"crwdns39512:0crwdne39512:0", - "source-spell-placeholder":"crwdns39513:0crwdne39513:0", - "source-spell-title":"crwdns39514:0crwdne39514:0", + "source-spell":"crwdns41734:0crwdne41734:0", + "source-spell-name":"crwdns41735:0crwdne41735:0", + "source-spell-placeholder":"crwdns41736:0crwdne41736:0", + "source-spell-title":"crwdns41737:0crwdne41737:0", "source-title":"crwdns39515:0crwdne39515:0", - "space":"crwdns28499:0crwdne28499:0", + "space":"crwdns42041:0crwdne42041:0", "space-reach":"crwdns28500:0crwdne28500:0", "special":"crwdns39516:0crwdne39516:0", "special-abilities":"crwdns39517:0crwdne39517:0", @@ -1416,7 +1613,7 @@ "special-defense-notes":"crwdns39522:0crwdne39522:0", "special-qualities":"crwdns39523:0crwdne39523:0", "special-qualities-abbrv":"crwdns28505:0crwdne28505:0", - "special-qualities-place":"crwdns39524:0crwdne39524:0", + "special-qualities-place":"crwdns42042:0crwdne42042:0", "speed":"crwdns28507:0crwdne28507:0", "speed-base-title":"crwdns28508:0crwdne28508:0", "speed-multiplier-title":"crwdns28509:0crwdne28509:0", @@ -1465,7 +1662,7 @@ "spell-resistance":"crwdns28535:0crwdne28535:0", "spell-resistance-abbrv":"crwdns28536:0crwdne28536:0", "spell-resistance-abbrv2":"crwdns39544:0crwdne39544:0", - "spell-resistance-title":"crwdns28537:0crwdne28537:0", + "spell-resistance-title":"crwdns42043:0crwdne42043:0", "spell-roll-options":"crwdns28538:0crwdne28538:0", "spell-roll-template":"crwdns28539:0crwdne28539:0", "spell-school-place":"crwdns28541:0[descriptor]crwdne28541:0", @@ -1482,7 +1679,7 @@ "spells":"crwdns28547:0crwdne28547:0", "spells-known":"crwdns28548:0crwdne28548:0", "spells-migrated":"crwdns39551:0crwdne39551:0", - "spells-migrated-title":"crwdns28550:0crwdne28550:0", + "spells-migrated-title":"crwdns42044:0crwdne42044:0", "spells-notes":"crwdns39552:0crwdne39552:0", "spells-per-day":"crwdns39553:0crwdne39553:0", "spells-prepared":"crwdns28552:0crwdne28552:0", @@ -1500,7 +1697,7 @@ "strength-bonus-abbrv":"crwdns28559:0crwdne28559:0", "strength-calculation-abbrv":"crwdns39557:0crwdne39557:0", "strength-penalized":"crwdns39558:0crwdne39558:0", - "strength-penalized-title":"crwdns39559:0crwdne39559:0", + "strength-penalized-title":"crwdns42045:0crwdne42045:0", "stunned":"crwdns41042:0crwdne41042:0", "sum-uses-from-spells":"crwdns28562:0crwdne28562:0", "sum-uses-spells":"crwdns39560:0crwdne39560:0", @@ -1517,22 +1714,26 @@ "teal":"crwdns28569:0crwdne28569:0", "temporary-abbrv":"crwdns28570:0crwdne28570:0", "temporary-hit-points-abbrv":"crwdns39565:0crwdne39565:0", - "temporary-hit-points-buff-title":"crwdns28572:0crwdne28572:0", + "temporary-hit-points-buff-title":"crwdns42046:0crwdne42046:0", "temporary-hit-points-calculation-abbrv":"crwdns39566:0crwdne39566:0", - "temporary-hit-points-maximum-title":"crwdns28574:0crwdne28574:0", - "temporary-hit-points-miscellaneous-title":"crwdns39567:0crwdne39567:0", - "temporary-hit-points-title":"crwdns28576:0crwdne28576:0", + "temporary-hit-points-maximum-title":"crwdns42047:0crwdne42047:0", + "temporary-hit-points-miscellaneous-title":"crwdns42048:0crwdne42048:0", + "temporary-hit-points-title":"crwdns42049:0crwdne42049:0", "temporary-hp-calculations":"crwdns39568:0crwdne39568:0", + "threshold":"crwdns41738:0crwdne41738:0", + "threshold-miscellaneous-abbrv":"crwdns41739:0crwdne41739:0", "title":"crwdns28577:0crwdne28577:0", - "toggle-background-skills":"crwdns39569:0crwdne39569:0", - "toggle-buff":"crwdns28579:0crwdne28579:0", - "toggle-consolidated-skills":"crwdns39570:0crwdne39570:0", + "toggle-background-skills":"crwdns42050:0crwdne42050:0", + "toggle-buff":"crwdns42051:0crwdne42051:0", + "toggle-consolidated-skills":"crwdns42052:0crwdne42052:0", "toggle-endurance-feat":"crwdns39571:0crwdne39571:0", "toggle-gritty-mode":"crwdns39572:0crwdne39572:0", + "toggle-horror-adventures-long":"crwdns41740:0crwdne41740:0", + "toggle-horror-adventures":"crwdns41741:0crwdne41741:0", "toggle-mythic-adventures":"crwdns28581:0crwdne28581:0", "toggle-psionics":"crwdns28582:0crwdne28582:0", "toggle-unchained-skills":"crwdns28583:0crwdne28583:0", - "toggle-wound-threshold":"crwdns28584:0crwdne28584:0", + "toggle-wound-threshold":"crwdns42053:0crwdne42053:0", "total":"crwdns28585:0crwdne28585:0", "total-background-skill-ranks":"crwdns28586:0crwdne28586:0", "total-feats":"crwdns28587:0crwdne28587:0", @@ -1557,14 +1758,16 @@ "type-or-sub-type":"crwdns28599:0crwdne28599:0", "unarmed-strike":"crwdns28600:0crwdne28600:0", "uncanny-dodge-desc":"crwdns39581:0crwdne39581:0", - "uncanny-dodge-title":"crwdns39582:0crwdne39582:0", + "uncanny-dodge-title":"crwdns42054:0crwdne42054:0", "undead":"crwdns39583:0crwdne39583:0", "undead-title":"crwdns39584:0crwdne39584:0", "uniform-resource-locater-abbrv":"crwdns28601:0crwdne28601:0", "unknownrange":"crwdns39585:0crwdne39585:0", "unlock-defense-dropdowns":"crwdns39586:0crwdne39586:0", - "unlock-defense-dropdowns-title":"crwdns39587:0crwdne39587:0", + "unlock-defense-dropdowns-title":"crwdns42055:0crwdne42055:0", "upcoming-changes":"crwdns27529:0crwdne27529:0", + "update":"crwdns41742:0crwdne41742:0", + "update-weapons":"crwdns42056:0crwdne42056:0", "update-spell-macros":"crwdns28602:0crwdne28602:0", "use-class-features":"crwdns39588:0crwdne39588:0", "use-dwarf-encumbrance":"crwdns39589:0crwdne39589:0", @@ -1574,7 +1777,7 @@ "use-magic-device":"crwdns28603:0crwdne28603:0", "use-prestige-fame":"crwdns39593:0crwdne39593:0", "use-racial-traits":"crwdns39594:0crwdne39594:0", - "use-round-corners-on-simple-templates":"crwdns39595:0crwdne39595:0", + "use-round-corners-on-simple-templates":"crwdns42057:0crwdne42057:0", "use-simple-template-attacks":"crwdns39596:0crwdne39596:0", "use-simple-template-spells":"crwdns39597:0crwdne39597:0", "use-simple-templates":"crwdns39598:0crwdne39598:0", @@ -1590,13 +1793,14 @@ "uses-spell-points":"crwdns40557:0crwdne40557:0", "uses-spells-migrated":"crwdns39604:0crwdne39604:0", "uses-spells-title":"crwdns39605:0crwdne39605:0", - "uses-spell-points-title":"crwdns40558:0crwdne40558:0", + "uses-spell-points-title":"crwdns42220:0crwdne42220:0", + "v1":"crwdns42221:0crwdne42221:0", "value":"crwdns28609:0crwdne28609:0", "value-abbrv":"crwdns28610:0crwdne28610:0", "verdana":"crwdns39606:0crwdne39606:0", "version":"crwdns39607:0crwdne39607:0", "version-abbrv":"crwdns28611:0crwdne28611:0", - "versus-abbrv":"crwdns28612:0crwdne28612:0", + "versus-abbrv":"crwdns42058:0crwdne42058:0", "versus-armor-class":"crwdns28613:0crwdne28613:0", "versus-combat-maneuver-bonus":"crwdns28614:0crwdne28614:0", "versus-combat-maneuver-defense":"crwdns28615:0crwdne28615:0", @@ -1607,9 +1811,9 @@ "vision":"crwdns28620:0crwdne28620:0", "vision-details":"crwdns28621:0crwdne28621:0", "vision-senses":"crwdns39608:0crwdne39608:0", - "vision-title":"crwdns39609:0{vision}crwdne39609:0", + "vision-title":"crwdns42059:0{vision}crwdne42059:0", "weaknesses":"crwdns28623:0crwdne28623:0", - "weaknesses-title":"crwdns28624:0crwdne28624:0", + "weaknesses-title":"crwdns42060:0crwdne42060:0", "weapon":"crwdns28625:0crwdne28625:0", "weapon-attributes":"crwdns39610:0crwdne39610:0", "weapon-default":"crwdns39611:0crwdne39611:0", @@ -1620,20 +1824,20 @@ "whisper-gm":"crwdns39613:0crwdne39613:0", "whisper-character-rolls":"crwdns39614:0crwdne39614:0", "whisper-non-player-character-rolls":"crwdns39615:0crwdne39615:0", - "whisper-rolls-title":"crwdns41043:0crwdne41043:0", + "whisper-rolls-title":"crwdns41744:0crwdne41744:0", "whisper-to-game-master":"crwdns28633:0crwdne28633:0", "white":"crwdns28634:0crwdne28634:0", "willpower":"crwdns39616:0crwdne39616:0", "willpower-abbrv":"crwdns28635:0crwdne28635:0", "willpower-calculation-abbrv":"crwdns28636:0crwdne28636:0", - "willpower-save":"crwdns28637:0crwdne28637:0", + "willpower-save":"crwdns42697:0crwdne42697:0", "willpower-save-abbrv":"crwdns39617:0crwdne39617:0", "wisdom":"crwdns39618:0crwdne39618:0", "wisdom-abbrv":"crwdns28638:0crwdne28638:0", "wisdom-abbrv-default":"crwdns28639:0crwdne28639:0", "wisdom-calculation-abbrv":"crwdns28640:0crwdne28640:0", "wisdom-penalized":"crwdns39619:0crwdne39619:0", - "wisdom-penalized-title":"crwdns39620:0crwdne39620:0", + "wisdom-penalized-title":"crwdns42061:0crwdne42061:0", "worn-armor":"crwdns28641:0crwdne28641:0", "worn-equipment":"crwdns28642:0crwdne28642:0", "worn-equipment-hardness-title":"crwdns28643:0crwdne28643:0", @@ -1641,7 +1845,7 @@ "worn-equipment-hp-title":"crwdns28645:0crwdne28645:0", "worn-equipment-migrated":"crwdns39621:0crwdne39621:0", "worn-equipment-name-title":"crwdns28646:0crwdne28646:0", - "worn-equipment-quantity-title":"crwdns39622:0crwdne39622:0", + "worn-equipment-quantity-title":"crwdns42062:0crwdne42062:0", "worn-equipment-short-desc-title":"crwdns39623:0crwdne39623:0", "worn-equipment-slot-title":"crwdns39624:0crwdne39624:0", "worn-equipment-title":"crwdns28650:0crwdne28650:0", @@ -1657,6 +1861,7 @@ "yellow":"crwdns28658:0crwdne28658:0", "yes":"crwdns28659:0crwdne28659:0", "yes-default":"crwdns28660:0crwdne28660:0", - "yes-harmless":"crwdns28661:0crwdne28661:0", + "yes-harmless":"crwdns41658:0crwdne41658:0", + "yes-object":"crwdns41659:0crwdne41659:0", "yes-or-custom":"crwdns39628:0crwdne39628:0" } \ No newline at end of file diff --git a/Pathfinder_Cazra/js/worker.js b/Pathfinder_Cazra/js/worker.js index 8a23ba91d2fe..60ff1e4771f9 100644 --- a/Pathfinder_Cazra/js/worker.js +++ b/Pathfinder_Cazra/js/worker.js @@ -308,6 +308,10 @@ onChangeParse(['spell_dc_base'], values => { }); on('sheet:opened', () => { + setAttrs({ + character_sheet: 'Pathfinder_Simple v1.5.0' + }); + forceUpdate([ 'str', 'dex', 'con', 'int', 'wis', 'cha', 'bab', 'size' diff --git a/Pathfinder_Cazra/less/coreTab.less b/Pathfinder_Cazra/less/coreTab.less index 35668f098cb6..7f2c7d148f07 100644 --- a/Pathfinder_Cazra/less/coreTab.less +++ b/Pathfinder_Cazra/less/coreTab.less @@ -28,6 +28,20 @@ border-collapse: separate; border-spacing: 0 0.5em; + .atkAbility { + display: inline-block; + position: relative; + + select { + font-size: 0.6em; + height: 2.5em; + line-height: 1em; + padding: 1px; + position: absolute; + width: 4em; + } + } + .head label { font-size: 0.75em; line-height: 1em; @@ -37,27 +51,29 @@ .body { .blackBox { border-radius: 0.5em; - width: 1.2in; + width: 2in; - input, select { + input { background: #000; color: #fff; + font-size: 1.2em; + font-weight: bold; position: relative; text-align: center; - width: 1in; + width: 1.2in; } + } - input { - font-size: 1.2em; - font-weight: bold; - width: 100%; - } + .labelledBoxH { + vertical-align: middle; + } - select { - font-size: 0.8em; - line-height: 1em; - width: 0.75in; - } + .rollButton { + color: #fff; + font-family: dicefontd20; + font-size: 0.5in; + font-weight: normal; + line-height: 0.5in; } } diff --git a/Pathfinder_Cazra/less/rolltemplate.less b/Pathfinder_Cazra/less/rolltemplate.less index dfe1fe96c3b6..e105021d8190 100644 --- a/Pathfinder_Cazra/less/rolltemplate.less +++ b/Pathfinder_Cazra/less/rolltemplate.less @@ -18,6 +18,15 @@ td { padding: 0.5em 0; + + hr { + border-top: 1px solid #ccc; + margin: 2px; + } + } + + .crit { + color: #800; } .notes { diff --git a/Pathfinder_Cazra/pug/core/baseAttack.pug b/Pathfinder_Cazra/pug/core/baseAttack.pug index 711994c13c34..17c70d014370 100644 --- a/Pathfinder_Cazra/pug/core/baseAttack.pug +++ b/Pathfinder_Cazra/pug/core/baseAttack.pug @@ -1,44 +1,81 @@ h3 Attacks -.inlineBlock(style='margin-top: 1.5em; vertical-align: top; width: 1in;'): +labelledBoxV('Base Attack Bonus'): +input('number', 'bab')(value=0) ++labelledBoxH('Base Attack Bonus'): +input('number', 'bab')(value='0') +// .inlineBlock(style='margin-top: 1.5em; vertical-align: top; width: 1in;'): +labelledBoxV('Base Attack Bonus'): +input('number', 'bab')(value=0) -.inlineBlock(style='margin-bottom: 1em; vertical-align: top; width: 80%;') +.inlineBlock(style='margin-bottom: 1em; vertical-align: top;') mixin attack() - div(style='margin-bottom: 1em;') - .inlineBlock.blackBox: .rollButton - +rollButton('attack', 'attack_notes') - +input('text', 'attack_name') - +select('attack_ability') - +option('Choose One', '') - +option('Strength', 'str') - +option('Dexterity', 'dex') - +option('Constitution', 'con') - +option('Intelligence', 'int') - +option('Wisdom', 'wis') - +option('Charisma', 'cha') - +readOnlyBox('attack') - .mathOperator = - +readOnlyBox('attack_bab')(style='width: 0.25in;') - .mathOperator + - +readOnlyBox('attack_ability_mod')(style='width: 0.25in;') - .mathOperator + - +readOnlyBox('attack_size')(style='width: 0.25in;') - .mathOperator + - +fieldBox('number', 'attack_equipment') - .mathOperator + - +fieldBox('number', 'attack_misc') - .mathOperator + - +fieldBox('number', 'attack_temp') - +labelledUnderlined('Conditional Modifiers')(style='margin-left: 1em; width: 1.5in;'): +input('text', 'attack_notes') + .inlineBlock.blackBox(style='height: 0.5in; vertical-align: top; width: 0.5in;') + .rollButton + span t + +rollButton('attack', 'attack_notes', { + isAttack: true, + attackName: 'attack_name', + damage: 'attack_damage', + crit: { + range: 'attack_critRange', + multiplier: 'attack_critMultiplier' + } + }) + .inlineBlock(style='margin-bottom: 1em; width: 7.8in;') + div(style='margin-bottom: 2px;') + .inlineBlock.blackBox: +input('text', 'attack_name')(placeholder="Attack name") + +readOnlyBox('attack') + .mathOperator = + +readOnlyBox('attack_bab')(style='width: 0.25in;') + .mathOperator + + .atkAbility + +readOnlyBox('attack_ability_mod')(style='width: 0.25in;') + +select('attack_ability') + +option('Choose One', '') + +option('STR', 'str') + +option('DEX', 'dex') + +option('CON', 'con') + +option('INT', 'int') + +option('WIS', 'wis') + +option('CHA', 'cha') + .mathOperator + + +readOnlyBox('attack_size')(style='width: 0.25in;') + .mathOperator + + +fieldBox('number', 'attack_equipment') + .mathOperator + + +fieldBox('number', 'attack_misc') + .mathOperator + + +fieldBox('number', 'attack_temp') + div + +labelledBoxH('Damage'): +input('text', 'attack_damage')(value='0', style='width: 1.5in;') + +labelledUnderlined('Crit Range')(style='width: 0.8in;'): +select('attack_critRange')(value='99') + +option('Choose One', '99', true) + +option('20', '20') + +option('19-20', '19') + +option('18-20', '18') + +option('17-20', '17') + +option('16-20', '16') + +option('15-20', '15') + +option('14-20', '14') + +option('13-20', '13') + +option('12-20', '12') + +option('11-20', '11') + +option('10-20', '10') + +option('9-20', '9') + +option('8-20', '8') + +option('7-20', '7') + +option('6-20', '6') + +option('5-20', '5') + +option('4-20', '4') + +option('3-20', '3') + +option('2-20', '2') + +labelledUnderlined('Crit Multiplier')(style='width: 0.8in;'): +input('number', 'attack_critMultiplier') + +labelledUnderlined('Conditional Modifiers')(style='margin-left: 1em; width: 3in;'): +input('text', 'attack_notes') .attacks .head - label.inlineBlock(style='padding-left: 1.5in; width: 0.55in') Total + label.inlineBlock(style='padding-left: 3in; width: 0.55in') Total label.inlineBlock(style='width: 0.4in;') BAB label.inlineBlock(style='width: 0.4in;') Ability Mod label.inlineBlock(style='width: 0.4in;') Size label.inlineBlock(style='width: 0.6in;') Equipment label.inlineBlock(style='width: 0.65in;') Misc +/- label.inlineBlock Temp +/- - .body(style='width: 8in;') + .body(style='width: 8.5in;') +repeating('attacks') +attack() diff --git a/Pathfinder_Cazra/pug/fields.pug b/Pathfinder_Cazra/pug/fields.pug index 0d5442af73df..430a8b094cf5 100644 --- a/Pathfinder_Cazra/pug/fields.pug +++ b/Pathfinder_Cazra/pug/fields.pug @@ -48,11 +48,22 @@ mixin repeating(name) fieldset(class='repeating_' + name) block -mixin rollButton(attr, notes) +mixin rollButton(attr, notes, options) - - var tpl = '&{template:pf} {{charName=@{character_name}}} {{attr=' + attr + '}} {{result=[[1d20 + @{' + attr + '}]]}}'; + var tpl = '&{template:pf} {{charName=@{character_name}}} '; + if(options && options.isAttack) { + tpl += '{{attr=@{' + options.attackName + '}}} {{result=[[1d20cs>@{' + options.crit.range + '} + @{' + attr + '}]]}} ' + + '{{damage=[[@{' + options.damage + '}]]}} ' + + '{{critConfirm=[[1d20cs>@{' + options.crit.range + '} + @{' + attr + '}]]}} ' + + '{{critDamage=[[(@{' + options.damage + '}) * @{' + options.crit.multiplier + '}]]}}' + + '{{isAttack=true}}'; + } + else + tpl += '{{attr=' + attr + '}} {{result=[[1d20 + @{' + attr + '}]]}}'; + if(notes) tpl += '{{notes=@{' + notes + '}}}'; + button(type='roll', value=tpl) mixin select(name) diff --git a/Pathfinder_Cazra/pug/index.pug b/Pathfinder_Cazra/pug/index.pug index 4155ec7ceeaa..044347157eec 100644 --- a/Pathfinder_Cazra/pug/index.pug +++ b/Pathfinder_Cazra/pug/index.pug @@ -2,6 +2,7 @@ include fields.pug include tabs.pug +input('text', 'debug')(value=' ', style='display: none;') ++input('text', 'character_sheet')(value='Pathfinder_Simple', style='display: none;') .top .pfLogo @@ -10,9 +11,10 @@ include tabs.pug +labelledUnderlined('Character Name')(style='width: 2.5in;'): +input('text', 'character_name') +labelledUnderlined('Player Name'): +input('text', 'player_name') div - +labelledUnderlined('Race')(style='width: 1.5in;'): +input('text', 'race') - +labelledUnderlined('Classes and levels')(style='width: 2in;'): +input('text', 'classes') - +labelledBoxH('XP')(style='float: right;'): +input('number', 'xp') + +labelledUnderlined('Race')(style='width: 1in;'): +input('text', 'race') + +labelledUnderlined('Classes and levels')(style='width: 1.5in;'): +input('text', 'classes') + +labelledUnderlined('Total Lv')(style='width: 0.5in;'): +input('number', 'level') + +labelledBoxH('XP')(style='float: right;'): +input('number', 'xp')(style='width: 1in;') div +labelledUnderlined('Active Status Conditions')(style='width: 3in;'): +input('text', 'activeConditions') +labelledBoxH('HP')(style='float: right;'): +fraction('hp') diff --git a/Pathfinder_Cazra/pug/rolltemplate.pug b/Pathfinder_Cazra/pug/rolltemplate.pug index 5be1ea18d322..370a9072e445 100644 --- a/Pathfinder_Cazra/pug/rolltemplate.pug +++ b/Pathfinder_Cazra/pug/rolltemplate.pug @@ -1,10 +1,62 @@ rolltemplate.sheet-rolltemplate-pf + + mixin isAttack() + | {{#isAttack}} + block + | {{/isAttack}} + + mixin isCrit() + | {{#rollWasCrit() result}} + block + | {{/rollWasCrit() result}} + + mixin notAttack() + | {{#^isAttack}} + block + | {{/^isAttack}} + + mixin notCrit() + | {{#^rollWasCrit() result}} + block + | {{/^rollWasCrit() result}} + + mixin attackNotes() + | {{#notes}} + tr: td.notes + div Attack Notes: + div {{notes}} + | {{/notes}} + + mixin notes() + | {{#notes}} + tr: td.notes + div Notes: + div {{notes}} + | {{/notes}} + + table thead: tr: th {{charName}} ⇒ {{attr}} tbody - tr: td Result {{result}} - | {{#notes}} - tr: td.notes - div Notes: - div {{notes}} - | {{/notes}} + +isAttack() + +isCrit() + tr: td: h3.crit Critical Hit! {{result}} + tr: td Roll to Confirm {{critConfirm}} + +notCrit() + tr: td Attack {{result}} + + tr: td: hr + + +isCrit() + tr: td.crit Crit Damage {{critDamage}} + tr: td Non-crit Damage {{damage}} + +notCrit() + tr: td Damage {{damage}} + + +notes() + + +notAttack() + tr: td Result {{result}} + +notes() + + diff --git a/Pathfinder_Cazra/sheet.css b/Pathfinder_Cazra/sheet.css index 8a94eca25c06..473a2904abe2 100644 --- a/Pathfinder_Cazra/sheet.css +++ b/Pathfinder_Cazra/sheet.css @@ -17,6 +17,13 @@ .sheet-rolltemplate-pf table tbody td { padding: 0.5em 0; } +.sheet-rolltemplate-pf table tbody td hr { + border-top: 1px solid #ccc; + margin: 2px; +} +.sheet-rolltemplate-pf table tbody .sheet-crit { + color: #800; +} .sheet-rolltemplate-pf table tbody .sheet-notes { font-size: 0.8em; font-style: italic; @@ -52,6 +59,18 @@ border-collapse: separate; border-spacing: 0 0.5em; } +.charsheet .sheet-coreTab .sheet-attacks .sheet-atkAbility { + display: inline-block; + position: relative; +} +.charsheet .sheet-coreTab .sheet-attacks .sheet-atkAbility select { + font-size: 0.6em; + height: 2.5em; + line-height: 1em; + padding: 1px; + position: absolute; + width: 4em; +} .charsheet .sheet-coreTab .sheet-attacks .sheet-head label { font-size: 0.75em; line-height: 1em; @@ -60,24 +79,26 @@ } .charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-blackBox { border-radius: 0.5em; - width: 1.2in; + width: 2in; } -.charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-blackBox input, .charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-blackBox select { +.charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-blackBox input { background: #000; color: #fff; + font-size: 1.2em; + font-weight: bold; position: relative; text-align: center; - width: 1in; + width: 1.2in; } -.charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-blackBox input { - font-size: 1.2em; - font-weight: bold; - width: 100%; +.charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-labelledBoxH { + vertical-align: middle; } -.charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-blackBox select { - font-size: 0.8em; - line-height: 1em; - width: 0.75in; +.charsheet .sheet-coreTab .sheet-attacks .sheet-body .sheet-rollButton { + color: #fff; + font-family: dicefontd20; + font-size: 0.5in; + font-weight: normal; + line-height: 0.5in; } .charsheet .sheet-coreTab .sheet-attacks .sheet-mathOperator { margin-bottom: 0; diff --git a/Pathfinder_Cazra/sheet.html b/Pathfinder_Cazra/sheet.html index 556a57cf097c..2b22f56e54e0 100644 --- a/Pathfinder_Cazra/sheet.html +++ b/Pathfinder_Cazra/sheet.html @@ -1,5 +1,6 @@ +
    @@ -18,22 +19,28 @@
    -
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    @@ -747,18 +754,17 @@

    Defenses

    Attacks

    -
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    - + @@ -766,57 +772,104 @@

    Attacks

    -
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    @@ -4887,6 +4940,10 @@

    Level 9 Spells

    }); on('sheet:opened', () => { + setAttrs({ + character_sheet: 'Pathfinder_Simple v1.5.0' + }); + forceUpdate([ 'str', 'dex', 'con', 'int', 'wis', 'cha', 'bab', 'size' @@ -4901,16 +4958,47 @@

    Level 9 Spells

    {{charName}} ⇒ {{attr}} - - - Result {{result}} - {{#notes}} - - -
    Notes:
    -
    {{notes}}
    - - {{/notes}} + {{#isAttack}}{{#rollWasCrit() result}} + + +

    Critical Hit! {{result}}

    + + + + Roll to Confirm {{critConfirm}} + {{/rollWasCrit() result}}{{#^rollWasCrit() result}} + + Attack {{result}} + {{/^rollWasCrit() result}} + + +
    + + {{#rollWasCrit() result}} + + Crit Damage {{critDamage}} + + + Non-crit Damage {{damage}} + {{/rollWasCrit() result}}{{#^rollWasCrit() result}} + + Damage {{damage}} + {{/^rollWasCrit() result}}{{#notes}} + + +
    Notes:
    +
    {{notes}}
    + + {{/notes}}{{/isAttack}}{{#^isAttack}} + + Result {{result}} + {{#notes}} + + +
    Notes:
    +
    {{notes}}
    + + {{/notes}}{{/^isAttack}} \ No newline at end of file diff --git a/Pendragon/Images/28-faded-parchment-background-sml.jpg b/Pendragon/Images/28-faded-parchment-background-sml.jpg deleted file mode 100644 index 9fc8333806e9..000000000000 Binary files a/Pendragon/Images/28-faded-parchment-background-sml.jpg and /dev/null differ diff --git a/Pendragon/Images/P-titre.jpg b/Pendragon/Images/P-titre.jpg deleted file mode 100644 index cf48547bbf8a..000000000000 Binary files a/Pendragon/Images/P-titre.jpg and /dev/null differ diff --git a/Pendragon/Images/Pendragon Background.png b/Pendragon/Images/Pendragon Background.png new file mode 100644 index 000000000000..8daa81094d7d Binary files /dev/null and b/Pendragon/Images/Pendragon Background.png differ diff --git a/Pendragon/Images/Pendragon.jpg b/Pendragon/Images/Pendragon.jpg new file mode 100644 index 000000000000..1a4b96bdec88 Binary files /dev/null and b/Pendragon/Images/Pendragon.jpg differ diff --git a/Pendragon/Pendragon.css b/Pendragon/Pendragon.css index ec0cf7a4cde3..662d306590c3 100644 --- a/Pendragon/Pendragon.css +++ b/Pendragon/Pendragon.css @@ -1,3 +1,26 @@ +.sheet-container { + position: relative; + width: 1350px; + padding: 60px; +} + +.sheet-background { + width: 100%; + height: 100%; +} + +.sheet-background::after { + content: ""; + top: 0; + left: 0; + bottom: 0; + right: 0; + position: absolute; + z-index: -1; + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Pendragon/Images/Pendragon%20Background.png'); + background-size: 100% 100%; +} + /* TABS */ div.sheet-tab-content { display: none; } @@ -8,7 +31,8 @@ input.sheet-tab4:checked ~ div.sheet-tab4, input.sheet-tab5:checked ~ div.sheet-tab5, input.sheet-tab6:checked ~ div.sheet-tab6, input.sheet-tab7:checked ~ div.sheet-tab7, -input.sheet-tab8:checked ~ div.sheet-tab8 +input.sheet-tab8:checked ~ div.sheet-tab8, +input.sheet-tab9:checked ~ div.sheet-tab9 { display: block; @@ -49,8 +73,8 @@ input.sheet-tab + span::before font-size: 18px; position: absolute; - top: 70px; - left: 30px; + top: 57px; + left: 62px; } input.sheet-tab:checked + span::before @@ -72,7 +96,7 @@ input.sheet-tab:not(:first-child) + span::before input.sheet-tab2 + span::before { /*left: 180px;*/ - left: 133px; + left: 165px; background: #fff; background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); @@ -85,48 +109,140 @@ input.sheet-tab2 + span::before input.sheet-tab3 + span::before { /* left: 330px; */ - left: 234px; + left: 267px; } input.sheet-tab4 + span::before { /*left: 480px;*/ - left: 336px; + left: 369px; } input.sheet-tab5 + span::before { /*left: 630px;*/ - left: 438px; + left: 471px; } input.sheet-tab6 + span::before { /*left: 780px;*/ - left: 540px; + left: 573px; } input.sheet-tab7 + span::before { /*left: 930px;*/ - left: 642px; + left: 675px; } input.sheet-tab8 + span::before { /*left: 1080px;*/ - left: 744px; + left: 777px; +} + +input.sheet-tab9 + span::before +{ + /*left: 1230px;*/ + left: 879px; } div.sheet-tab-content { - border: 1px solid #a8a8a8; - border-top-color: #000; margin: 2px 0 0 5px; padding: 5px; } +/* NPC TAB */ + +div.sheet-Etab-content { display: none; } + +input.sheet-Etab1:checked ~ div.sheet-Etab1, +input.sheet-Etab2:checked ~ div.sheet-Etab2, +input.sheet-Etab3:checked ~ div.sheet-Etab3 + +{ + display: block; +} + +input.sheet-Etab +{ + width: 100px; + height: 20px; + position: relative; + top: 0px; + left: 5px; + margin: -1.5px; + margin-bottom: 5px; + cursor: pointer; + z-index: 1; + opacity: 0; +} + +input.sheet-Etab + span::before +{ + content:attr(title); + + border: solid 1px #a8a8a8; + border-bottom-color: black; + text-align: center; + display: inline-block; + + background: #fff; + background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -webkit-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -ms-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -o-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + + width: 100px; + height: 20px; + font-size: 18px; + + position: absolute; + top: 81px; + left: 0px; +} + +input.sheet-Etab:checked + span::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -webkit-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -ms-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -o-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + border-bottom-color: #fff; +} + +input.sheet-Etab:not(:first-child) + span::before +{ + + border-left: none; +} + +input.sheet-Etab2 + span::before +{ + /* left: 155px */ + left: 102px; + + background: #fff; + background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -webkit-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -ms-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -o-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); +} + +input.sheet-Etab3 + span::before +{ + + + /* left: 305px */ + left: 204px; +} /* sheet */ @@ -174,9 +290,6 @@ div.sheet-tab-content color: #00B7FF; } -.charsheet { - background-image: url("https://github.com/Roll20/roll20-character-sheets/blob/master/Pendragon/Images/28-faded-parchment-background-sml.jpg"); 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    ATTRIBUTES

    +

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    +

    DERIVED STATISTICS

    + + + + + + + +
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    PASSIONS

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    PERSONALITY TRAITS

    +

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    +

    +

    + Chivalry Bonus Knight (80+) + Active? + +

    +

    + Gentlewoman Bonus Female (80+) + Active? + +

    +

    + Religious Bonus (all >15) (0 = no, 1 = yes) +

    +
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    +

    SKILLS

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    +

    Squire

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    + + + + + +
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    Combat Skills

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    Armor

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    Horse

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    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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    Wealth

    +
    + Libra (£): + Denari (d): + Money on Hand: + +
    +
    +

    Equipment

    +
    + Clothing £ + + + +
    +
    + Clothing £ + + +
    +
    +

    Notes

    + +
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    + +
    +
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+ font-weight: bold; + vertical-align: middle; + min-height: 1.25em; + overflow: hidden; +} +.sheet-inline { + display: inline-block; + margin: .3em .124em .3em .125em; + height: 3em; + min-height: 3em; + vertical-align: top; + text-align: center; + position: relative; +} +.sheet-nontable-repeating { + display: inline-block; + position: relative; + vertical-align: middle; +} +.sheet-section-head { + text-align: left; + font-weight: bold; + color: White; + background-color: indigo; + padding-top: .25em; + padding-left: .5em; + width: calc(100% - 0.5em); + display: block; + border-radius: 10px 10px 0px 0px; + margin-top: 3px; +} +.sheet-nontable-subname { + text-align: center; + font-weight: bold; + color: White; + background-color: indigo; + padding-top: .25em; + width: 100%; + display: block; +} +.sheet-nontable-label { + text-align: left; + white-space: nowrap; +} +.sheet-nontable-bold { + text-align: left; + font-weight: bold; +} +.sheet-shortCol { + width: 23%; + display: inline-block; + vertical-align: top; +} +.sheet-medCol { + width: 37%; + display: inline-block; + vertical-align: top; +} +.sheet-longCol { + width: 76%; + display: inline-block; + vertical-align: top; +} +.sheet-forceLine { + white-space: nowrap; + overflow: hidden; +} +.sheet-longText { + width: 20em; +} +.sheet-fireteamInput { + width: 95%; + min-width: 95%; +} +.sheet-fireteamQual { + width: calc(100% - 7.15em); +} +.sheet-input-penalty { + width: calc(100% - 6.125em); +} +.sheet-input-name { + width: calc(100% - 3.5em); +} +.sheet-input-specialties { + width: 100%; + margin-left: .25em; +} +.sheet-width-shipWep { + width: 68%; +} +.sheet-width-shipDmg { + width: 30%; +} +.sheet-width-gearName { + width: 25%; +} +.sheet-width-gearLocker { + width: 15%; +} +.sheet-width-gearEffects { + width: 58%; +} +.sheet-width-ammoName { + width: 24% +} +.sheet-width-ammoMech { + width: 19% +} +.sheet-width-ammoUses { + width: 15% +} +.sheet-width-ammoEffects { + width: 39% +} +.sheet-width-weaponName { + width: 15%; 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+ background: inherit; + border: none; +} +.sheet-rolltemplate-pmBasic .inlinerollresult.fullfail { + border: none; +} +.sheet-rolltemplate-pmBasic .inlinerollresult.importantroll { + border: none; +} +.sheet-rolltemplate-pmBasic .inlinerollresult.fullcrit { + border: none; +} +.sheet-rolltemplate-pmBasic .sheet-normalDie { + width: 30px; + height: 30px; + font-size: 20px; + color: white; + background: indigo; + text-align: center; +} +.sheet-rolltemplate-pmBasic .sheet-mayhemDie { + width: 30px; + height: 30px; + font-size: 20px; + color: black; + background: lightgray; + text-align: center; +} +.sheet-rolltemplate-pmBasic .sheet-rt-frame { + width: 189px; + padding: 5px; + border: 1px solid; + background-color: white; +} +.sheet-rolltemplate-pmBasic .sheet-roll-head { + text-align: left; + font-weight: bold; + color: White; + background-color: indigo; + padding-top: .25em; + padding-left: .5em; + width: calc(100% - 0.5em); + display: block; + border-radius: 10px 10px 0px 0px; + margin-top: 3px; +} +.sheet-rolltemplate-pmBasic .sheet-roll-border { + border-style: solid; + border-width: medium; + border-color: indigo; + border-radius: 0px 0px 10px 10px; + background: white; + padding: 5px; +} + +/* Generic Roll Template - keep in sync with Basic Roll Template */ +.sheet-rolltemplate-pmGeneric .inlinerollresult { + display: inline-block; + text-align: center; + color: inherit; + background: inherit; + border: none; +} +.sheet-rolltemplate-pmGeneric .inlinerollresult.fullfail { + border: none; +} +.sheet-rolltemplate-pmGeneric .inlinerollresult.importantroll { + border: none; +} +.sheet-rolltemplate-pmGeneric .inlinerollresult.fullcrit { + border: none; +} +.sheet-rolltemplate-pmGeneric .sheet-normalDie { + width: 30px; + height: 30px; + font-size: 20px; + color: white; + background: indigo; + text-align: center; +} +.sheet-rolltemplate-pmGeneric .sheet-mayhemDie { + width: 30px; + height: 30px; + font-size: 20px; + color: black; + background: lightgray; + text-align: center; +} +.sheet-rolltemplate-pmGeneric .sheet-roll-head { + text-align: left; + font-weight: bold; + color: White; + background-color: indigo; + padding-top: .25em; + padding-left: .5em; + width: calc(100% - 0.5em); + display: block; + border-radius: 10px 10px 0px 0px; + margin-top: 3px; +} +.sheet-rolltemplate-pmGeneric .sheet-roll-border { + border-style: solid; + border-width: medium; + border-color: indigo; + border-radius: 0px 0px 10px 10px; + background: white; + padding: 5px; +} \ No newline at end of file diff --git a/Planet_Mercenary/Planet_Mercenary.html b/Planet_Mercenary/Planet_Mercenary.html new file mode 100644 index 000000000000..f39a4a59c1d9 --- /dev/null +++ b/Planet_Mercenary/Planet_Mercenary.html @@ -0,0 +1,586 @@ +
    +
    +
    + + CHARACTER +
    + Name + +
    +
    + Command Package + +
    +
    + Background Package + +
    +
    + Sophont Type + +
    +
    +
    +
    +
    + + COMPANY +
    + Name + +
    +
    + AI Rating + + Resources + +
    +
    + Supplies + + Reputation + +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + + Health / + Reduction + Defense + Dodge +
    Skill Penalty
    +
    +
    +
    + + RiPP +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    0
    +
    1
    +
    2
    +
    3
    +
    4
    +
    5
    +
    +
    +
    +
    +
    + SKILLS +
    +
    +
    +
    + +
    + + Combat Skills + Rank + + Specialties +
    +
    + + Carbines + + + +
    +
    + + Dodge + + + +
    +
    + + Explosives + + + +
    +
    + + Heavy Weapons + + + +
    +
    + + Long Guns + + + +
    +
    + + Melee + + + +
    +
    + + Pistols + + + +
    +
    + + Scatterguns + + + +
    +
    + + Stationed Weapons + + + +
    +
    + + Thrown Weapons + + + +
    + +
    + + Physical Skills + Rank + + Specialties +
    +
    + + Air Vehicles + + + +
    +
    + + Athletics + + + +
    +
    + + Endurance + + + +
    +
    + + Ground Vehicles + + + +
    +
    + + Larceny + + + +
    +
    + + Perception + + + +
    +
    + + Space Vehicles + + + +
    +
    + + Stealth + + + +
    +
    + + Water Vehicles + + + +
    +
    +
    +
    +
    + +
    + + Mental Skills + Rank + + Specialties +
    +
    + + Chemistry + + + +
    +
    + + Computers + + + +
    +
    + + Economics + + + +
    +
    + + Engineering + + + +
    +
    + + Experim. Sciences + + + +
    +
    + + History + + + +
    +
    + + Insight + + + +
    +
    + + Mechanic + + + +
    +
    + + Medicine + + + +
    +
    + + Research + + + +
    +
    + + Xenobiology + + + +
    + +
    + + Social Skills + Rank + + Specialties +
    +
    + + Contracts + + + +
    +
    + + Deceive + + + +
    +
    + + Empathy + + + +
    +
    + + Inspire + + + +
    +
    + + Intimidate + + + +
    +
    + + Negotiate + + + +
    +
    + + Perform + + + +
    +
    + + Willpower + + + +
    +
    +
    +
    +
    + + WEAPONS +
    + Name + Damage + Ammo Type + Reload + Rules & Qualities +
    +
    +
    + +
    +
    +
    + + ARMORS +
    + Name + Defense + DR + Hull + Rules & Qualities +
    +
    +
    + +
    +
    +
    + + FIRETEAM +
    +
    +
    + + 1 + 2 + 3 + Team Totals +
    +
    + Name + + + + +
    +
    + Physical + + + + +
    +
    + Mental + + + + +
    +
    + Social + + + + +
    +
    + Combat + + + + +
    +
    + Team Qualities + +
    + + SPECIALIZED AMMO & EXPLOSIVES +
    + Name + Use Mechanism + Uses + Effects +
    +
    +
    + +
    +
    +
    + + OTHER GEAR +
    + Name + Ship's Locker + Rules/Effects +
    +
    +
    + +
    +
    +
    + SHIP +
    +
    +
    + + Name + Model + Company AI Rating + Def. vs Beam + Def. vs Missle + Def vs. Gravy + DR +
    +
    + + Hull Points / +
    +
    +
    +
    + + Weapon + Damage +
    +
    +
    + +
    +
    +
    +
    + + Other Systems +
    +
    +
    + +
    +
    +
    +
    +
    +
    Sheet created by Zargon based on the Planet Mercenary official sheet. Last updated 7/7/2017. v1.1
    +
    + +
    + + + {{name}} - {{skill}} +
    + {{d1}} + {{d2}} + {{d3}} +
    + Ranks: {{skillMod}} +
    +
    + + Generic +
    + {{d1}} + {{d2}} + {{d3}} +
    +
    +
    \ No newline at end of file diff --git a/Planet_Mercenary/Planet_Mercenary.png b/Planet_Mercenary/Planet_Mercenary.png new file mode 100644 index 000000000000..ced120215d85 Binary files /dev/null and b/Planet_Mercenary/Planet_Mercenary.png differ diff --git a/Planet_Mercenary/sheet.json b/Planet_Mercenary/sheet.json new file mode 100644 index 000000000000..a5198aa332a5 --- /dev/null +++ b/Planet_Mercenary/sheet.json @@ -0,0 +1,8 @@ +{ + "html":"Planet_Mercenary.html", + "css":"Planet_Mercenary.css", + "authors":"Zargon", + "roll20userid":"75665", + "preview":"Planet_Mercenary.png", + "instructions":"This is a character sheet based on the Planet Mercenary preview character sheet with some visual differences. Includes roll templates to assist with d6³ rolls through the generic button or skill specific buttons" +} \ No newline at end of file diff --git a/Polaris/translations/it.json b/Polaris/translations/it.json index 0174f6422118..3cec380a9a97 100644 --- a/Polaris/translations/it.json +++ b/Polaris/translations/it.json @@ -1,12 +1,12 @@ { - "acrobatics-balance":"Acrobatics\/Balance", + "acrobatics-balance":"Acrobazia\/equilibrio", "acting-storytelling":"Acting\/Storytelling", "ada":"ADA", "adaptation":"Adaptation", - "age":"Age", - "age-title":"Character Age", - "ambidextrous":"Ambidextrous", - "ancient-language":"Ancient Languages", + "age":"Età", + "age-title":"Età del personaggio", + "ambidextrous":"Ambidestro", + "ancient-language":"Antico Linguaggio", "annexes":"Annexes", "annexes-states-health-and-protection-exp":"Expand the table", "annexes-states-health-and-protection-h":"Health State & Protection", @@ -14,10 +14,10 @@ "annexes-success-failure-margin-h":"Success and Failure Marging", "apnea":"Apnea", "aquaculture-livestock-farming":"Aquaculture\/Livestock Farming", - "archetype":"Archetype", - "archetype-place":"Character Archetype", + "archetype":"Archetipo", + "archetype-place":"Archetipo Personaggio", "armed-combat":"Armed Combat", - "armor":"Armor", + "armor":"Armatura", "armor-attack":"Armor Weaponery", "armor-attributes-exp":"Expand the armor attributes", "armor-attributes-h":"Armor Attributes", diff --git a/Polaris/translations/pt.json b/Polaris/translations/pt.json index b4946eb52154..1c6d44935b49 100644 --- a/Polaris/translations/pt.json +++ b/Polaris/translations/pt.json @@ -1,5 +1,5 @@ { - "acrobatics-balance":"Acrobatics\/Balance", + "acrobatics-balance":"Acrobacia\/Equilíbrio", "acting-storytelling":"Acting\/Storytelling", "ada":"ADA", "adaptation":"Adaptação", diff --git a/PortesMonstresTresors/ReadMe.md b/PortesMonstresTresors/ReadMe.md index 11ca22814e0b..422c7c422d1a 100644 --- a/PortesMonstresTresors/ReadMe.md +++ b/PortesMonstresTresors/ReadMe.md @@ -44,20 +44,20 @@ Par défaut, le personnage créé est attribué au joueur qui a cliqué dans le # Notes de version -##v4.4 (18 Février 2017). +## v4.4 (18 Février 2017). Correction du calcul d'encombrement. -##v4.3 (18 Décembre 2016). +## v4.3 (18 Décembre 2016). Correction du calcul d'encombrement. -##v4.2 (28 Février 2016). +## v4.2 (28 Février 2016). * Correction de l'infobulle de la case à cocher "R" dans les sorts : il s'agissait de "Sort Réversible" * Correction de l'affichage des sorts avec Firefox -##v4.1 (22 Février 2016). +## v4.1 (22 Février 2016). Possibilité d'agrandir/réduire le champ de description d'un sort. -##v4.0 (29 Janvier 2016). +## v4.0 (29 Janvier 2016). * Changement de la police des zones de saisie de 'Times' à 'Patrick Hand' (aspect plus 'manuscrit') * Quelques ajustements de mise en page * Élargissement du template de jet dans le chat @@ -68,7 +68,7 @@ Possibilité d'agrandir/réduire le champ de description d'un sort. * Les sorts de niveau 1 et 2 d'elfe et magicien ont toutes les informations pré-renseignées * Tous les sorts de Clerc de niveau 1 ont toutes les informations pré-renseignées -##v3.1 (17 Janvier 2016). +## v3.1 (17 Janvier 2016). * Ajout du nom du personnage sur tous les templates de jet dans le chat (utile lorsqu'un joueur contrôle plusieurs personnages) * Ajout de champs de saisie pour le titre et les langues supplémentaires du personnage * Agrandissement de la zone du modificateur de DEX pour le calcul de la CA (une valeur négative n'était pas visible) @@ -81,7 +81,7 @@ Possibilité d'agrandir/réduire le champ de description d'un sort. * Correction du nom des armures, en vertue de l'[errata de PMT du 03/01/2016](http://www.scriptorium.d100.fr/wp-content/uploads/2016/01/PMT-errata-3-01-16.pdf) * Les distances de mouvement se mettent correctement à jour à la création du personnage -##v3.0 (Janvier 2016). +## v3.0 (Janvier 2016). Les personnages existants ne sont malheureusement que partiellement rétro-compatibles. Il faudra reprendre certains éléments : classe, attaques et équipements notamment. @@ -103,24 +103,24 @@ Nouveautés : * Info-bulle du détail des jets d'attaque et de dégâts clarifié * Ajout du jet de suprise dans les actions -##v2.2 (Août 2015). +## v2.2 (Août 2015). Amélioration de l'affichage des résultats des jets de caractéristiques, sauvegardes et talents avec indication de succès ou d'échec. -##v2.1 (Avril 2015). +## v2.1 (Avril 2015). Correction d'une anomalie d'affichage du logo PMT avec Firefox. -##v2.0 (Avril 2015). +## v2.0 (Avril 2015). Des jets mieux mis en forme dans le chat, avec l'utilisation des nouveaux _templates_ Roll20. Ajout du bonus d'attaque pour l'option CA ascendante. Quelques ajustements visuels. Gestion des dégâts maximum en cas de _Coup de Maître_ (critique). **Attention**, effet de bord : il faut re-sélectionner tous les dés dans les feuilles de personnage créées en v1.x -##v1.2 (2014-12-21). +## v1.2 (2014-12-21). Affichage des jets plus compacts dans le chat. Enrichissement de l'équipement : richesses (pièces), encombrement et vitesses de déplacement. -##v1.1 (2014-12-16). +## v1.1 (2014-12-16). Correction du HTML pour retirer les accents résiduels et attributs inutiles. -##v1.0 (2014-12-07). +## v1.0 (2014-12-07). Création. diff --git a/PortesMonstresTresors/sheet.json b/PortesMonstresTresors/sheet.json index e2c79dabd13c..0287edaf7d92 100644 --- a/PortesMonstresTresors/sheet.json +++ b/PortesMonstresTresors/sheet.json @@ -1,8 +1,9 @@ { "html": "pmt.htm", "css": "pmt.css", - "authors": "Nathanael TERRIEN", + "authors": "Natha", "roll20userid": "75857", "preview": "pmt_v4.jpg", "instructions": "Feuille de Personnage pour PMT v2 (Portes, Monstres et Trésors), un rétro-clone de D&D B/X (adaptation de Labyrinth Lord par Arasmo). Les PDFs du jeu sont disponibles gratuitement sur le [Scriptorium](https://le-scriptorium.fr/jeux-de-role/portes-monstres-tresors/). Un script API est disponible pour accélérer la crétion de personnage. Voir le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/PortesMonstresTresors/ReadMe.md). v4.4 (17/02/2017)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Rogue_Trader/RogueTrader.html b/Rogue_Trader/RogueTrader.html index abb1ded5999a..557bc1c5a3a4 100644 --- a/Rogue_Trader/RogueTrader.html +++ b/Rogue_Trader/RogueTrader.html @@ -747,234 +747,232 @@

    Other Notes:

    -
    - -
    -
    -
    -
    -
    -
    -
    -
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    diff --git a/Rogue_Trader/RogueTraderStyle.css b/Rogue_Trader/RogueTraderStyle.css index 15fa62bd23eb..103be5aab6f2 100644 --- a/Rogue_Trader/RogueTraderStyle.css +++ b/Rogue_Trader/RogueTraderStyle.css @@ -22,6 +22,41 @@ border-spacing: 0; } +/*Special styling to make the weapon list work*/ +.sheet-ship-weapons th{ + text-align: left; +} +.charsheet .sheet-wrapper .sheet-ship-weapon-type div { + min-width: 110px; +} + +.charsheet .sheet-wrapper .sheet-ship-weapon-name div { + min-width: 100px; +} + +.charsheet .sheet-wrapper .sheet-ship-weapon-strength div { + min-width: 10px; +} + +.charsheet .sheet-wrapper .sheet-ship-weapon-critical div { + min-width: 74px; +} + +.charsheet .sheet-wrapper .sheet-ship-weapon-damage div { + min-width: 60px +} + +.charsheet .sheet-wrapper .sheet-ship-weapon-range div { + min-width: 50px; +} + +.charsheet .sheet-wrapper .sheet-ship-weapon-mount div { + min-width: 40px; +} + +.charsheet .sheet-wrapper .sheet-ship-weaponcap div { + min-width: 80px; +} .charsheet .sheet-wrapper input::-webkit-outer-spin-button, .charsheet .sheet-wrapper input::-webkit-inner-spin-button { -webkit-appearance: none; diff --git a/Runequest3/Runequest3.html b/Runequest3/Runequest3.html index bd8e63e8d830..963be87eec63 100644 --- a/Runequest3/Runequest3.html +++ b/Runequest3/Runequest3.html @@ -355,7 +355,7 @@ - +

    @@ -1527,7 +1527,7 @@

    Fatigue


    - + @@ -1538,6 +1538,7 @@

    Fatigue

    + @@ -1835,7 +1836,7 @@

    Fatigue

    - +
    @@ -2621,7 +2622,7 @@

    Fatigue

    Fatigue + Damage: + {{tot}} + + {{/rollTotal() roll success}} {{#rollLess() roll success}} diff --git a/SIG/ReadMe.md b/SIG/ReadMe.md new file mode 100644 index 000000000000..a4ddac82e198 --- /dev/null +++ b/SIG/ReadMe.md @@ -0,0 +1,23 @@ +# Sig: The City Between + +There is only one true city; a place of multiversal trade, cultural exchange, and mixed blood. A place where monsters come to scheme and gods come to die. + +[Sig: The City Between](http://www.genesisoflegend.com/products/sig/) is the nexus of the multiverse. It’s a city connected to everywhere, a refuge for the oppressed and a prize for tyrants. It’s a place where culture is at the forefront, with diverse faiths and tongues struggling for space in the crowded metropolis. It’s a city of families, both whole and broken. + +Sig is also a launching point, allowing fools and heroes to venture into the eternal planes of existence. Each plane is made of concepts, of elements, or of ideals that resonate through the entire ‘verse. The planes impose their own Beliefs on Sig, and on the infinite primal worlds beyond. + +Each of the planes is also home to unique peoples, from the Giants of the Elemental Plane of Stone to the Wyrms of the Ideological Plane of Destruction. The planes are home to mighty Powers; gods, demons, and stranger things which send their servitors to spread their faith into the City Between. The planes even offer resources to the bickering politicalFactions and warring guilds that control Sig’s hungry streets. + +Visit the Elemental Plane of Flame to test yourself in scorched wastelands of the Crucible. Seek answers to hidden secrets in the Umbral Delta of the Conceptual Plane of Shadow. Defend yourself in The Final Court, where the Seven Magistrates provide final remedy to any injustice. + +# Current version +1.0 [Screenshot](sig.jpg) + +Click to enlarge: +[![How to use the sheet](sig_howto.jpg)](sig_howto.jpg) + +# Release notes + +## v1.0 (2017-06-04) + +Creation of the sheet. diff --git a/SIG/sheet.json b/SIG/sheet.json new file mode 100644 index 000000000000..016dd68e6bc2 --- /dev/null +++ b/SIG/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "sig.htm", + "css": "sig.css", + "authors": "Natha", + "roll20userid": "75857", + "preview": "sig.jpg", + "instructions": "Character sheet for [Sig: The City Between](http://www.genesisoflegend.com/products/sig/). [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/SIG/ReadMe.md). v1.0 (2017-06-04)." + ,"tipeee":"https://www.tipeee.com/natharoll20" +} diff --git a/SIG/sig.css b/SIG/sig.css new file mode 100644 index 000000000000..ba20183dbe80 --- /dev/null +++ b/SIG/sig.css @@ -0,0 +1,490 @@ +/* COLORS + #006F5B / 0,111,91 : green + #D54134 / 213,65,52 : red + #AAABAE / : grey + #231F20 / 35,31,32 : black + #BEBDBD / 190, 189, 189 : text grey + #E8E9E9 / 232,233,233 : border grey + #E6E7E8 / 230,231,232 : circle grey + #25408F / 37,64,143 : blue + */ +div, +button, +textarea, +span, +input, +select{ + box-sizing: border-box; +} +div{ + margin: none; + padding: none; + background-color: transparent; +} +div.sheet-sigpcsheet{ + display: block; + position: relative; + width: 1024px; + min-height: 791px; + text-align:center; + font-family: 'Candal'; + background-image: url('https://raw.githubusercontent.com/NathaTerrien/roll20-wip/master/Sig/sig_bg_pc.jpg'); + background-repeat:no-repeat; + background-position:top left; + background-size: 1024px 791px; + background-color: white; +} +div.sheet-absinp{ + position: absolute; +} +.sheet-grbttmbrd{ + border-bottom: 2px solid #E8E9E9; +} +p.sheet-atrtitle{ + font-family: "Times New Roman"; + font-size: 13px; +} +p.sheet-atrtitle::first-letter{ + font-size: 150%; +} +div.sheet-atrcircle{ + background: #E6E7E8; + width: 62px; + height: 62px; + border-radius:50%; +} +div.sheet-atrcirclein{ + padding-top: 13px; + height: 61px; + display: block; + text-align: center; + vertical-align: middle; + font-family: 'Pictos'; + font-size: 50px; + color: white; +} +input, textarea{ + display: inline-block; + padding: none; + margin: none; + border: none; + box-shadow: none; + resize:none; + color: #006F5B; + z-index: 2; + border-radius: 0; + font-family: 'Shadows Into Light'; + font-size: 17px; + letter-spacing: 0.03em; + transition: 0.2s; +} +input{ + background-color: transparent; +} +input + span{ + transition: 0.2s; +} +textarea{ + background-color: transparent; + padding: 1px 2px 0px 2px; + overflow-y: auto; + -webkit-hyphens: auto; + -moz-hyphens: auto; + hyphens: auto; +} +input:focus, input:hover, textarea:focus, textarea:hover{ + box-shadow: inset 0px 1px 1px rgba(0,111,91,0.01),0 0 6px rgba(0,111,91,0.5); + background-color: rgba(0,111,91,0.05); +} +input[type="text"]{ + padding: 0px 0px 0px 2px; +} +input[type="number"]{ + text-align: right; + padding: 0px 2px 0px 0px; +} +input.sheet-iptbig1{ + font-size:23px; + width:275px; + text-align:center; + font-weight:bold; + min-height:30px; + text-transform: capitalize; +} +input.sheet-ipttalent{ + width: 274px; + text-align: center; + font-weight:bold; +} +input.sheet-ipthrtage{ + width: 112px; + text-align:center; +} +input[disabled], +input[readonly] { + -moz-appearance: textfield; + background-color: transparent; +} +input.sheet-inptdice{ + width: 44px; + height: 44px; + opacity: 0; + margin-top: -40px; +} +input.sheet-inptdice + span{ + display: inline-block; + min-width: 50px; + min-height: 50px; + margin-left: -50px; + margin-top: -5px; + border-width: 0px 0px 2px 4px; + border-style: solid; + border-color: transparent; + border-radius: 50%; + color: transparent; +} +input.sheet-inptdice:checked + span{ + border-color: #006F5B; + background: rgba(0,111,91,0.2); +} +input.sheet-inptdice:hover + span{ + border-color: #D54134; + background: rgba(213,65,52,0.2); +} +input.sheet-inptsel{ + width: 28px; + height: 22px; + opacity: 0; +} +input.sheet-inptsel + span{ + display: block; + line-height: 22px; + width:22px; + height:22px; + text-align:center; + margin-top: -24px; +} +input.sheet-inptsel + span::before{ + display: inline-block; + line-height: 22px; + width:22px; + height:22px; + text-align:center; + border-width: 3px; + border-style: solid; + border-radius:50%; + border-color: transparent; +} +input.sheet-inptsel[value="0"] + span::before{ + width:24px; + font-family: "Times New Roman"; + font-size: 15px; + font-weight: normal; + color: #AAABAE; + content: "0"; + border-width: 1px; + border-color: black; + margin-top: 2px; +} +input.sheet-inptsel[value="0"]:checked + span::before{ + font-family: "Pictos"; + font-size: 20px; + font-weight: bold; + color: #006F5B; + border-color: #006F5B; + border-width: 2px; + content: "3"; +} +input.sheet-inptsel:not([value="0"]) + span::before{ + font-family: "Pictos"; + font-size: 20px; + font-weight: bold; + color: #D54134; + content: "*"; + border-color: #D54134; +} +input.sheet-inptsel:not([value="0"]):hover + span::before{ + color: rgba(213,65,52,0.6); + border-color: transparent; +} +input.sheet-inptsel:checked ~ input.sheet-inptsel:not([value="0"]) + span::before{ + color: transparent; + border-color: transparent; +} +input.sheet-inptsel:checked ~ input.sheet-inptsel:not([value="0"]):hover + span::before{ + color: rgba(213,65,52,0.6); + border-color: transparent; +} +input[type="checkbox"].sheet-inptreset { + width: 20px; + height: 20px; + opacity: 0; +} +input.sheet-inptreset + span { + font-family: "Pictos"; + font-size: 20px; + font-weight: bold; + color: #BEBDBD; + min-width: 20px; + min-height: 20px; + margin-left: -20px; + border-bottom: 1px solid transparent; +} +input.sheet-inptreset:checked + span, +input.sheet-inptreset:hover + span { + color: #D54134; +} +input.sheet-inptrlbns{ + width: 20px; + height: 20px; + opacity: 0; +} +input.sheet-inptrlbns + span { + font-family: "Pictos"; + font-size: 20px; + font-weight: bold; + color: #BEBDBD; + min-width: 20px; + min-height: 20px; + margin-left: -20px; +} +input.sheet-inptrlbns:checked + span { + color: #006F5B; + border-bottom: 1px solid #006F5B; +} +input.sheet-inptrlbns:hover + span { + color: rgba(0,111,91,0.6); +} +input[type=number]:disabled::-webkit-inner-spin-button, +input[type=number]:disabled::-webkit-outer-spin-button, +input[type=number]:read-only::-webkit-inner-spin-button, +input[type=number]:read-only::-webkit-outer-spin-button { + -webkit-appearance: none; + appearance: none; + margin: 0; +} +input.sheet-iptnumrond{ + line-height: 36px; + font-size: 36px; + text-align: right; + padding: 0; + min-width: 50px; + min-height: 50px; + max-width: 50px; + max-height: 50px; + border-radius: 50%; + border:none; + font-weight: bold; + color: #D54134; +} +input.sheet-iptnumrond.sheet-iptblue{ + color: #25408F; +} +input.sheet-iptnumrondright{ + line-height: 36px; + font-size: 30px; + text-align: left; + padding: 0; + max-width: 35px; + min-width: 35px; + min-height: 50px; + max-height: 50px; + border-radius: 0px 25px 25px 0px; + border-width: 1px; + border-style: solid; + border-color: transparent; + font-weight: bold; + display: inline-block; +} +span.sheet-iptnumrondright{ + display: inline-block; + color: #006F5B; + font-family: 'Shadows Into Light'; + font-size: 30px; + min-height: 50px; + max-height: 50px; + height: 50px; +} +select{ + background-color:rgba(255,255,255,0.5); + padding: 0px; + margin: 0px; + height: 1.4em; + line-height: 1.4em; + max-height 1.4em; + font-weight:normal; + border: none; + transition: 0.2s; +} +select.sheet-smallsel{ + width: 20px; + background-color: rgba(0,111,91,0.4); + padding: 0px; + margin: 0px; + height: 1.6em; + line-height: 1.6em; + font-weight: normal; + border: none; + color: white; +} +select.sheet-smallsel:hover{ + background-color: #006F5B; +} +/* ===== BUTTONS ===== */ +button[type="roll"] { + box-sizing: border-box; + text-align: center !important; + vertical-align: middle !important; + padding: 0 0 !important; + color: black; + border-width: 4px; + border-style: solid; + border-color: transparent; + background:transparent; + box-shadow: none; + text-shadow: none; + -webkit-box-shadow: none; + transition: 0.3s; +} +button[type="roll"].sheet-butroll{ + white-space: nowrap; + border-radius: 50%; + padding-top: 20px; + border-style: outset; + width: 64px; + height: 64px; +} +button[type="roll"].sheet-butroll:before{ + content:""; +} +button[type="roll"].sheet-butroll:hover{ + background: rgba(0,111,91,0.2); + border-color: #006F5B; +} +button[type="roll"].sheet-butshow{ + color: #AAABAE; +} +button[type="roll"].sheet-butshow:hover{ + color: white; +} +button[type="roll"].sheet-butshow:before{ + font-family: "Pictos"; + content: 'E'; + font-size: 26px; + color: #AAABAE; +} +button[type="roll"].sheet-butshow:hover:before{ + color: white; +} +button[type="roll"].sheet-butshowblack{ + color: #AAABAE; +} +button[type="roll"].sheet-butshowblack:hover{ + color: #231F20; +} +button[type="roll"].sheet-butshowblack:before{ + font-family: "Pictos"; + content: 'E'; + font-size: 26px; + color: #AAABAE; +} +button[type="roll"].sheet-butshowblack:hover:before{ + color: #231F20; +} +/* === TEMPLATES === */ +.sheet-rolltemplate-tmpl div{ + vertical-align: middle; + border: none; + box-sizing: border-box; + display: block; +} +.sheet-rolltemplate-tmpl div.sheet-tplmain{ + background-color: transparent; + border-width: 1px 2px 1px 2px; + border-radius: 0px 6px 6px 0px; + border-style: solid; + border-color: #231F20; + background: #231F20; + width: 220px; +} +.sheet-rolltemplate-tmpl div.sheet-tplmain div:first-child{ + border-radius: 0px 6px 0px 0px; +} +.sheet-rolltemplate-tmpl div.sheet-tplmain div:last-child{ + border-radius: 0px 0px 6px 0px; +} +.sheet-rolltemplate-tmpl div.sheet-sigpc{ + background-color: #231F20; + color : #BEBDBD; + padding: 2px 10px 2px 10px; + font-size: 15px; + font-family: 'Contrail One'; + display: inline-block; + border-bottom: 1px dotted #231F20; + width: 100%; +} +.sheet-rolltemplate-tmpl div.sheet-nme{ + background-color: #231F20; + color : #BEBDBD; + padding: 2px 10px 4px 10px; + font-size: 15px; + font-family: 'Contrail One'; + display: inline-block; + border-top: 1px dotted #231F20; + width: 100%; +} +.sheet-rolltemplate-tmpl div.sheet-lib{ + background: linear-gradient(to left,white,#BEBDBD); + color: #231F20; + display: block; + padding: 6px; + font-family: 'Contrail One'; + font-size: 13px; + text-align: left; + white-space: nowrap; + width: 100%; +} +.sheet-rolltemplate-tmpl div.sheet-desc{ + background-color: white; + color: #006F5B; + display: block; + padding: 6px; + display: block; + font-family: 'Shadows Into Light'; + font-size: 17px; + text-align: left; + width: 100%; + max-height: 150px; + overflow-y: auto; +} +.sheet-rolltemplate-tmpl div.sheet-droll{ + background-color: white; + display:block; + padding: 6px; + font-family: 'Contrail One'; + text-align: center; + white-space: nowrap; + width: 100%; +} +.sheet-rolltemplate-tmpl .inlinerollresult { + background-color: transparent; + color: #231F20; + border: none; + padding: 0px 0px; + font-weight: bold; + cursor: help; + font-size: 22px; + font-family: 'Candal'; +} +.sheet-rolltemplate-tmpl .inlinerollresult.fullcrit{ + border: none; + color: #006F5B; +} +.sheet-rolltemplate-tmpl .inlinerollresult.importantroll{ + border: none; + color: #231F20; +} +.sheet-rolltemplate-tmpl .inlinerollresult.fullfail{ + border: none; + color: #D54134; +} diff --git a/SIG/sig.htm b/SIG/sig.htm new file mode 100644 index 000000000000..392026098973 --- /dev/null +++ b/SIG/sig.htm @@ -0,0 +1,679 @@ + +
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    INFLUENCE

    +
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    +
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    +
    {{pc}}
    + {{#roll}} +
    {{roll}}
    + {{/roll}} + {{#lib1}} +
    {{lib1}}
    +
    {{val1}} + {{#family}} +
    ( {{heritage1}} {{planar1}} ) + {{/family}} +
    + {{/lib1}} + {{#lib2}} +
    {{lib2}}
    +
    {{val2}} + {{#family}} +
    ( {{heritage2}} {{planar2}} ) + {{/family}} +
    + {{/lib2}} + {{#lib3}} +
    {{lib3}}
    +
    {{val3}}
    + {{/lib3}} + {{#rollib}} +
    {{rollib}}
    + {{/rollib}} + {{#roll}} + {{#rollGreater() talentbroadrollbonus 0}} +
    {{talentbroadrollbonusname}} (+1)
    + {{/rollGreater() talentbroadrollbonus 0}} + {{#rollGreater() talentcommonrollbonus 0}} +
    {{talentcommonrollbonusname}} (+2)
    + {{/rollGreater() talentcommonrollbonus 0}} + {{#rollGreater() talentdeeprollbonus 0}} +
    {{talentdeeprollbonusname}} (+3)
    + {{/rollGreater() talentdeeprollbonus 0}} + {{/roll}} +
    +
    diff --git a/SIG/sig.jpg b/SIG/sig.jpg new file mode 100644 index 000000000000..742adad213fe Binary files /dev/null and b/SIG/sig.jpg differ diff --git a/SIG/sig_bg_pc.jpg b/SIG/sig_bg_pc.jpg new file mode 100644 index 000000000000..2e372a46d49e Binary files /dev/null and b/SIG/sig_bg_pc.jpg differ diff --git a/SIG/sig_howto.jpg b/SIG/sig_howto.jpg new file mode 100644 index 000000000000..dce6615219bb Binary files /dev/null and b/SIG/sig_howto.jpg differ diff --git a/SavageWorlds-Tabbed/SW_CharSheet-tabbed.html b/SavageWorlds-Tabbed/SW_CharSheet-tabbed.html index 3cc10595934c..9ac360c14b98 100644 --- a/SavageWorlds-Tabbed/SW_CharSheet-tabbed.html +++ b/SavageWorlds-Tabbed/SW_CharSheet-tabbed.html @@ -9289,7 +9289,7 @@

    Raise

    - +
    diff --git a/SavageWorldsFrench/ReadMe.md b/SavageWorldsFrench/ReadMe.md index e8a8086d8614..6bc9c1242aed 100644 --- a/SavageWorldsFrench/ReadMe.md +++ b/SavageWorldsFrench/ReadMe.md @@ -3,17 +3,17 @@ Feuille de personnage (FdP) avec jets intégrés pour **Savage Worlds** et **Deadlands Reloaded**, basée sur le Livre de Base (LdB) de la version éditée en français par [Black Book Editions](http://www.black-book-editions.fr/catalogue.php?id=58). # Version courante -1.8 [Capture d'écran](sawofr.jpg) +2.0 [Capture d'écran](sawofr.jpg) [Style Deadlands](sawofr_style_deadlands.png) -#Notes sur les Jets +# Notes sur les Jets -##Pénalités +## Pénalités Les pénalités de jet dues aux Blessures, à la Fatigue et à l'Encombrement sont automatiquement prises en compte dans les 3 modes de jet (voir ci-dessous). Dans les 2 modes d'affichages par template, l'état du personnage peut être optionnellement affiché (activé par défaut), rappelant ces éventuelles pénalités : ![Affichage des pénalités dans les jets avec template](sawofr_template_penalistes.png) -##Modes d'affichage des jets +## Modes d'affichage des jets La feuille permet 3 modes d'affichage des jets : ![Choix du type de jet](sawofr_choixjet.png) Ces options sont détaillées ci-dessous. @@ -30,7 +30,7 @@ Dans le cas des Jets de Lancer, de Tir, ou d'armes/attaques utilisant une de ces Pour les jets de Tir, l'utilisation du Dé Joket est optionnelle (pour gérer les Cadences de Tir supérieures à 1) et son utilisation doit être confirmée : ![Utilisation Dé Joker](sawofr_dejokerutil.png) -###Option 1 : Succès + Relances +### Option 1 : Succès + Relances Les jets demande une difficulté, ou une cible pour les jets d'attaques et dégâts si l'option est activée, avant de lancer les dés. ![Demande d'une difficulté](sawofr_difficulte.png) Une cible dans Roll20 est un autre pion, lequel doit être associé à une feuille de personnage dont les caractéristiques ont été renseignées. @@ -52,7 +52,7 @@ Dans le cas des attaques, en cas de relance, 1d6 explosif est automatiquement aj ![Template option 1](sawofr_templateoption1.png) NB : techniquement, aboutir à ce résultat contraint à lancer 2 fois le jet de dégâts (une fois avec, une fois sans le +1d6!!) et d'afficher l'un ou l'autre en fonction de la réussite de l'attaque (si relance donc). De fait, avec les dés 3D activés, cela peut apparaître un peu ... confus (beaucoup de dés sont lancés). -###Option 2 : Total des jets +### Option 2 : Total des jets La feuille ne demande pas d'autre renseignement que les éventuels Modificateurs circonstanciels (cf. ci-dessus), effectue le jet demandé (y compris dégâts s'il s'agit d'une arme/attaque) et affiche un template avec le total de chaque jet. Le détail du calcul (et du résultat individuel des dés) est visible dans l'info-bulle du jet. ![Jet total et détail des calculs](sawofr_infobulleoption2.png) @@ -61,34 +61,43 @@ Au MJ et/ou aux joueurs de calculer la réussite ou l'échec, les relances éven Dans le cas d'attaque, le d6 explosif de dégâts supplémentaires en cas de relance est directement lancé, et affiché à part (au MJ et/ou aux joueurs de le prendre en compte si nécessaire) : ![Template option 2](sawofr_templateoption2.png) -###Option 3 : Jets bruts +### Option 3 : Jets bruts La feuille ne demande pas d'autre renseignement que les éventuels Modificateurs circonstanciels (cf. ci-dessus), effectue le jet demandé (y compris dégâts s'il s'agit d'une arme/attaque) et l'affiche entièrement détaillé dans le chat, façon "macro", sans template. Dans le cas d'attaque, le d6 explosif de dégâts supplémentaires en cas de relance est directement lancé, et affiché à part (au MJ et/ou aux joueurs de le prendre en compte si nécessaire). ![Jet option 3](sawofr_jetoption3.png) -#Autres Notes +# Autres Notes ## Mise en place des pions Les 3 "barres"/propriétés visibles des pions peuvent être associées à n'importe quel attribut de la FdP, à votre convenance. Il n'y a (pour l'instant) aucun automatisme lié à ces propriétés. -##Raccourcis/barre de macro +## Raccourcis/barre de macro Tous les boutons peuvent être glissés/déposés dans la barre de macro pour créer un bouton "raccourcis". -##Pouvoirs -Aucun jet/automatisme n'est pour l'instant intégré dans la FdP concernant les Pouvoirs, si ce n'est de pouvoir les saisir et les montrer dans le chat. +## Pouvoirs +Aucun jet/automatisme n'est pour l'instant intégré dans la FdP concernant les Pouvoirs, si ce n'est de pouvoir les saisir et les montrer dans le chat, ou (nouveauté version 2.0) de créer des attaques utilisant la compétence Arcane. Les suggestions sont les bienvenues à ce sujet. NB : décrémenter les PP automatiquement au lancement d'un pouvoir nécessiterait l'utilisation d'un script API, donc d'un compte "Pro". # Notes de version -##v1.8 (2017-02-18) +## v2.0 (2017-04-09) + +* Correction du jet de dégâts en jet brut, pour les armes dynamiques +* Ajout de la possibilité d'utiliser la compétence Arcane dans les jets d'Arme (pour Eclair par exemple). Les jets d'attaque avec Arcane demande une difficulté (4 par défaut) en mode Total du jet et Succès+Relance(s). En mode Succès+Relance(s) et Cible, n'utilise que la Résistance de la cible, pour le calcul des dégâts. +* Nouvelles options (boutons "oeil") pour afficher/masquer des contenus de blocs de la fiche +* Nouvelle option de configuration pour masquer le logo +* Légers ajustements de mise en page +* Refonte de la mise en page des templates de jet + +## v1.8 (2017-02-18) Nouvelle correction d'un bug occasionnel de calcul de l'encombrement. -##v1.7 (2016-12-18) +## v1.7 (2016-12-18) Correction d'un bug occasionnel de calcul de l'encombrement. -##v1.6 (2016-07-30) +## v1.6 (2016-07-30) * Ajout d'un jet de compétence "Non entraîné", afin de pouvoir masquer toutes les compétences non entraînées et faire les jets tout de même * Ajout d'une champ de saisie de "Notes" en fin de feuille @@ -96,10 +105,10 @@ Correction d'un bug occasionnel de calcul de l'encombrement. * Ajout de la portée * Légère remise en page sur l'affichage des pouvoirs dans le chat -##v1.5 (2016-02-28) +## v1.5 (2016-02-28) Correction d'affichage sous Firefox. -##v1.4 (2016-02-21) +## v1.4 (2016-02-21) Merci à Xo de Vorcen pour les tests ! * Configuration @@ -123,10 +132,10 @@ Merci à Xo de Vorcen pour les tests ! * Amélioration de l'affichage des résultats de jets en mode succès+relances (indicateur d'échec, succès sans relance et succès+relances) * Correction des malus de jets en état critique (-3 pour les Blessures et -2 pour la Fatigue) -##v1.2 (2015-12-22) +## v1.2 (2015-12-22) Equipement / Inventaire / Encombrement : ajout du poids individuel, gestion des poids décimaux, correction d'un bug lors de la suppression d'une ligne. -##v1.1 (2015-11-30) +## v1.1 (2015-11-30) Merci à The Aaron pour son script [TAS](https://github.com/shdwjk/TheAaronSheet). * Ajout de sheet workers (nouveauté technique Roll20) pour : @@ -136,5 +145,5 @@ Merci à The Aaron pour son script [TAS](https://github.com/shdwjk/TheAaronSheet * Ajout de l'affichage de la compétence utilisées dans les jets d'Armes. * État du personnage plus détaillé dans les jets -##v1.0 (2015-11-16) +## v1.0 (2015-11-16) Création de la fiche. diff --git a/SavageWorldsFrench/sawofr.css b/SavageWorldsFrench/sawofr.css index 507ce137c5c5..49d1163085ca 100644 --- a/SavageWorldsFrench/sawofr.css +++ b/SavageWorldsFrench/sawofr.css @@ -1,49 +1,100 @@ /* TEMPLATES */ -.sheet-rolltemplate-sawo table { - width: 100%; - padding: 2px; - border: none; - background-color: #FBFCFC; - border-top: 1px solid #CD071E; - border-bottom: 1px solid #CD071E; +.sheet-rolltemplate-sawo div{ + display: block; + text-align: center; font-family: "Helvetica Neue",Helvetica,Arial,sans-serif; + font-size: 12px; } -.sheet-rolltemplate-sawo tr { - border-left: 1px solid #CD071E; - border-right: 1px solid #CD071E; -} -.sheet-rolltemplate-sawo tr.sheet-septpl { - border-top: 1px dashed #CD071E; -} -.sheet-rolltemplate-sawo tr.sheet-septpl:first-child { - border-top: none; +.sheet-rolltemplate-sawo div.sheet-tmpl{ + border: 1px solid #CD071E; + background-color: #FBFCFC; } -.sheet-rolltemplate-sawo th { +.sheet-rolltemplate-sawo div.sheet-titre{ background-color: #CD071E; color : #FBFCFC; - line-height: 1.2em; - font-size: 1.1em; - text-align: center; + font-size: 15px; font-family: Candal; font-variant: small-caps; font-weight: normal; - margin-bottom: 4px; + padding: 3px; } -.sheet-rolltemplate-sawo td { - padding-left: 5px; - font-size: 0.9em; -} -.sheet-rolltemplate-sawo td.sheet-info { - font-style: italic; +.sheet-rolltemplate-sawo div.sheet-ligne{ background-color:#F6F1EC; - text-align: right; + padding: 3px; +} +.sheet-rolltemplate-sawo div.sheet-ligne:nth-child(odd){ + background-color: #FBFCFC; +} +.sheet-rolltemplate-sawo div.sheet-ligne.sheet-transp{ + background-color:transparent; +} +.sheet-rolltemplate-sawo div.sheet-jet{ + padding: 1px; } .sheet-rolltemplate-sawo div.sheet-jetdesc{ - font-family: 'Verdana', serif; - font-size: 0.9em; max-height: 140px; overflow-y: auto; + text-align: left; + background-color: #FBFCFC; + padding: 2px; } +.sheet-rolltemplate-sawo div.sheet-jetdesc:nth-child(even){ + background-color: #F6F1EC; +} +.sheet-rolltemplate-sawo span.sheet-etat{ + border: 1px solid #AAA; + border-radius: 4px; + padding: 2px 2px 2px 2px !important; + margin: 2px 2px 2px 2px !important; + background: #DDD; + white-space: nowrap; +} +.sheet-rolltemplate-sawo span.sheet-desc{ + font-style: italic; + font-size: smaller; +} +.sheet-rolltemplate-sawo .sheet-succes{ + color: #228000; + font-weight: bold; +} +.sheet-rolltemplate-sawo .sheet-attention{ + color: #c58103; +} +.sheet-rolltemplate-sawo .sheet-echec{ + color: #B31515; +} +.sheet-rolltemplate-sawo .sheet-pseudores{ + color: black; + border: none; + padding: 0px 0px; + font-weight: normal; + cursor: help; + font-size: 14px; + font-family: 'Candal'; +} +.sheet-rolltemplate-sawo .inlinerollresult { + background-color: transparent; + color: black; + border: none; + padding: 0px 0px; + font-weight: normal; + cursor: help; + font-size: 14px; + font-family: 'Candal'; +} +.sheet-rolltemplate-sawo .inlinerollresult.fullcrit{ + border: none; + color: #228000; +} +.sheet-rolltemplate-sawo .inlinerollresult.importantroll{ + border: none; + color: #4A57ED; +} +.sheet-rolltemplate-sawo .inlinerollresult.fullfail{ + border: none; + color: #B31515; +} + /************************************** FDP ********************************************/ /************************************** GENERAL *********************************/ div, @@ -255,7 +306,7 @@ input[type=radio].sheet-blessure + span { font-family: Arial; font-weight: bold; font-size: 1.6em; - color: #AAAAAA; + color: #AAA; padding: 2px; } input[type=radio].sheet-blessure:checked + span { @@ -287,7 +338,7 @@ input[type=checkbox].sheet-secoue + span { z-index : 1; font-family: pictos; font-size: 2.2em; - color: #AAAAAA; + color: #AAA; padding-top: 5px; } input[type=checkbox].sheet-secoue + span:before { @@ -555,27 +606,76 @@ input[type=checkbox].sheet-chkSheetDead:checked ~ div.sheet-main button[type="ro color: #8B6434; } /* Formatage des boutons de fieldset */ -.charsheet .repcontrol_add, -.charsheet .repcontrol_edit, -.charsheet .repcontrol_del{ +div.repcontrol{ + display: inline-block; + width: 100%; +} +.repcontrol_add, +.repcontrol_edit, +.repcontrol_move, +.repcontrol_del { opacity: 0.6; - display: inline; - background: white; - box-shadow: none; - border: 1px solid #CD071E; - border-radius: 6px; - font-size:0.9em; - height:2.0em; - margin-bottom: 4px; - color: #CD071E; - margin: 3px; } -.charsheet .repcontrol_add:hover, -.charsheet .repcontrol_edit:hover, -.charsheet .repcontrol_del:hover{ +.repcontrol_add:hover, +.repcontrol_edit:hover, +.repcontrol_move:hover, +.repcontrol_del:hover{ opacity: 1.0; + outline: none; +} +.repcontrol_add:focus, +.repcontrol_edit:focus, +.repcontrol_move:focus, +.repcontrol_del:focus { + outline: none; +} +.repcontrol_move{ + height: 11px; + line-height: 11px; + margin-top: 2px; +} +.repcontrol_del { + height: 22px; + line-height: 12px; + margin-top: 2px; + width: 30px; } - /************************************** DIV ***************************/ +.repcontrol_add, +.repcontrol_edit { + color: transparent; + box-shadow: none; + background: transparent; + border-color: transparent; + text-shadow:none; + width: 80px; +} +.repcontrol_add:before { + content: '+'; + visibility: visible; + font-family: pictos; + border: none; + font-size: 18px; + height: 18px; + width: 18px; + padding: 2px 0px 0px 0px; + color: #555; +} +.repcontrol_edit:after { + content: 'y'; + visibility: visible; + font-family: pictos; + border: none; + font-size: 18px; + height: 18px; + width: 18px; + padding: 2px 0px 0px 0px; + color: #555; +} +.editmode ~ .repcontrol .repcontrol_edit:after { + content: '2'; +} + +/************************************** DIV ***************************/ div.sheet-fdp{ background: transparent; width:860px; @@ -616,9 +716,12 @@ div.sheet-redtitle1{ font-family: Candal; font-size: 16px; color: #CD071E; - text-align: center; + text-align: left; font-weight: bold; - margin: 10px 1px 1px 1px; + margin: 10px 1px 1px 20px; +} +div.sheet-redtitle1.sheet-disp{ + display: inline-block; } input[type=checkbox].sheet-chkSheetDead:checked ~ div.sheet-main div.sheet-redtitle1{ color: #8B6434; @@ -627,9 +730,12 @@ div.sheet-redtitle2{ font-family: Candal; font-size: 12px; color: #CD071E; - text-align: center; + text-align: left; font-weight: bold; - margin: 5px 1px 1px 1px; + margin: 5px 1px 1px 10px; +} +div.sheet-redtitle2.sheet-disp{ + display: inline-block; } input[type=checkbox].sheet-chkSheetDead:checked ~ div.sheet-main div.sheet-redtitle2{ color: #8B6434; @@ -649,9 +755,7 @@ input[type=checkbox].sheet-chkSheetDead:checked ~ div.sheet-main div.sheet-redti div.sheet-colblock{ background-color: white; margin-top: 0px; - margin-left: 5px; - margin-right 5px; - margin-bottom: 10px; + margin-bottom: 5px; padding: 1px 5px 5px 5px; } div.sheet-input{ @@ -708,6 +812,11 @@ div.sheet-attcomptext:after{ .sheet-pnj{ display: none; } +.sheet-logo{ + display: none; + text-align:center; + width:100%; +} input[type=checkbox].sheet-persoExtra:checked ~ div.sheet-main .sheet-extra { display: block; } @@ -720,6 +829,9 @@ input[type=checkbox].sheet-persoPnj:checked ~ div.sheet-main .sheet-pnj { input[type=checkbox].sheet-persoPnj:checked ~ div.sheet-main .sheet-nopnj { display: none; } +input[type=checkbox].sheet-dispLogo:checked ~ div.sheet-main .sheet-logo { + display: block; +} input[type=checkbox].sheet-chkArcane, input[type=checkbox].sheet-chkCombat, input[type=checkbox].sheet-chkConduite, @@ -747,8 +859,8 @@ input[type=checkbox].sheet-chkTir, input[type=checkbox].sheet-persoExtra, input[type=checkbox].sheet-persoPnj, input[type=checkbox].sheet-chkPossessions, -input[type=checkbox].sheet-chkSheetDead -{ +input[type=checkbox].sheet-chkSheetDead, +input[type=checkbox].sheet-dispLogo { display: none; } div.sheet-chkArcane, @@ -778,7 +890,6 @@ div.sheet-chkTir, div.sheet-chkPossessions { display: none; } - input[type=checkbox].sheet-chkArcane:checked ~ div.sheet-main div.sheet-chkArcane { display: block; } @@ -865,4 +976,28 @@ input[type=checkbox].sheet-chkSheetDead:checked ~ div.sheet-main div.sheet-Sheet } input[type=checkbox].sheet-chkSheetDead:checked ~ div.sheet-main div.sheet-SheetDead { display: inline-block; +} + /************************************** DISPCHK ***************************/ +input[type="checkbox"].sheet-dispchk{ + display: inline-block; + opacity: 0; + width: 20px; + margin-left: 20px; + margin-right: -20px; +} +span.sheet-dispchk{ + display: inline-block; + width: 20px; + font-family: 'Pictos'; + font-size: 20px; + color: #AAA; +} +input[type="checkbox"].sheet-dispchk:checked + span.sheet-dispchk{ + color: #555; +} +div.sheet-dispchk{ + display: none; +} +input[type="checkbox"].sheet-dispchk:checked ~ div.sheet-dispchk{ + display: block; } diff --git a/SavageWorldsFrench/sawofr.html b/SavageWorldsFrench/sawofr.html index f1bffc8c03c5..8e2cdab5d8a2 100644 --- a/SavageWorldsFrench/sawofr.html +++ b/SavageWorldsFrench/sawofr.html @@ -208,19 +208,23 @@ getAttrs(["atkcible"], function(values){ var cibleparade = "", cibleresistance = "", + ciblearcane = "", atknom = ""; if ( values.atkcible == 1) { cibleparade = "@{target|parade}"; cibleresistance = "@{target|resistance}"; + ciblearcane = "?{Difficulté|4}"; atknom = "@{target|character_name}"; } else { cibleparade = "?{Parade|4}"; cibleresistance = "?{Résistance|4}"; + ciblearcane = "?{Difficulté|4}"; atknom = "-"; } setAttrs({ cibleparade: cibleparade, cibleresistance: cibleresistance, + ciblearcane: ciblearcane, atknom: atknom }); }); @@ -257,6 +261,7 @@ + @@ -271,6 +276,10 @@ + + + + @@ -393,1606 +402,1491 @@ -
    -
    +
    - Feuille - Configuration - v1.8 (18/02/2017) + Feuille + Configuration + v2.0 (09/04/2017) - + - - - - - - + + + + + + + - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + -
    -
    -
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    TRAITS
    -   -
    Dé Joker
    - -
    -
    ATTRIBUTS
    -
    - - - - - + -
    -
    - - - - - + -
    -
    - - - - - + -
    -
    - - - - - + -
    -
    - - - - - + -
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    COMPÉTENCES
    -
    - - - -
    -
    - - - - - - - + -
    -
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    AGI
    - - + -
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    AGI
    - - + -
    -
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    INT
    - - + -
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    AGI
    - - + -
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    AGI
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    AGI
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    FOR
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    ÂME
    - - + -
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    INT
    - - + -
    -
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    AGI
    - - + -
    -
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    AGI
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    AGI
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    INT
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    ÂME
    - - + -
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    AGI
    - - + -
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    INT
    - - + -
    -
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    INT
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    INT
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    -
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    INT
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    -
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    INT
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    -
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    INT
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    INT
    - - + -
    -
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    AGI
    - - + -
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    ÂME
    - - + -
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    - - - - - - + + + + + + - + +
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    ATTRIBUTS
    + E +
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    -
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    DÉGÂTS
    -
    SECOUÉ :
    - -
    -
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    BLESSURES
    - 0 - 1 - 2 - 3 - Y -
    -
    -
    FATIGUE
    - 0 - 1 - 2 - Y -
    -
    -
    -
    CARAC. DÉRIVÉES
    -
    -
    ALLURE
    - - + - = -
    -
    -
    CHARISME
    - - + - = -
    -
    -
    PARADE
    - - + - = -
    -
    -
    RÉSISTANCE
    - - + - = -
    -
    -
    TREMPE
    - - + - = -
    -
    -
    Pts POUVOIR
    - - / - -
    -
    -
    -
    POSSESSIONS
    -
    ARGENT
    - s - -
    -
    Encombrement maximum : 
    - - kg -
    -
    -
    Encombrement : 
    - -  Malus : - -
    -
    -
    ÉQUIPEMENT
    -
    Qté
    -
    Poids
    -
    Tot.
    -
    -
    -
    - - - - +
    +
    +
    COMPÉTENCES
    + E +
    +
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    + + + + + + + + +
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    AGI
    + + + +
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    AGI
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    INT
    + + + +
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    AGI
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    AGI
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    AGI
    + + + +
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    FOR
    + + + +
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    ÂME
    + + + +
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    INT
    + + + +
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    AGI
    + + + +
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    AGI
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    +
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    AGI
    + + + +
    +
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    INT
    + + + +
    +
    + + + +
    ÂME
    + + + +
    +
    + + + +
    AGI
    + + + +
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    INT
    + + + +
    +
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    INT
    + + + +
    +
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    INT
    + + + +
    +
    + + + +
    INT
    + + + +
    +
    + + + +
    INT
    + + + +
    +
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    INT
    + + + +
    +
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    INT
    + + + +
    +
    + + + +
    AGI
    + + + +
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    ÂME
    + + + +
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    +
    + + + + + + + + +
    +
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    +
    -
    -
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    PERSONNAGE
    -
    -
    Pseudo : 
    -
    DESCRIPTION
    -
    -
    Taille : 
    -
    Poids : 
    -
    -
    -
    Sexe : 
    -
    Âge : 
    -
    -
    Signes particuliers :
    -
    - s -
    -
    -
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    PNJ (Extra)
    -
    PNJ (Joker)
    -
    -
    -
    Taille : 
    +
    +
    +
    DÉGÂTS
    +
    SECOUÉ :
    + +
    +
    +
    BLESSURES
    + 0 + 1 + 2 + 3 + Y +
    +
    +
    FATIGUE
    + 0 + 1 + 2 + Y +
    +
    +
    +
    CARAC. DÉRIVÉES
    + E +
    +
    +
    ALLURE
    + + + + = +
    +
    +
    CHARISME
    + + + + = +
    +
    +
    PARADE
    + + + + = +
    +
    +
    RÉSISTANCE
    + + + + = +
    +
    +
    TREMPE
    + + + + = +
    +
    +
    Pts POUVOIR
    + + / + +
    +
    +
    +
    +
    POSSESSIONS
    + E +
    +
    ARGENT
    + s + +
    +
    Encombrement maximum : 
    + + kg +
    +
    +
    Encombrement : 
    + +  Malus : + +
    +
    +
    ÉQUIPEMENT
    +
    Qté
    +
    Poids
    +
    Tot.
    +
    +
    +
    + + + + +
    +
    +
    +
    +
    +
    +
    +
    PERSONNAGE
    +
    +
    DESCRIPTION
    + E +
    +
    Pseudo : 
    +
    +
    Taille : 
    +
    Poids : 
    +
    +
    +
    Sexe : 
    +
    Âge : 
    +
    +
    Signes particuliers :
    +
    + s + +
    +
    -
    -
    -
    ATOUTS
    -
    ATOUTS / APTITUDES (+)
    -
    -
    - s - +
    +
    PNJ (Extra)
    PNJ (Joker)
    + E +
    +
    +
    +
    Taille : 
    +
    -
    -
    HANDICAPS
    -
    HANDICAPS / APTITUDES (-)
    -
    -
    - s - +
    +
    +
    ATOUTS & HANDICAPS
    APTITUDES
    + E +
    +
    +
    ATOUTS
    APTITUDES (+)
    +
    +
    + s + +
    +
    +
    +
    +
    HANDICAPS
    APTITUDES (-)
    +
    +
    + s + +
    +
    +
    -
    -
    -
    -
    -
    PROGRESSION
    -
    XP
    +
    +
    +
    PROGRESSION
    +
    XP
    + E +
    +
    5
    +
    10
    +
    15
    +
    Aguerri
    +
    25
    +
    30
    +
    35
    +
    Vétéran
    +
    45
    +
    50
    +
    55
    +
    Héroïque
    +
    65
    +
    70
    +
    75
    +
    Légendaire
    +
    -
    5
    -
    10
    -
    15
    -
    Aguerri
    -
    25
    -
    30
    -
    35
    -
    Vétéran
    -
    45
    -
    50
    -
    55
    -
    Héroïque
    -
    65
    -
    70
    -
    75
    -
    Légendaire
    -
    -
    -
    -
    -
    ARMES
    -
    Compét.
    -
    Dégâts
    -
    Portée
    -
    CdT
    -
    Munitions
    -
    PA
    -
    Notes
    -
    -
    - - - - - - - - - + - + - - - / - - s - -
    -
    - - - - - - - - - + - + - - - / - - s - -
    -
    - - - - - - - - - + - + - - - / - - s - -
    -
    -
    +
    +
    +
    +
    ARMES
    +
    Compét.
    +
    Dégâts
    +
    Portée
    +
    CdT
    +
    Munitions
    +
    PA
    +
    Notes
    +
    +
    - - + - - - - + + + + - + + + - - - / - - s - -
    -
    -
    -
    -
    -
    POUVOIRS
    -
    Rang
    -
    PP
    -
    Portée
    -
    Durée
    -
    Effets
    -
    -
    -
    - - - + + + + / + + s + +
    +
    + + + + + + + + + + + + + + + / + + s + +
    +
    + + + + + - - - - s - -
    -
    -
    -
    -
    NOTES
    - + + + + + + + + + + / + + s + +
    +
    +
    + + + + + + + + + + + + + + + / + + s + +
    +
    +
    +
    +
    +
    POUVOIRS
    +
    Rang
    +
    PP
    +
    Portée
    +
    Durée
    +
    Effets
    +
    +
    +
    + + + + + + + s + +
    +
    +
    +
    +
    NOTES
    + -
    -
    - -
    -
    -
    -
    STYLE VISUEL
    -
    - Personnage Non Joueur - Afficher les possessions +
    +
    + +
    +
    +
    +
    STYLE VISUEL
    +
    + Personnage Non Joueur + Afficher les possessions +
    +
    + Afficher le logo + Deadlands Reloaded +
    +
    +
    +
    JETS
    +
    Niveau de détail :
    + Succès+Relances + Total des Jets + Jets bruts +
    Templates :
    + Etats +
    Attaques :
    + Cible
    -
    - Deadlands Reloaded -
    -
    -
    -
    JETS
    -
    Niveau de détail :
    - Succès+Relances - Total des Jets - Jets bruts -
    Templates :
    - Etats -
    Attaques :
    - Cible -
    -
    -
    -
    -
    AFFICHAGE DES COMPETENCES
    -
    Toutes
    - Arcane - Combat - Conduite - Connaissance - Crochetage - Discrétion - Équitation - Escalade - Intimidation - Jeu - Lancer - Natation - Navigation - Perception - Persuasion - Pilotage - Pistage - Recherche - Réparation - Réseaux - Sarcasme - Soins - Survie - Tir
    -
    +
    +
    +
    AFFICHAGE DES COMPETENCES
    +
    Toutes
    + Arcane + Combat + Conduite + Connaissance + Crochetage + Discrétion + Équitation + Escalade + Intimidation + Jeu + Lancer + Natation + Navigation + Perception + Persuasion + Pilotage + Pistage + Recherche + Réparation + Réseaux + Sarcasme + Soins + Survie + Tir +
    +
    +
    -
    - {{#perso}} - - - - - {{#cible}} - {{#rollTotal() atkcible 1}} - - - - {{/rollTotal() atkcible 1}} - {{/cible}} -
    - {{#pouvoir}}Pouvoir de{{/pouvoir}} - {{perso}} - {{#attaque}}attaque{{/attaque}} - {{^pouvoir}} - {{^attaque}}fait un jet{{/attaque}} - {{/pouvoir}} -
    - {{^attaque}}contre{{/attaque}} - {{cible}} -
    - {{/perso}} - - - - +
    + {{#perso}} +
    {{name}}{{#competence}} ({{competence}}){{/competence}}
    +
    + {{#pouvoir}}Pouvoir de{{/pouvoir}} + {{perso}} + {{#attaque}}attaque{{/attaque}} + {{^pouvoir}} + {{^attaque}}fait un jet{{/attaque}} + {{/pouvoir}} + {{#cible}} + {{#rollTotal() atkcible 1}} + {{^attaque}}contre{{/attaque}} + {{cible}} + {{/rollTotal() atkcible 1}} + {{/cible}} +
    + {{#rollTotal() etat 1}} +
    + {{perso}} est + {{#rollTotal() blessures 0}} + {{#rollTotal() fatigue 0}} + {{#rollTotal() secoue 0}} + Normal + {{/rollTotal() secoue 0}} + {{/rollTotal() fatigue 0}} + {{/rollTotal() blessures 0}} + {{#rollTotal() secoue 1}} + Secoué + {{/rollTotal() secoue 1}} + {{#rollGreater() blessures 0}} + {{#rollLess() blessures 4}}Blessé ({{blessures}}){{/rollLess() blessures 4}} + {{#rollTotal() blessures 4}}en État critique{{/rollTotal() blessures 4}} + {{/rollGreater() blessures 0}} + {{#rollGreater() fatigue 0}} + {{#rollTotal() fatigue 1}}Fatigué{{/rollTotal() fatigue 1}} + {{#rollTotal() fatigue 2}}Épuisé{{/rollTotal() fatigue 2}} + {{#rollTotal() fatigue 3}}en Fatigue Critique{{/rollTotal() fatigue 3}} + {{/rollGreater() fatigue 0}} + {{#rollGreater() encombrement 0}}Encombré ({{encombrement}}){{/rollGreater() encombrement 0}} +
    + {{/rollTotal() etat 1}} + {{/perso}} {{#relances}} {{#rollLess() relances 1}} -
    - - - +
    {{#attaque}}Attaque{{/attaque}}Échec ({{relances}})
    {{/rollLess() relances 1}} {{#rollTotal() relances 1}} - - - - +
    {{#attaque}}Attaque{{/attaque}}{{relances}} Succès sans relance
    {{#attaque}} - {{#rollLess() degatsrel 1}} - - - - - {{/rollLess() degatsrel 1}} - {{#rollTotal() degatsrel 1}} - - - - - {{/rollTotal() degatsrel 1}} - {{#rollGreater() degatsrel 1}} - - - - - {{/rollGreater() degatsrel 1}} +
    + {{#rollLess() degatsrel 1}}DégâtsAucun ({{degatsrel}}){{/rollLess() degatsrel 1}} + {{#rollTotal() degatsrel 1}}Dégâts{{degatsrel}} Succès sans relance{{/rollTotal() degatsrel 1}} + {{#rollGreater() degatsrel 1}}DégâtsSuccès et {{degatsrel}}-1 relance(s){{/rollGreater() degatsrel 1}} +
    {{/attaque}} {{/rollTotal() relances 1}} {{#rollGreater() relances 1}} - - - - +
    {{#attaque}}Attaque{{/attaque}}Succès et {{relances}}-1 relance(s)
    {{#attaque}} - {{#rollLess() degatsrelplus 1}} - - - - - {{/rollLess() degatsrelplus 1}} - {{#rollTotal() degatsrelplus 1}} - - - - - {{/rollTotal() degatsrelplus 1}} - {{#rollGreater() degatsrelplus 1}} - - - - - {{/rollGreater() degatsrelplus 1}} +
    + {{#rollLess() degatsrelplus 1}}Dégâts +1d6 Aucun ({{degatsrelplus}}){{/rollLess() degatsrelplus 1}} + {{#rollTotal() degatsrelplus 1}}Dégâts +1d6 {{degatsrelplus}} Succès sans relance{{/rollTotal() degatsrelplus 1}} + {{#rollGreater() degatsrelplus 1}}Dégâts +1d6Succès et {{degatsrelplus}}-1 relance(s){{/rollGreater() degatsrelplus 1}} +
    {{/attaque}} {{/rollGreater() relances 1}} {{/relances}} {{#jet}} - - - - +
    Jet{{jet}}
    {{#degats}} - - - - - - - - +
    Dégâts{{degats}} +{{degatsplus}} (1d6) si relance
    {{/degats}} {{/jet}} {{#pouvoir}} - - - - - - - - - - - - - - - +
    {{pp}} PP
    +
    Portée {{portee}}
    +
    Durée {{duree}}
    +
    {{description}}
    {{/pouvoir}} -
    - {{name}} - {{#competence}}({{competence}}){{/competence}} -
    {{#attaque}}Attaque : {{/attaque}}Échec{{relances}}
    {{#attaque}}Attaque : {{/attaque}}Succès sans relance{{relances}}
    Pas de Dégât{{degatsrel}}
    Dégâts : Succès sans relance{{degatsrel}}
    Dégâts : Succès+relance(s){{degatsrel}}
    {{#attaque}}Attaque : {{/attaque}}Succès+Relance(s){{relances}}
    Pas de Dégât{{degatsrelplus}}
    Dégâts(+1d6) : Succès sans relance{{degatsrelplus}}
    Dégâts(+1d6) : Succès+relance(s){{degatsrelplus}}
    Jet : {{jet}}
    Dégâts : {{degats}}
    +1d6 si relance : {{degatsplus}}
    PP{{pp}}
    Portée{{portee}}
    Durée{{duree}}
    -
    {{description}}
    -
    - {{#rollTotal() etat 1}} - - - {{#rollTotal() blessures 0}} - {{#rollTotal() fatigue 0}} - {{#rollTotal() secoue 0}} - - {{/rollTotal() secoue 0}} - {{/rollTotal() fatigue 0}} - {{/rollTotal() blessures 0}} - {{#rollTotal() secoue 1}} - - - - {{/rollTotal() secoue 1}} - {{#rollGreater() blessures 0}} - - - - - {{/rollGreater() blessures 0}} - {{#rollGreater() fatigue 0}} - - - {{#rollTotal() fatigue 1}} - - {{/rollTotal() fatigue 1}} - {{#rollTotal() fatigue 2}} - - {{/rollTotal() fatigue 2}} - {{#rollTotal() fatigue 3}} - - {{/rollTotal() fatigue 3}} - - {{/rollGreater() fatigue 0}} - {{#rollGreater() encombrement 0}} - - - - - {{/rollGreater() encombrement 0}} -
    État de {{perso}}
    Normal
    Secoué
    - Blessures - - {{blessures}} - {{#rollTotal() blessures 4}} - (État critique) - {{/rollTotal() blessures 4}} -
    FatigueFatiguéEpuiséÉtat Critique
    {{encombrement}}Encombrement
    - {{/rollTotal() etat 1}} +
    diff --git a/SavageWorldsFrench/sawofr_infobulleoption1.png b/SavageWorldsFrench/sawofr_infobulleoption1.png index e6ccb8fcf964..38d1e6a271d7 100644 Binary files a/SavageWorldsFrench/sawofr_infobulleoption1.png and b/SavageWorldsFrench/sawofr_infobulleoption1.png differ diff --git a/SavageWorldsFrench/sawofr_infobulleoption2.png b/SavageWorldsFrench/sawofr_infobulleoption2.png index 06ecbc59abc6..1ce6bdbcadf9 100644 Binary files a/SavageWorldsFrench/sawofr_infobulleoption2.png and b/SavageWorldsFrench/sawofr_infobulleoption2.png differ diff --git a/SavageWorldsFrench/sawofr_template_penalistes.png b/SavageWorldsFrench/sawofr_template_penalistes.png index 421c69557cb6..a843e10dbd86 100644 Binary files a/SavageWorldsFrench/sawofr_template_penalistes.png and b/SavageWorldsFrench/sawofr_template_penalistes.png differ diff --git a/SavageWorldsFrench/sawofr_templateoption1.png b/SavageWorldsFrench/sawofr_templateoption1.png index 311745ac22a7..8ec7a760620b 100644 Binary files a/SavageWorldsFrench/sawofr_templateoption1.png and b/SavageWorldsFrench/sawofr_templateoption1.png differ diff --git a/SavageWorldsFrench/sawofr_templateoption2.png b/SavageWorldsFrench/sawofr_templateoption2.png index e3b0821404d9..ce1ae7c1086e 100644 Binary files a/SavageWorldsFrench/sawofr_templateoption2.png and b/SavageWorldsFrench/sawofr_templateoption2.png differ diff --git a/SavageWorldsFrench/sheet.json b/SavageWorldsFrench/sheet.json index 75792f338bcc..8edb5f2f6139 100644 --- a/SavageWorldsFrench/sheet.json +++ b/SavageWorldsFrench/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "sawofr.jpg", - "instructions": "Feuille de Personnage VF pour Savage Worlds et Deadlands Reloaded. Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/SavageWorldsFrench/ReadMe.md). v1.8 (18/02/2017)." + "instructions": "Feuille de Personnage VF pour Savage Worlds et Deadlands Reloaded. Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/SavageWorldsFrench/ReadMe.md). v2.0 (09/04/2017)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Scion/Scion.css b/Scion/Scion.css index 29a3eaf96c8b..db062b7a4add 100644 --- a/Scion/Scion.css +++ b/Scion/Scion.css @@ -174,7 +174,17 @@ h2 { .sheet-textbox { width:100%; - background:transparent; + background:white; + box-shadow:none; + border-bottom: 1px solid black; + border-top:none; + border-left:none; + border-right:none; +} + +.sheet-textbox1 { + width:80px; + background:white; box-shadow:none; border-bottom: 1px solid black; border-top:none; @@ -243,9 +253,23 @@ select { -webkit-padding-end: 00px; -moz-padding-end: 00px; font-family: ''; - } - +select.sheet-select_skill { + width:80px; + font-size:10px; + line-height: 14px; + height:16px; + + +} +textarea.sheet-textarea { + width:625px; + background:white; + box-shadow:inset 0px 0px 5px black; + border: 1px solid black; + border-radius:15px; + +} /*-------Tables--------*/ table.sheet-weapon, th.sheet-weapon, td.sheet-weapon { border: 1px solid black; @@ -279,6 +303,13 @@ select.sheet-weapon { -webkit-padding-end: 00px; -moz-padding-end: 00px; } +table.sheet-skill_table { + width:100%; + border-collapse: collapse; +} +table.sheet-skill_table td { + border-bottom: 1px dotted #d3d3d3; +} /*-----textarea-----*/ textarea { @@ -297,7 +328,7 @@ textarea.sheet-notes { input.sheet-arrow { float: left; } - +div.sheet-hidden, div.sheet-body { display: none; } @@ -336,16 +367,11 @@ input.sheet-normal[type="radio"] + span::before -webkit-box-shadow: 0 0 2px #ccc; box-shadow: 0 0 2px #ccc; - background: #f6f6f6; - background: -moz-radial-gradient(#f6f6f6, #dfdfdf); - background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); - background: -ms-radial-gradient(#f6f6f6, #dfdfdf); - background: -o-radial-gradient(#f6f6f6, #dfdfdf); - background: radial-gradient(#f6f6f6, #dfdfdf); + background: black; font-family: 'New Times Roman'; color:black; - content: "•"; + content: ""; width: 11px; height: 11px; font-size: 3em; @@ -360,6 +386,7 @@ input.sheet-normal[type="radio"] + span::before input.sheet-normal[type="radio"]:checked ~ input.sheet-normal[type="radio"] + span::before { content: ""; + background:white; } /*------------empty traits-----------*/ @@ -467,12 +494,12 @@ input.sheet-squarezero[type="radio"] + span::before input.sheet-Advantage[type="radio"] { opacity: 0; - width: 16px; - height: 16px; + width: 18px; + height: 18px; position: relative; top: 5px; left: 6px; - margin: -8px; + margin: -10px; cursor: pointer; z-index: 1; } @@ -481,7 +508,7 @@ input.sheet-Advantage[type="radio"] + span::before { margin-right: 2px; border: solid 1px #a8a8a8; - line-height: 14px; + line-height: 12px; text-align: center; display: inline-block; vertical-align: middle; @@ -490,19 +517,13 @@ input.sheet-Advantage[type="radio"] + span::before -webkit-box-shadow: 0 0 2px #ccc; box-shadow: 0 0 2px #ccc; - background: #f6f6f6; - background: -moz-radial-gradient(#f6f6f6, #dfdfdf); - background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); - background: -ms-radial-gradient(#f6f6f6, #dfdfdf); - background: -o-radial-gradient(#f6f6f6, #dfdfdf); - background: radial-gradient(#f6f6f6, #dfdfdf); + background: black; font-family: 'New Times Roman'; color:black; - content: "•"; - width: 14px; - height: 14px; - font-size: 4em; + content: ""; + width: 15px; + height: 15px; text-shadow:none; -moz-border-radius: 50%; @@ -514,6 +535,7 @@ input.sheet-Advantage[type="radio"] + span::before input.sheet-Advantage[type="radio"]:checked ~ input.sheet-Advantage[type="radio"] + span::before { content: ""; + background: white; } @@ -523,8 +545,8 @@ input.sheet-Advantage[type="radio"]:checked ~ input.sheet-Advantage[type="radio" input.sheet-star[type="checkbox"] { opacity: 0; - width: 20px; - height: 20px; + width: 18px; + height: 18px; position: relative; top: 0px; left: 12px; @@ -674,6 +696,63 @@ input.sheet-roundcheck[type="checkbox"]:checked + span::before font-size: 4em; content: "•"; } +/*=====hide areas=====*/ + +input.sheet-hider:not(:checked) ~ div.sheet-hide { + display: none; +} +input.sheet-hidden { + display: none; +} + +div.sheet-border { + border-radius:15px; + box-shadow:inset 0px 0px 15px black; + border:1px solid black; +} +/* %%%%% Start of sheet-Query %%%%% */ +div.sheet-Query { + position: relative; + width: 30px; + height: 20px; + left:20px; + top:5px; + margin:-15px; +} + +input.sheet-Query { + width: 30px; + height: 20px; + position: absolute; + left:10px; + top:0px; + z-index: 1; + opacity: 0; +} + +span.sheet-Query { + margin: 10px 0 0 40px; + display: none; + position: absolute; + left:-40px; + top:-10px; + width:50px; + text-align:center; +} + +input.sheet-no { + z-index: 2; +} +input.sheet-no:checked + input.sheet-yes, +input.sheet-yes:checked + input.sheet-no { + z-index: 3; +} + +input.sheet-no:checked ~ span.sheet-no, +input.sheet-yes:checked ~ span.sheet-yes { + display: inline-block; +} +/* %%%%% End of sheet-Query %%%%% */ /*=====Buttons=====*/ button[type=roll].sheet-adv:before { background-image: none; @@ -812,3 +891,342 @@ button[type=roll].sheet-weapon:active { background:gray; color:black; } + +/*================================================================ ||| ==========*/ +/*=====Buttons=====*/ +button[type=roll].sheet-skill_btn:before { + background-image: none; + /*background-color: #f2f5d3;*/ + /*background-color: white;*/ + content: ""; +} + +button[type=roll].sheet-skill_btn { + background-image: none; + background: transparent; + font-family:""; + color:black; + font-size:1em; + font-weight:400; + border-radius: 6px; + box-shadow:none; + height:19px; + width:80px; + border: none; + padding:none; +} + +button[type=roll].sheet-skill_btn:hover { + border: none; + background:black; + color:white; +} + +button[type=roll].sheet-skill_btn:active { + border: none; + background:gray; + color:black; +} + +/*================================================================ ||| ==========*/ +/*================================================================ ||| ==========*/ +/* =====adv2 ===== */ +button[type=roll].sheet-adv2:before { + background-image: none; + /*background-color: #f2f5d3;*/ + /*background-color: white;*/ + content: ""; +} + +button[type=roll].sheet-adv2 { + background-image: none; + background: rgba(211,211,211, 0.5); + color:black; + font-weight:400; + font-size:12px; + border-radius: 4px; + box-shadow:none; + height:28px; + width:50px; + border: 2px outset rgba(200, 200, 200, 0.5); +} + +button[type=roll].sheet-adv2:hover { + border: 2px inset rgba(100, 100, 100, 0.5); + background:rgba(100, 100, 100, 0.5); + color: rgba(200, 200, 200, 1); +} + +button[type=roll].sheet-adv2:active { + border: 1px solid transparent; + background:black; + color: rgba(138,7,7, 1); +} + +/* =====adv3 ===== */ +button[type=roll].sheet-adv3:before { + background-image: none; + /*background-color: #f2f5d3;*/ + /*background-color: white;*/ + content: ""; +} + +button[type=roll].sheet-adv3 { + background-image: none; + background: rgba(138,7,7, 0.5); + font-family:"RufscriptRegular"; + color:black; + font-size:12px; + font-weight:400; + border-radius: 4px; + box-shadow:none; + height:28px; + width:50px; + border: 2px outset rgba(138,7,7, 0.5); +} + +button[type=roll].sheet-adv3:hover { + border: 2px inset rgba(79,7,7, 0.5); + background:rgba(79,7,7, 0.5); + color: rgba(138,7,7, 1); +} + +button[type=roll].sheet-adv3:active { + border: 1px solid transparent; + background:black; + color: rgba(138,7,7, 1); +} +/*================================================================ ||| ==========*/ + +.sheet-rolltemplate-skill table { + width: 189px; + height: 189px; + padding: 2px; + background: url(http://i.imgur.com/xBk4U1p.jpg) top left; + background-size: 189px 189px; + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border-spacing: 0; +} + +.sheet-rolltemplate-skill th { + color: rgb(112, 0, 0); + padding: 15px 2px 2px 20px; + line-height: 1.2em; + font-size: 1.2em; + text-align: left; +} + + +.sheet-rolltemplate-skill td { + padding-left: 20px; + font-size: 1.0em; + vertical-align: top; +} + +.sheet-rolltemplate-skill .sheet-result { + font-size: 1.2em; + text-align: center; + color: rgb(112, 0, 0); + padding-bottom: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult { + background-color: transparent; + color: #000000; + border: none; +} + +.sheet-rolltemplate-skill .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-skill .inlinerollresult.fullfail { + color: #000000; + border: none; +} + +.sheet-rolltemplate-skill .inlinerollresult.importantroll { + color: #3FB315; + border: none; +} + +/* %%%%% %%%%% %%%%% */ +/* wod */ +/* %%%%% %%%%% %%%%% */ +.sheet-rolltemplate-wod table { + width: 250px; + height: 250px; + padding: 2px; + background: url(http://i.imgur.com/xBk4U1p.jpg) top left; + background-size: 250px 250px; + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border-spacing: 0; + margin-left:-15px; +} + +.sheet-rolltemplate-wod th { + color: rgb(112, 0, 0); + padding: 15px 2px 2px 20px; + line-height: 1.2em; + font-size: 1.2em; + text-align: left; +} + + +.sheet-rolltemplate-wod td { + padding-left: 20px; + font-size: 1.0em; + vertical-align: top; +} + +.sheet-rolltemplate-wod .sheet-result { + font-size: 1.2em; + text-align: center; + color: rgb(112, 0, 0); + padding-bottom: 20px; +} + +.sheet-rolltemplate-wod .inlinerollresult { + background-color: transparent; + color: #000000; + border: none; +} + +.sheet-rolltemplate-wod .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-wod .inlinerollresult.fullfail { + color: #000000; + border: none; +} + +.sheet-rolltemplate-wod .inlinerollresult.importantroll { + color: #3FB315; + border: none; +} +/* wod_show */ +/* %%%%% %%%%% %%%%% */ +.sheet-rolltemplate-wod_show table { + width: 240px; + height: 240px; + padding: 2px; + background: url(http://i.imgur.com/xBk4U1p.jpg) top left; + background-size: 240px 240px; + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border-spacing: 0; +} + +.sheet-rolltemplate-wod_show th { + color: rgb(112, 0, 0); + padding: 15px 2px 2px 20px; + line-height: 1.2em; + font-size: 1.2em; + text-align: left; +} + + +.sheet-rolltemplate-wod_show td { + padding-left: 20px; + font-size: 1.0em; + vertical-align: top; +} + +.sheet-rolltemplate-wod_show .sheet-note { + font-size: 1.2em; + text-align: center; + color: rgb(112, 0, 0); + padding-bottom: 20px; + font-family: "Shadows Into Light", cursive; +} + +.sheet-rolltemplate-wod_show .inlinerollresult { + background-color: transparent; + color: #000000; + border: none; +} + +.sheet-rolltemplate-wod_show .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-wod_show .inlinerollresult.fullfail { + color: #000000; + border: none; +} + +.sheet-rolltemplate-wod_show .inlinerollresult.importantroll { + color: #3FB315; + border: none; +} + + +/* %%%%% %%%%% %%%%% */ +/* display */ +/* %%%%% %%%%% %%%%% */ +.sheet-rolltemplate-display table { + width: 250px; + padding: 2px; + background: white; + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border-spacing: 0; + margin-left:-15px; + + border: none; + border-radius:15px; + box-shadow: inset 0px 0px 15px black, inset 0px 0px 10px black, inset 0px 0px 5px black; +} + +.sheet-rolltemplate-display th { + color: rgb(112, 0, 0); + padding: 15px 2px 2px 20px; + line-height: 1.2em; + font-size: 1.2em; + text-align: left; +} + + +.sheet-rolltemplate-display td { + padding-left: 20px; + font-size: 1.0em; + vertical-align: top; +} + +.sheet-rolltemplate-display .sheet-result { + font-size: 1.2em; + text-align: center; + color: rgb(112, 0, 0); + padding-bottom: 20px; +} + +.sheet-rolltemplate-display .inlinerollresult { + background-color: transparent; + color: #000000; + border: none; +} + +.sheet-rolltemplate-display .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-display .inlinerollresult.fullfail { + color: #000000; + border: none; +} + +.sheet-rolltemplate-display .inlinerollresult.importantroll { + color: #3FB315; + border: none; +} diff --git a/Scion/Scion.html b/Scion/Scion.html index 622a51f0e558..35900979a03a 100644 --- a/Scion/Scion.html +++ b/Scion/Scion.html @@ -33,7 +33,7 @@
    Pantheon

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    @@ -45,9 +45,9 @@ Mental - - - + - - + - - +
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    Uncommon Dice Pools

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    @@ -1380,107 +1574,187 @@

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    Soak

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    {{name}} attack with {{attack}}
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    {{spec}}
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    Range:{{range}}
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    + diff --git a/Shadow of the Demon Lord/style.scss b/Shadow of the Demon Lord/style.scss index ae892eeca2b1..7e3f2877f20f 100644 --- a/Shadow of the Demon Lord/style.scss +++ b/Shadow of the Demon Lord/style.scss @@ -517,7 +517,7 @@ $circle_lg : 67px; } } .sheet-maindiv2 { - background: url('http://s20.postimg.org/p61pnke1p/sheet_final_bkg.jpg') no-repeat center center transparent; + background: url('http://s20.postimg.org/p61pnke1p/sheet_final_bkg.jpg') repeat-y center center transparent; background-size: cover; .sheet-row-1 { @@ -530,7 +530,7 @@ $circle_lg : 67px; } } .sheet-maindiv3 { - background: url('http://s20.postimg.org/p61pnke1p/sheet_final_bkg.jpg') no-repeat center center transparent; + background: url('http://s20.postimg.org/p61pnke1p/sheet_final_bkg.jpg') repeat-y center center transparent; background-size: cover; .sheet-row-1 { @@ -542,4 +542,4 @@ $circle_lg : 67px; } } } -} \ No newline at end of file +} diff --git a/Shadowrun-Anarchy/Shadowrun-Anarchy.css b/Shadowrun-Anarchy/Shadowrun-Anarchy.css index 2fe9e9538f16..1ba473dc8c1d 100644 --- a/Shadowrun-Anarchy/Shadowrun-Anarchy.css +++ b/Shadowrun-Anarchy/Shadowrun-Anarchy.css @@ -407,6 +407,10 @@ width: calc(6% - 3%); } +.charsheet .sheet-wrapper .sheet-item.sheet-halftiny { + width: calc(9% - 3%); +} + .charsheet .sheet-wrapper .sheet-item.sheet-puny { width: calc(10% - 3%); } diff --git a/Shadowrun-Anarchy/Shadowrun-Anarchy.html b/Shadowrun-Anarchy/Shadowrun-Anarchy.html index 4fe0dfb1e372..5a7b5dc559d7 100644 --- a/Shadowrun-Anarchy/Shadowrun-Anarchy.html +++ b/Shadowrun-Anarchy/Shadowrun-Anarchy.html @@ -27,7 +27,11 @@
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    {{emote}}

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    Damage
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    Target/AoE
    {{spelltarget}}
    +
    Range
    {{spellrange}}
    +
    + {{/spellshowinfoblock}} + + {{#spellshowattack}} +
    +
    Attack
    +
    {{spellattack}} vs AC
    +
    + {{/spellshowattack}} + + {{#spellcost}} +
    +
    Cost
    +
    {{spellcost}} Ability Points
    +
    + {{/spellcost}} + + + + {{#freetextz}} +
    +
    {{freetextname}}
    +
    {{freetext}}
    +
    + {{/freetextz}} + + + {{#roll}} +
    +
    {{rollname}}
    +
    {{roll}}
    +
    + {{/roll}} + + + + + {{#simple}} + + + {{#weapondamage}} +
    +
    Damage
    +
    {{weapondamage}}
    +
    + {{/weapondamage}} + + {{#weapon}} + {{#rollWasCrit() roll}} +
    +
    Crit
    +
    Additional Max Damage
    +
    + {{/rollWasCrit() roll}} + + {{/weapon}} + + + + {{#target}} + + {{#rollLess() roll target}} + +
    +
    Success
    +
    + {{/rollLess() roll target}} + + {{#rollGreater() roll target}} +
    +
    Failure
    +
    + {{/rollGreater() roll target}} + + {{/target}} + + + + {{#math}} +
    +
    Math
    +
    {{math}}
    +
    + {{/math}} + + {{/simple}} + + + + + + {{#outputall}} + + {{#allprops() outputall title subheader subheaderright subheader2 subheaderright2 emote weapon spell ability save deathsave}} + +
    +
    {{key}}
    +
    {{value}}
    +
    + + {{/allprops() outputall title subheader subheaderright subheader2 subheaderright2 emote weapon spell ability save deathsave}} + + {{/outputall}} + + + + {{#debug}} + + {{#allprops()}} + +
    +
    {{key}} (DEBUG)
    +
    {{value}}
    +
    + + {{/allprops()}} + + {{/debug}} + +
    +
    + + + diff --git a/Solipstry/Solipstry.png b/Solipstry/Solipstry.png new file mode 100644 index 000000000000..bc307d000df3 Binary files /dev/null and b/Solipstry/Solipstry.png differ diff --git a/Solipstry/roll20.todo b/Solipstry/roll20.todo new file mode 100644 index 000000000000..dbf7555c1819 --- /dev/null +++ b/Solipstry/roll20.todo @@ -0,0 +1,79 @@ +\#Bonus skills + And we need to automatically update the combobox with any custom attributes (whenever a custom attr name gets changed, repopulate the list) + Then use the index number and $X to appropriately set the modifier + does this mean they can't be three letters? + Just show the first three letters and have a stinkin' title text +Ability->Change school text to a combobox + Auto fill the combobox for any custom skils and the 4 main ones + and auto fill the mod / damage boxes on change of that combobox or any of the skills. +Script helper on tallies? +Radio buttom prompt/no prompt (so when I click a roll "did you get a tally?") +Integrate with compendium + + + +\#Skill checks say ff skill name when you click the roll button +\# Notes section for attacks +\# Ranges +\# Remove mod +\# Fix centering of text on success/fail +\# Add success /failure in green/red for attr rolls +\#skill auto updaters (for ALL of them) +\#Rolls for under attributes +\#fix css on top of skills so roll is placed correctly +\#rename attribute rolls (all named dex right now) +\#each skill needs a checkbox for "Major skill" with title text +\# make checkboxes change base between 10 and 25 +\#stealth alphabetized wrong +\#credit zack on the char sheet +\#Armor light/heavy + calculate defenses +\#shield +\#Rolls for skills +\#Size + meaning +\#background are set as numbers +\#when I click a chekcbox it's coming up as _skill_max for the trigger. investigate (checking major skill doesn't trigger change) +\#melee weapon checkbox doesn't work +\#equipment width can't be bigger than 1/3 of window. Investigate. +\#Equipmentmake it work then worry about the stinkin' css +\#Give skills default values (so autocalculate works) +\# Damage die is always 1d1. Investigate. //Possibly related to span issue//I have no idea why this bug was fixed. It disappeared when I changed the attribute name. +\# Damage Die (unarmed, melee, ranged) + default attacks as rolls? +\# and crits (with crit math in the roll templates) +\# (write out in emote)//I don't know what this means. +\# plus an add attack button (custom attacks. Blank name, black to hit, damage, range, notes.) +\# Seperate damage dice for each +\# switch crits, crit fails (on the red/green marking) for attribute rolls //Can't be done +\# Do styling on the roll templates +\#Roll templates +\#Attacks section +\# Custom attack rolls +\# plus autocalculate on size change, etc +\# Can we automate multiple attacks for unarmed? Should be able to.//Can't be done. +\# In the roll template, check the unarmed score compared to 25, 50, 75. +\#If unarmed is above 25, 50, 75, write "You can make 2,3,4 attacks" when they make an attack +\# If crit with melee weapon, write the bonus, etc. //We say in sheet.json that we don't do this, so marking as "out of scope" +\#Update PNG (full sheet) +\#If size changes, so does weapon size, defenses and skills (stealth) +\#Big tallies section +\# If hit 10 big tallies, alert "Time to level up"? +\# And reset to zero +\#spell out attribute names//Should be close enough +\# fix repeating roll template for skills--use the right name for the skill, correct modifier, etc. +\#Talents +\#Abilities +\# + crits where \#we repeat the attack or i dunno include in the roll template 'YOU CAN REPEAT THIS ABILITY'. That one's easier. +\#Change \#everything skills to tables. Tables are great. +\#Change px to EM +\#convert to hidden/disabled where appropriate +\# skill mods +\# attribute mods +\#make it work then worry about the stinkin' css +\#remove console.log( ) +\# Custom rolls for Abilities? Like attack with "Push". Does it write the text and roll the dice? Hmm. + \#plus math for switching on governing attr (for determining score)#\Doesn't work if attr changes, or on custom attr +\# hide score, mod. +\# Custom skills bug--only the most recently added one works. Can't even roll on the others. --Caused by CSS of all things. +\#Custom attributes need rolls +\# If num tallies == mod, increase...what? misc by one? \#Or do we need another hidden?#\ Probably increase misc by one. +\# And grant a big tally. +\# And reset mod to 0 diff --git a/Solipstry/sheet.json b/Solipstry/sheet.json new file mode 100644 index 000000000000..769c8bab2326 --- /dev/null +++ b/Solipstry/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "Solipstry.html", + "css": "Solipstry.css", + "authors": "Alex Rinehart, Zackery Valentino Lovisa", + "roll20userid": "1458276", + "preview": "Solipstry.png", + "version": "1.0", + "instructions": "Bonuses from skill perks and Talents are not calculated; they must be filled in manually. Skills increased by leveling are automatically calculated into the misc column." +} \ No newline at end of file diff --git a/Splittermond/SMExample.png b/Splittermond/SMExample.png new file mode 100644 index 000000000000..abde5e30f604 Binary files /dev/null and b/Splittermond/SMExample.png differ diff --git a/Splittermond/Sheet.css b/Splittermond/Sheet.css new file mode 100644 index 000000000000..9bd41e1eee66 --- /dev/null +++ b/Splittermond/Sheet.css @@ -0,0 +1,140 @@ +.charsheet { + background-color: white; +} +.charsheet { + font-family: "Times New Roman"; +} + +/*-----------------------------------------------input ------------------------------------------------*/ +.charsheet input[type=text], .charsheet input[type=number] { + padding-left: 2px; +} +.charsheet input[type="text"], .charsheet input[type=number] { + background-color: white; + border-width: 0px 0px 0px 0px; +} +.charsheetinput [type="text"]:disabled, .charsheet input[type="number"]:disabled { + background-color: lightgray; + border-width: 0px 0px 0px 0px; +} +.charsheet input[type="text"], select { + width:100%; + margin:0; + background-color: white; + border-width: 0px 0px 0px 0px; +} + +.charsheet input[type=number]:disabled { + background-color:#FFFFFF; +} +td { + padding: 0px; +} +input{ + font-family: "Times New Roman"; +} +input[type="checkbox"]:checked + span::before{ + content: "[verstecken]"; +} +input[type="text"]:disabled { + background-color:#81BEF7; +} +input[type="checkbox"] + span::before +{ + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + content: "[anzeigen]"; + width: 14px; + height: 14px; + font-size: 12px; +} +/* */ + +/*-------------------------------------------------Tabs--------------------------------------*/ + + +div[class^="sheet-section"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} +input.sheet-tab { + width: 140px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} +span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 12px; + background: #0489B1; + color: white; + font-weight: bold; + + border: solid 1px #a8a8a8; + text-align: center; + + width: 140px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -145px; +} +input.sheet-tab::before { + content: attr(title); + text-align: center; + display: inline-block; + width: 100%; + height: 100%; + + background: black; + color: white; + font-weight: bold; +} + +input.sheet-tab1:checked ~ div.sheet-section-Grundwerte, +input.sheet-tab2:checked ~ div.sheet-section-Fertigkeiten,, +input.sheet-tab21:checked ~ div.sheet-section-Fertigkeiten, +input.sheet-tab3:checked ~ div.sheet-section-Kampf, +input.sheet-tab4:checked ~ div.sheet-section-Entwicklung, +input.sheet-tab5:checked ~ div.sheet-section-Tiergefaehrten, +input.sheet-tab6:checked ~ div.sheet-section-Genesis, +input.sheet-tab29:checked ~ div.sheet-section-npc { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; + overflow: hidden; + + border: 1px solid #222; + margin: 7px 0 0 5px; + padding: 5px +} +/*--------------------------------------------Roll Templates-------------------------------------*/ + +.sheet-rolltemplate-splittermond_generic table { + width:100%; + background-color: white; + border:2px solid #000; + border-spacing: 0; + border-collapse: separate; + border-radius: 5px; + -moz-box-shadow: 2px 2px 5px #000; + -webkit-box-shadow: 2px 2px 5px #000; + box-shadow:2px 2px 5px #000; + overflow: hidden; +} + +.sheet-rolltemplate-splittermond_generic th { + width:100%; + background-color: #0489B1; + color: white; +} \ No newline at end of file diff --git a/Splittermond/Sheet.html b/Splittermond/Sheet.html new file mode 100644 index 000000000000..120df93e54c9 --- /dev/null +++ b/Splittermond/Sheet.html @@ -0,0 +1,2182 @@ +
    +
    + +

    Splittermond Charakterbogen fü roll20.net (V. 1.0)

    +

    Entworfen und umgesetzt von Loki

    +
    +
    + + + Grundwerte + + Fertigkeiten & Magie + + Kampf & Meisterschaften + + Charakterentwicklung + + Tiergefährte + + + +

    + +
    +

    Grundwerte


    + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Persönliche Informationen
    Name:
    Spieler:
    Konzept: + + + +
    Mondzeichen:
    Kultur:Abstammung:
    Rasse:Geschlecht:
    Haarfarbe:Größe:
    Augenfarbe:Gewicht:
    Hautfarbe:Geburtsort:
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameStartWertMaximum
    Ausstrahlung
    Beweglichkeit
    Intuition
    Konstitution
    Mystik
    Stärke
    Verstand
    Willenskraft
    Behinderung
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameWert + Mod.
    Größenklasse
    Geschwindigkeit
    Initiative + +
    Lebenspunkte
    Fokus
    Verteidigung
    Geister Widerstand
    Körperlicher Widerstand
    Schadensreduktion
    +
    + +
    + + + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + +
    Ressourcen
    +
    + + + + + +
    +
    +
    +
    +
    + + + + + + + +
    Stärken
    +
    + + +
    + +
    +
    +
    +
    + + + + + + + +
    Schwächen
    +
    + +
    +
    +
    +
    +
    + +
    + +
    +

    Fertigkeiten & Magieschulen

    + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    FertigkeitWert PunkteAttributeMod.Würfeln
    Akrobatik
    Alchemie
    Anführen
    Arkane Kunde
    Athletik
    Darbietung
    Diplomatie
    Edelhandwerk
    Empathie
    Entschlossenheit
    Fingerfertigkeit
    Geschichte & Mythen
    Handwerk
    Heilkunde
    Heimlichkeit
    Jagdkunst
    Länderkunde
    Naturkunde
    Redegewandtheit
    Schlösser & Fallen
    Schwimmen
    Seefahrt
    Straßenkunde
    Tierführung
    Überleben
    Wahrnehmung
    Zähigkeit
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    MagieschuleWert PunkteAttributeMod.
    Bannmangie
    Beherrschungsmagie
    Bewegungsmagie
    Erkenntnismagie
    Felsmagie
    Feuermagie
    Heilungsmagie
    Illusionsmagie
    Kampfmagie
    Lichtmagie
    Naturmagie
    Schattenmagie
    Schicksalsmagie
    Schutzmagie
    Stärkungsmagie
    Todesmagie
    Verwandlungsmagie
    Wassermagie
    Windmagie
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    KampffertigkeitenPunkteMod.
    Handgemenge
    Hiebwaffen
    Kettenwaffen
    Klingenwaffen
    Stangenwaffen
    Schusswaffen
    Wurfwaffen
    +
    +
    +
    +
    + +
    +

    Kampf & Meisterschaften

    +

    Initiative, Schaden & Fokus

    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Diverses
    Lebenspunkte
    Schadensmodifikator
    FokusK: E: V:
    Splitterpunkte + +
    Initiative
    +

    +

    Nahkampfwaffen

    + + + + + + + + + + + + +
    WaffennameWertWGSSchadenMerkmaleWürfeln
    +
    + + + + + + + + +     + +
    +
    +
    +

    Fernkampfwaffen

    + + + + + + + + + + + + + +
    WaffennameWertWGSSchadenRWMerkmaleWürfeln
    +
    + + + + + + + + + +     + +
    +
    +
    +

    Zaubersprüche

    + + + + + + + + + + + + + + + + + +
    ZauberspruchMagieschuleWertSGKostenZDRWWDMod.Mod.Würfeln
    +
    + + + + + + + + + + +       + +
    +
    +
    +

    Rüstungen & Schilde

    + + + + + + + + + + + + + + + + + + + + +
    RüstungVTD+SRBETick+MerkmaleAusger.
    +
    + + + + + + +     + +
    +
    +
    + + + + + + + + + + + + + +
    SchildVTD+ BETick+MerkmaleAusger.
    + + + + + + +     + + + + + + +
    +
    + + + + + + + + + +
    Gesamt:
    +
    +

    Meisterschaften

    + + + + + + + + + + +
    MeisterschaftFertigkeitSchw.Wirkung
    +
    + + + + +
    +
    +
    + +
    +

    Charakterentwicklung


    + + + + + + +
    + + + + + + + + + + + + + + + + + + + +
    Erfahrungspunkte
    Gesamt: 
    Eingesetzt: 
    Offen: 
    +
    +   + + + + + + + + + + + + + + + + + + + + +
    Geld
    Solare: 
    Lunare: 
    Telare: 
    +
    + +
    + + + + + + + + + + + + + +
    +
    Heldengrad
    Grad: 
    + +
    + + + + + + + + +
    Ausrüstung
    + +
    + +
    + + + + + + + + +
    Notizen
    + +
    +
    + +
    +

    Tiergefährte


    + + + + + + + + +
    Name
    Name
    +

    + + + + + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameWert
    Ausstrahlung
    Beweglichkeit
    Intuition
    Konstitution
    Mystik
    Stärke
    Verstand
    Willenskraft
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameWert
    Größenklasse
    Geschwindigkeit
    Lebenspunkte
    Fokus
    Verteidigung
    Geister Widerstand
    Körperlicher Widerstand
    Schadensreduktion
    +
    +
    +
    + + + + + + + + + + + + + +
    WaffennameWertWGSSchadenINIMerkmaleWürfeln
    +
    + + + + + + + + + +    + +
    +
    +
    + + + + + + + + + + +
    MeisterschaftFertigkeitSchwelleWirkung
    +
    + + + + +
    +
    +
    + + + + + + + + + + + + + + + + +
    ZauberspruchMagieschuleWertSGKostenZDRWWDMod.Würfeln
    +
    + + + + + + + + + +     + +
    +
    +
    + + + + + + + + + +
    FertigkeitWertWürfeln
    +
    + + +       + +
    +
    +
    + + + + + + + + +
    MerkmalStufe
    +
    + + +
    +
    +
    + + + + + + + +
    Abrichtungen
    +
    + +
    +
    +
    + +
    +
    +

    Genesis-Import


    +
    +
      +
    1. 1. Finde die Genesis-Charakterdatei (üblicherweise: C:\Users\[Benuzernamer]\AppData\Roaming\rpgframework\player\myself\splittermond\[Charaktername])
    2. +
    3. 2. Öffne die Charakterdatei und kopiere den Quellcode in das untenstehende Textfeld
    4. +
    + + +
    +
    + +
    + Splittermond Character Sheet für roll20.net +
    Mit besonderem Dank an: Avalia, KKTNovice und Schattenklaus fürs Testen. +
    + + + + + + + + + {{#allprops() name charactername sm27 sm26 sm24 sm23 sm21 sm20 sm18 sm17 sm15 sm14 sm12 sm11 sm9 sm8 sm6 sm5 sm3 sm2 sm1 s0 s2 s3 s5 s6 s8 s9 s11 s12 s14 s15 s17 s18 s20 s21 s23 s24 s26 s27}} + + {{/allprops() name charactername sm27 sm26 sm24 sm23 sm21 sm20 sm18 sm17 sm15 sm14 sm12 sm11 sm9 sm8 sm6 sm5 sm3 sm2 sm1 s0 s2 s3 s5 s6 s8 s9 s11 s12 s14 s15 s17 s18 s20 s21 s23 s24 s26 s27}} + {{#rollGreater() Probe schwierigkeit}} + + {{/rollGreater() Probe schwierigkeit}} + {{#rollLess() Probe schwierigkeit}} + + {{/rollLess() Probe schwierigkeit}} + {{#rollBetween() Probe schwierigkeit schwierigkeit}} + + {{/rollBetween() Probe schwierigkeit schwierigkeit}} + + + + +
    {{charactername}}
    {{name}}
    {{key}}{{value}}
    Gelungen!
    Misslungen!
    Gelungen!
    Erfolgsgrade + {{#rollLess() Probe sm27}} + -9 oder mehr + {{/rollLess() Probe sm27}} + {{#rollBetween() Probe sm26 sm24}} + -8 + {{/rollBetween() Probe sm26 sm24}} + {{#rollBetween() Probe sm23 sm21}} + -7 + {{/rollBetween() Probe sm23 sm21}} + {{#rollBetween() Probe sm20 sm18}} + -6 + {{/rollBetween() Probe sm20 sm18}} + {{#rollBetween() Probe sm17 sm15}} + -5 + {{/rollBetween() Probe sm17 sm15}} + {{#rollBetween() Probe sm14 sm12}} + -4 + {{/rollBetween() Probe sm14 sm12}} + {{#rollBetween() Probe sm11 sm9}} + -3 + {{/rollBetween() Probe sm11 sm9}} + {{#rollBetween() Probe sm8 sm6}} + -2 + {{/rollBetween() Probe sm8 sm6}} + {{#rollBetween() Probe sm5 sm3}} + -1 + {{/rollBetween() Probe sm5 sm3}} + {{#rollBetween() Probe sm2 sm1}} + -0 + {{/rollBetween() Probe sm2 sm1}} + {{#rollBetween() Probe s0 s2}} + +0 + {{/rollBetween() Probe s0 s2}} + {{#rollBetween() Probe s3 s5}} + 1 + {{/rollBetween() Probe s3 s5}} + {{#rollBetween() Probe s6 s8}} + 2 + {{/rollBetween() Probe s6 s8}} + {{#rollBetween() Probe s9 s11}} + 3 + {{/rollBetween() Probe s9 s11}} + {{#rollBetween() Probe s12 s14}} + 4 + {{/rollBetween() Probe s12 s14}} + {{#rollBetween() Probe s15 s17}} + 5 + {{/rollBetween() Probe s15 s17}} + {{#rollBetween() Probe s18 s20}} + 6 + {{/rollBetween() Probe s18 s20}} + {{#rollBetween() Probe s21 s23}} + 7 + {{/rollBetween() Probe s21 s23}} + {{#rollBetween() Probe s24 s26}} + 8 + {{/rollBetween() Probe s24 s26}} + {{#rollGreater() Probe s27}} + 9+ + {{/rollGreater() Probe s27}} +
    +
    + + + + \ No newline at end of file diff --git a/Splittermond/sheet.json b/Splittermond/sheet.json new file mode 100644 index 000000000000..b7181c6b4b4b --- /dev/null +++ b/Splittermond/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Sheet.html", + "css": "Sheet.css", + "authors": "Damian 'Loki' Windau", + "roll20userid": "800624", + "preview": "SMExample.png", + "instructions": "This is the first CharacterSheet for the german RPG Splittermond. It's not very beautiful, but functional." +} diff --git a/Star Trek Adventures 2d20/Sheet_blank.PNG b/Star Trek Adventures 2d20/Sheet_blank.PNG new file mode 100644 index 000000000000..d07f70b2259a Binary files /dev/null and b/Star Trek Adventures 2d20/Sheet_blank.PNG differ diff --git a/Star Trek Adventures 2d20/Star Trek Adventures 2d20.PNG b/Star Trek Adventures 2d20/Star Trek Adventures 2d20.PNG new file mode 100644 index 000000000000..1e261407ccf8 Binary files /dev/null and b/Star Trek Adventures 2d20/Star Trek Adventures 2d20.PNG differ diff --git a/Star Trek Adventures 2d20/Star Trek Adventures 2d20.css b/Star Trek Adventures 2d20/Star Trek Adventures 2d20.css new file mode 100644 index 000000000000..5ce6e6df963b --- /dev/null +++ b/Star Trek Adventures 2d20/Star Trek Adventures 2d20.css @@ -0,0 +1,162 @@ +/* === GENERAL === */ +.charsheet { + min-width: 820px; + background: #FFFFFF; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Star%20Trek%20Adventures%202d20/Sheet_blank.PNG"); + background-repeat: no-repeat; + background-position: 0px 40px; +} + +.sheet-section { + float: left; + width: calc(100% - 85px); + margin: 0px 0px 0px 85px; + padding: 1px; + box-sizing: border-box; +} + +.sheet-half { + max-width: calc(50% - 85px); +} + +.sheet-half input[type="number"] { + width: 50px; +} + +.sheet-break { + clear: both; +} + + +.sheet-header-main { + margin-bottom: 4px; + padding: 2px 2px; + text-align: right; + background: #FFFFFF; + color: #FF9900; + font-weight: bold; + font-size: 30px; +} + +.sheet-header { + margin-bottom: 4px; + padding: 2px 4px; + border-radius: 25px; + background: #FF9900; + color: black; + text-align: center; + font-weight: bold; +} + +.sheet-attribute { + margin-bottom: 4px; + padding: 2px 4px; + border-radius: 25px; + background: #cc6699; + color: white; + text-align: center; + font-weight: bold; +} + +.sheet-center { + text-align: center; +} + + +.sheet-break { + clear: both; +} + + + +label, +select { + margin: 0; +} + +textarea { + margin: 0; + width: 100%; + height: 215px; + resize: vertical; + box-sizing: border-box; +} + +.sheet-repitem, +.repitem { + margin-bottom: 2px; +} + + +/* Override Roll20 Button styling for something less conspicious */ +button { + height: 22px; + line-height: 16px; + margin: 0 !important; + border-radius: 0 !important; + background-image: none !important; + border: none !important; + box-shadow: none !important; +} + +.repitem button { + height: 28px; + line-height: 20px; +} + +/* Rolltemplate */ +.sheet-rolltemplate-lcars table { + width: 230px; + padding: 2px; + font-weight: bold; + background: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Star%20Trek%20Adventures%202d20/sheet_roll_temp_lcars_full.png") top left; + background-repeat: no-repeat; + background-color: #ffffff; + color: #000000; + border-spacing: 0; + border:1px solid #9999cc; +} + +.sheet-rolltemplate-lcars th { + padding-left: 50px; + padding-Top: 18px; + font-size: 1.2em; + text-align: center; + border:none; +} + + +.sheet-rolltemplate-lcars td { + padding-left: 50px; + font-size: 1.0em; + vertical-align: top; + border:none; +} + +.sheet-rolltemplate-lcars .sheet-result { + font-size: 1.2em; + text-align: center; + color: rgb(112, 0, 0); + padding-bottom: 20px; +} + +.sheet-rolltemplate-lcars .inlinerollresult { + background-color: transparent; + color: #000000; + border: none; +} + +.sheet-rolltemplate-lcars .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-lcars .inlinerollresult.fullfail { + color: #000000; + border: none; +} + +.sheet-rolltemplate-lcars .inlinerollresult.importantroll { + color: #3FB315; + border: none; +} diff --git a/Star Trek Adventures 2d20/Star Trek Adventures 2d20.html b/Star Trek Adventures 2d20/Star Trek Adventures 2d20.html new file mode 100644 index 000000000000..dedf0b7bea67 --- /dev/null +++ b/Star Trek Adventures 2d20/Star Trek Adventures 2d20.html @@ -0,0 +1,155 @@ + +
    +
    +
    STARFLEET PERSONNEL FILE
    +
    + Name:
    + Species: + Rank:
    + Enviornment: + Upbringing:
    + Assignment:
    + Traits:
    +
    +
    +
    +
    +
    +
    +
    +
    ATTRIBUTES
    + + + + + + + + + + + +
    CONTROL
    FITNESS
    PRESENCE
    DARING
    INSIGHT
    REASON
    +
    DISCIPLINES
    + + + + + + + + + + + +
    COMMAND
    SECURITY
    SCIENCE
    CONN
    ENGINEERING
    MEDICINE
    +
    VALUES
    + + + + + + + + +
    DETERMINATION
    +
    TALENTS
    + +
    WEAPONS
    + + + + + + + + +
    Name/Type: DR:
    Qualities:
    + + + + + + + + +
    Name/Type: DR:
    Qualities:
    + + + + + + + + +
    Name/Type: DR:
    Qualities:
    +
    +
    +
    FOCUSES
    + +
    STRESS
    +
    + +
    +
    INJURIES
    + +
    OTHER EQUIPMENT
    + +
    MOMENTUM
    +
    + + + + + + + + + +
    +
    +
    +
    + +
    + +
    +
    Additional Notes
    + +
    + + +
    + + + + + + + + + + + +
    {{#roll_name}}{{roll_name}}{{/roll_name}}
    + {{#diff_num}} + Task Difficulty: {{diff_num}} + {{/diff_num}} +
    + {{#attr}} + {{attr}}: {{attr_num}} + {{/attr}} +
    + {{#discp}} + {{discp}}: {{discp_num}} + {{/discp}} +
    {{result}} Successes
    +
    + + + + + + diff --git a/Star Trek Adventures 2d20/sheet.json b/Star Trek Adventures 2d20/sheet.json new file mode 100644 index 000000000000..36a591ed8bdc --- /dev/null +++ b/Star Trek Adventures 2d20/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Star Trek Adventures 2d20.html", + "css": "Star Trek Adventures 2d20.css", + "authors": "David Collier", + "roll20userid": "1486161", + "preview": "Star Trek Adventures 2d20.PNG", + "instructions": "This sheet is based off the release version of Star Trek Adventures (6/30/2017) and the GM will need to make a rollable table you need to create a rollable table called \"Challenge-Dice\" with name values of \"1\",\"2\",\"1 plus Effect\",\"1 plus Effect\",\"0\",\"0\"" +} \ No newline at end of file diff --git a/Star Trek Adventures 2d20/sheet_roll_temp_lcars_full.png b/Star Trek Adventures 2d20/sheet_roll_temp_lcars_full.png new file mode 100644 index 000000000000..aff20a663c3c Binary files /dev/null and b/Star Trek Adventures 2d20/sheet_roll_temp_lcars_full.png differ diff --git a/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.css b/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.css index 44159ce07288..75bdf692c3c7 100644 --- a/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.css +++ b/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.css @@ -1283,19 +1283,31 @@ button.sheet-btn-roll-crit[type=roll]:active { width: 124px; } -.sheet-custome-skills td:nth-child(2) { +.sheet-custome-skills th:nth-child(1), +.sheet-custome-skills td:nth-child(1) { + width: 270px; +} +.sheet-custome-skills td:nth-child(2), +.sheet-custome-skills th:nth-child(2) { width: 100px; } +.sheet-custome-skills th:nth-child(4) { + width: 20px; +} + .sheet-custome-skills td:nth-child(3), .sheet-custome-skills td:nth-child(4), -.sheet-custome-skills td:nth-child(7) { +.sheet-custome-skills td:nth-child(7), +.sheet-custome-skills th:nth-child(3), +.sheet-custome-skills th:nth-child(7) { width: 50px; background-image: none; } -.sheet-custome-skills td:nth-child(6) { - width: 120px; +.sheet-custome-skills td:nth-child(6), +.sheet-custome-skills th:nth-child(6) { + width: 124px; } .sheet-custome-skills td:nth-child(5) { diff --git a/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.html b/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.html index b707585ee0c8..90936cf3e72c 100644 --- a/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.html +++ b/Star Wars FFG API-Compatible/FFG-SWRPG-CharacterSheet.html @@ -201,7 +201,7 @@

    Character

    - + @@ -683,7 +683,7 @@

    Game Mechanics

    - + @@ -757,7 +757,7 @@

    Characteristics

    Skills
    -
    +
    @@ -793,7 +793,7 @@
    Adding Dice
    - + @@ -813,7 +813,7 @@
    Adding Dice
    - + @@ -831,7 +831,7 @@
    Adding Dice
    - + @@ -849,7 +849,7 @@
    Adding Dice
    - + @@ -867,7 +867,7 @@
    Adding Dice
    - + @@ -885,7 +885,7 @@
    Adding Dice
    - + @@ -903,7 +903,7 @@
    Adding Dice
    - + @@ -921,7 +921,7 @@
    Adding Dice
    - + @@ -939,7 +939,7 @@
    Adding Dice
    - + @@ -957,7 +957,7 @@
    Adding Dice
    - + @@ -975,7 +975,7 @@
    Adding Dice
    - + @@ -993,7 +993,7 @@
    Adding Dice
    - + @@ -1011,7 +1011,7 @@
    Adding Dice
    - + @@ -1029,7 +1029,7 @@
    Adding Dice
    - + @@ -1047,7 +1047,7 @@
    Adding Dice
    - + @@ -1065,7 +1065,7 @@
    Adding Dice
    - + @@ -1083,7 +1083,7 @@
    Adding Dice
    - + @@ -1101,7 +1101,7 @@
    Adding Dice
    - + @@ -1119,7 +1119,7 @@
    Adding Dice
    - + @@ -1137,7 +1137,7 @@
    Adding Dice
    - + @@ -1155,7 +1155,7 @@
    Adding Dice
    - + @@ -1173,7 +1173,7 @@
    Adding Dice
    - + @@ -1193,7 +1193,7 @@
    Adding Dice
    General Skills
    - +
    @@ -1203,7 +1203,7 @@
    Adding Dice
    - + - + @@ -1247,7 +1247,7 @@
    Adding Dice
    - + @@ -1265,7 +1265,7 @@
    Adding Dice
    - + @@ -1283,7 +1283,7 @@
    Adding Dice
    - + @@ -1301,7 +1301,7 @@
    Adding Dice
    - + @@ -1321,7 +1321,7 @@
    Adding Dice
    Combat Skills
    - +
    @@ -1331,7 +1331,7 @@
    Adding Dice
    - + @@ -1349,7 +1349,7 @@
    Adding Dice
    - + @@ -1367,7 +1367,7 @@
    Adding Dice
    - + @@ -1385,7 +1385,7 @@
    Adding Dice
    - + @@ -1403,7 +1403,7 @@
    Adding Dice
    - + @@ -1421,7 +1421,7 @@
    Adding Dice
    - + @@ -1439,7 +1439,7 @@
    Adding Dice
    - + @@ -1459,7 +1459,7 @@
    Adding Dice
    Knowledge Skills
    - +
    @@ -1469,6 +1469,9 @@
    Adding Dice
    +
    Custom Skills Mods
    +
    + @@ -1496,34 +1499,10 @@
    Adding Dice
    - - - - - - - - - -
    - - - - - -
    -
    - -
    -
    + +
    +
    @@ -1677,9 +1656,9 @@

    Weapons

    - + - + @@ -1960,7 +1939,7 @@

    Force Powers

    - + @@ -2376,7 +2355,7 @@

    Tools

    - + @@ -2734,12 +2713,12 @@

    Weapons

    - - - - - - + + + + + +
    Character NameWeapon NameArcCritDmgRange/SkillCharacter NameWeapon NameArcCritDmgRange/Skill
    @@ -2799,6 +2778,14 @@

    Weapons

    + + + + + @@ -3234,12 +3221,12 @@

    Weapons

    - - - - - - + + + + + +
    Character NameWeapon NameArcCritDmgRange/SkillCharacter NameWeapon NameArcCritDmgRange/Skill
    @@ -3303,6 +3290,14 @@

    Weapons

    + + + + + @@ -4025,7 +4020,7 @@

    Attacks

    - + @@ -6631,7 +6626,7 @@

    Tools

    - + diff --git a/Star Wars FFG API-Compatible/README.md b/Star Wars FFG API-Compatible/README.md index 72001f756af5..4b62de8451ae 100644 --- a/Star Wars FFG API-Compatible/README.md +++ b/Star Wars FFG API-Compatible/README.md @@ -23,3 +23,6 @@ Fixed broken images. 6.4.0 Updates Implement translation tags for character vehicule and group sheet + +6.4.2 Updates +Add rolls for NPC in vehicules and fix roll template typo for riding beasts weapons diff --git a/Star Wars FFG API-Compatible/translation.json b/Star Wars FFG API-Compatible/translation.json index 016d8766c76a..3c0b531d5226 100644 --- a/Star Wars FFG API-Compatible/translation.json +++ b/Star Wars FFG API-Compatible/translation.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities": "Abilities", "abilityname": "Ability Name", "abilitysummary": "Ability Summary", @@ -422,6 +425,7 @@ "npcinfo": "NPC Info", "npclist": "NPC List", "npcname": "NPC Name", + "npcroll:": "NPC Roll:", "npcs": "NPCs", "npcsheet": "NPC Sheet", "npctitle": " NPC ", diff --git a/Star Wars FFG API-Compatible/translations/af.json b/Star Wars FFG API-Compatible/translations/af.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/af.json +++ b/Star Wars FFG API-Compatible/translations/af.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/cs.json b/Star Wars FFG API-Compatible/translations/cs.json index 03a6ed02ffc6..482efe26e31d 100644 --- a/Star Wars FFG API-Compatible/translations/cs.json +++ b/Star Wars FFG API-Compatible/translations/cs.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/da.json b/Star Wars FFG API-Compatible/translations/da.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/da.json +++ b/Star Wars FFG API-Compatible/translations/da.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/de.json b/Star Wars FFG API-Compatible/translations/de.json index 53ff5efab0d9..b7e70bfd025d 100644 --- a/Star Wars FFG API-Compatible/translations/de.json +++ b/Star Wars FFG API-Compatible/translations/de.json @@ -1,18 +1,21 @@ { - "abilities":"Eigenschaften", - "abilityname":"Ability Name", - "abilitysummary":"Ability Summary", + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", + "abilities":"Fähigkeiten", + "abilityname":"Name", + "abilitysummary":"Zusammenfassung", "ace":"Ace", - "active":"Active", + "active":"Aktiv", "actualtocomplete:":"Actual sessions to complete:", "addcritical":"Add Critical", - "addingdice":"Adding Dice", + "addingdice":"Würfel hinzufügen", "addingdicetext":"To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", - "advantage":"Advantage", + "advantage":"Vorteil", "advisor":"Advisor", "advocate":"Advocate", - "aft":"Aft", - "age:":"Age:", + "aft":"Heck", + "age:":"Alter:", "ageofrebellion":"Zeitalter der Rebellion", "aggressor":"Aggressor", "agility":"Gewandtheit", @@ -28,10 +31,10 @@ "arc":"Arc", "archaeologist":"Archaeologist", "arcona":"Arcona", - "armor":"Armor", + "armor":"Panzerung", "armorer":"Armorer", "artisan":"Artisan", - "assassin":"Assassin", + "assassin":"Attentäter", "assetsnresources":"Assets & Resources", "assignedby:":"Assigned By:", "assignment":"Assignment", @@ -43,12 +46,12 @@ "Athletics":"Athletik", "athletics":"Athletik", "athleticsbr":"Athletik (Str)", - "attachmentname":"Attachment Name", - "attachments":"Attachments", + "attachmentname":"Name", + "attachments":"Zubehör", "attacks":"Attacks", "availablexp":"Available XP:", - "bardottan":"Bardottan", - "basemodifiers":"Base Modifiers", + "bardottan":"Bardottaner", + "basemodifiers":"Basismodifikatoren", "baseofoperations":" Base of Operations  ", "basexp:":"Base XP:", "beast":" Beast ", @@ -56,15 +59,15 @@ "beastrider":"Beast Rider", "besalisk":"Besalisk", "biggamehunter":"Big-Game Hunter", - "bodyguard":"Bodyguard", + "bodyguard":"Leibwächter", "bonus":"Bonus", "bonusdescription":"Bonus/Description", - "bonusxpmotivation:":"Bonus XP (Motivation):", - "bonusxproleplaying:":"Bonus XP (Role Playing):", - "booknpage":"Book & Page", - "booknpage:":"Book & Page:", - "bothan":"Bothan", - "bountyhunter":"Bounty Hunter", + "bonusxpmotivation:":"Bonus EP (Motivation):", + "bonusxproleplaying:":"Bonus EP (Rollenspiel):", + "booknpage":"Buch & Seite", + "booknpage:":"Buch & Seite:", + "bothan":"Bothaner", + "bountyhunter":"Kopfgeldjäger", "brawl":"Handgemenge", "Brawl":"Handgemenge", "brawlbr":"Handgemenge (Str)", @@ -74,25 +77,25 @@ "businessname:":"Business Name:", "caamasi":"Caamasi", "campaigndetails":" Campaign Details ", - "capacity":"Capacity", - "career":"Career", - "cargohold":"Cargo Hold", + "capacity":"Kapazität", + "career":"Beruf", + "cargohold":"Frachtraum", "cargotype":"Cargo Type", - "category:":"Category:", - "cerean":"Cerean", + "category:":"Kategorie:", + "cerean":"Cereaner", "chadrafan":"Chadra-Fan", - "chagrian":"Chagrian", + "chagrian":"Chagrianer", "char":"Char", - "characinfo":" Character Info ", - "character":"Character", - "character:":"Character:", + "characinfo":" Charakter Info ", + "character":"Charakter", + "character:":"Charakter:", "characterduties":"Character Duties", - "charactergroupobligations":"Character/Group Obligations", - "characteristics":"Characteristics", + "charactergroupobligations":"Charakter-/Gruppenverpflichtung", + "characteristics":"Eigenschaften", "charactermoralities":"Character Moralities", - "charactermotivation":"Character Motivations", - "charactername":"Character Name", - "charactersheet":"Character Sheet", + "charactermotivation":"Charaktermotivationen", + "charactername":"Name", + "charactersheet":"Charakterbogen", "charm":"Charme", "Charm":"Charme", "charmer":"Charmer", @@ -100,14 +103,14 @@ "chevin":"Chevin", "chiss":"Chiss", "city:":"City:", - "clearpool":"Clear Pool", + "clearpool":"Pool leeren", "close":"Close", "Coercion":"Einschüchterung", "coercion":"Einschüchterung", "coercionwill":"Einschüchterung (Will)", - "colonist":"Colonist", + "colonist":"Kolonist", "commander":"Commander", - "combat":"   Combat   ", + "combat":"   Kampf   ", "combatskills":"Kampffertigekeiten", "commando":"Commando", "commited":"Committed", @@ -122,7 +125,7 @@ "condition:":"Condition:", "conflict:":"Conflict:", "consular":"Consular", - "consumables:":"Consumables:", + "consumables:":"Autonomie:", "continent:":"Continent:", "contributionrank:":"Contribution Rank:", "cool":"Coolness", @@ -137,19 +140,19 @@ "Core Worlds":"Kernwelten", "coreworldsint":"Kernwelten (Int)", "correllianhuman":"Corellian Human", - "cost:":"Cost:", + "cost:":"Preis:", "credits:":"Credits:", - "crew:":"Crew:", + "crew:":"Besatzung:", "crewroles":"Crew Roles", - "crit":"Crit", + "crit":"Kritisch", "critical":"Kritisch", - "criticalhits":"Critical Hits", + "criticalhits":"Kritische Treffer", "criticalinjuries":"Kritische Verletzungen", "criticalnumber:":"Critical number:", "criticalrolloffset:":"Critical roll offset:", - "critinj":" Critical Injuries ", + "critinj":" Kritische Verletzungen ", "cunning":"List", - "current":"Current", + "current":"Aktuell", "currentencumbrance":"Current Encumbrance", "currentlocation:":"Current Location:", "custom":"Eigene Fertigkeiten", @@ -158,42 +161,42 @@ "customskill3":"Custom Skill 3", "customskill4":"Custom Skill 4", "customskill5":"Custom Skill 5", - "customskills":"Custom Skills", - "cybernetics":"Cybernetics", + "customskills":"Eigene Fertigkeiten", + "cybernetics":"Kybernetische Implantate", "cybertech":"Cyber Tech", - "damage":"Damage", - "dark":"Dark", + "damage":"Schaden", + "dark":"Dunkel", "deception":"Täuschung", "Deception":"Täuschung", "deceptioncun":"Täuschung (Lis)", - "defense":"Defense", + "defense":"Verteidigung", "demolitionist":"Demolitionist", - "description":"Description", - "description:":"Description:", - "despair":"Despair", + "description":"Beschreibung", + "description:":"Beschreibung:", + "despair":"Verzweiflung", "destination":"Destination", - "destinypool":"Destiny Pool", + "destinypool":"Machtpool", "details":"Details", "details:":"Details:", - "devaronian":"Devaronian", - "dice":"Dice", - "dice:":"Dice:", - "dicendesitnypool":"Dice & Destiny Pool", - "dicepool":"Dice Pool", - "diceroll":"Dice Roll", + "devaronian":"Devaronianer", + "dice":"Würfel", + "dice:":"Würfel:", + "dicendesitnypool":"Würfel- & Machtpool", + "dicepool":"Würfelpool", + "diceroll":"Würfelwurf", "diplomat":"Diplomat", "discipline":"Disziplin", "Discipline":"Disziplin", "disciplinewill":"Disziplin (Will)", "displayinskill":"Display in Skill", - "dmg":"Dmg", + "dmg":"Schaden", "doctor":"Doctor", - "downgrade":":Downgrade", + "downgrade":":Abwerten", "drall":"Drall", - "dresselliannp":"Dressellian (Non-Primitive)", - "dressellianp":"Dressellian (Primitive)", + "dresselliannp":"Dressellianer (Non-Primitive)", + "dressellianp":"Dressellianer (Primitive)", "driver":"Driver", - "droid":"Droid", + "droid":"Droide", "droidtech":"Droid Tech", "dropoff":"Dropoff", "dug":"Dug", @@ -208,9 +211,9 @@ "emoweaknaess:":"Emotional Weakness(es):", "enablecombatsuggestions":"Enable Combat Suggestions?", "enablegeneralsuggestions":"Enable General Suggestions?", - "encum":"Encum", - "encumbrance":"Encumbrance", - "encumbrancecapacity":"Encumbrance Capacity", + "encum":"Belast.", + "encumbrance":"Belastung", + "encumbrancecapacity":"Belastungskapazität", "enforcer":"Enforcer", "engaged":"Engaged", "engineer":"Engineer", @@ -221,98 +224,98 @@ "exampletext":"b -> Blue = Boost, blk -> BLack = Setback
    g -> Green = Ability, y -> Yellow = Proficiency
    p-> Purple = Difficulty, r -> Red = Challenge
    w -> White = Force
    s = Success, f = Failure, a = Advantage, t = Threat", "executioner":"Executioner", "expectedsessionstocomplete:":"Expected sessions to complete:", - "explorer":"Explorer", + "explorer":"Entdecker", "extreme":"Extreme", - "eyes:":"Eyes:", - "failure":"Failure", + "eyes:":"Augen:", + "failure":"Fehlschlag", "falleen":"Falleen", "farm":"Farm", "fearcheck":"Fear Check?", "features:":"Features:", "figurehead":"Figurehead", "foodstuffs":"Foodstuffs", - "forceanddestiny":"Force and Destiny", + "forceanddestiny":"Macht und Schicksal", "forcediceavailable:":"Force Dice Available:", "forceplayerupgrade":"Force Player Update", - "forcepowers":"Force Powers", + "forcepowers":"Machtfähigkeiten", "forcerating":"Force Rating", "forcesensitiveemergent":"Force Sensitive Emergent", "forcesensitiveexile":"Force Sensitive Exile", - "fore":"Fore", + "fore":"Bug", "fringer":"Fringer", "gadgeteer":"Gadgeteer", "galaxymapgridcoordinates:":"Galaxy Map Grid Coordinates:", "gambler":"Gambler", "gamemechanics":"Game Mechanics", - "gandl":"Gand (With Lungs)", - "gandnl":"Gand (Without Lungs)", + "gandl":"Gand (mit Lungen)", + "gandnl":"Gand (lungenlos)", "gank":"Gank", - "gender:":"Gender:", - "generalinfo":"General Info", - "generalinformation":"General Information", - "generalskills":"General Skills", - "gmdicepool":"GM Dice Pool", - "gmresources":"GM Resources", + "gender:":"Geschlecht:", + "generalinfo":"Allgemeine Informationen", + "generalinformation":"Allgemeine Informationen", + "generalskills":"Allgemeine Fertigkeiten", + "gmdicepool":"SL Würfelpool", + "gmresources":"SL Ressourcen", "gossam":"Gossam", "gotal":"Gotal", "gran":"Gran", - "groupcontacts":"Group Contacts", - "groupcredits:":"Group Credits:", - "groupdetails":"Group Details", - "groupdetailstitle":" Group Details ", + "groupcontacts":"Gruppenkontakte", + "groupcredits:":"Gruppen-Credits:", + "groupdetails":"Gruppen Details", + "groupdetailstitle":" Gruppen Details ", "groupexpenses:":"Group Expenses:", - "groupname:":"Group Name:", - "groupobligations":">Group Obligations", - "grouppossessions":"Group Possessions", - "groupresources":"Group Resources", + "groupname:":"Gruppenname:", + "groupobligations":">Gruppenverpflichtung", + "grouppossessions":"Gruppenbesitz", + "groupresources":"Gruppenressourcen", "groupsavings:":"Group Savings:", - "groupsheet":"Group Sheet", + "groupsheet":"Gruppenbogen", "grouptasks":"Group Tasks", "guardian":"Guardian", "gungan":"Gungan", "gunner":"Gunner", - "gunnery":"Gunnery", - "Gunnery":"Gunnery", - "gunneryagi":"Gunnery (Agi)", + "gunnery":"Artillerie", + "Gunnery":"Artillerie", + "gunneryagi":"Artillerie (Agi)", "gunslinger":"Gunslinger", - "hair:":"Hair:", - "handling":"Handling", - "hardpoints":"Hard Points", - "hardpoints:":"Hard Points:", + "hair:":"Haare:", + "handling":"Wendigkeit", + "hardpoints":"Ausrüstungspunkte", + "hardpoints:":"Ausrüstungspunkte:", "heal":"Heal", "healer":"Healer", "heavy":"Heavy", - "height:":"Height:", + "height:":"Größe:", "hermit":"Hermit", "hightech":"High Tech", - "hiredgun":"Hired Gun", + "hiredgun":"Söldner", "homestead":"Homestead", "homesteadname:":"Homestead Name:", "hook:":"Hook:", "hotshot":"Hotshot", - "hp":"HP", - "hulltrauma":"Hull Trauma", - "hulltypeclass:":"Hull Type/Class:", - "human":"Human", + "hp":"AP", + "hulltrauma":"Hüllenschaden", + "hulltypeclass:":"Schiffstyp/Modell:", + "human":"Mensch", "hunter":"Hunter", "hutt":"Hutt", - "hyperdriveprimclass:":"Hyperdrive Primary Class:", - "hyperdrivesecondclass:":"Hyperdrive Backup Class:", + "hyperdriveprimclass:":"Hyperantrieb Primär: Klasse:", + "hyperdrivesecondclass:":"Hyperantrieb Sekundär: Klasse:", "ifknown":"(if known)", "iktochi":"Iktotchi", "illicitmaterials":"Illicit Materials", "infiltrator":"Infiltrator", "initiative":"Initiative", "instructor":"Instructor", - "intellect":"Intellect", + "intellect":"Intelligenz", "ishitib":"Ishi Tib", "isitcareer":"Is it in your Career?", "iteminventory":" Item Inventory ", "itemss:":"Item(s):", - "ithorian":"Ithorian", + "ithorian":"Ithorianer", "keldor":"Kel Dor", "keyitems:":"Key Items:", - "klatooinian":"Klatooinian", + "klatooinian":"Klatooinianer", "knowledgecoreworlds":"Kernwelten", "knowledgeeducation":"Allgemeinbildung", "knowledgelore":"Altes Wissen", @@ -326,23 +329,23 @@ "Leadership":"Führungsqualität", "leadershippre":"Führungsqualität (Cha)", "legal":"Legal?", - "light":"Light", + "light":"Hell", "lightsaber":"Lichtschwert", "Lightsaber":"Lichtschwert", - "location":"Location", - "location:":"Location:", + "location":"Lage", + "location:":"Lage:", "long":"Long", "lore":"Altes Wissen", "Lore":"Altes Wissen", "loreint":"Altes Wissen (Int)", "lowtech":"Low Tech", - "magnitude:":"Magnitude:", + "magnitude:":"Ausmass:", "major":"Major", "makashiduelist":"Makashi Duelist", - "makemodel":"Make / Model", - "makemodel:":"Make / Model:", - "manufacturer:":"Manufacturer:", - "marauder":"Marauder", + "makemodel":"Fahrzeugtyp / Modell", + "makemodel:":"Fahrzeugtyp / Modell:", + "manufacturer:":"Hersteller:", + "marauder":"Marodeur", "marshal":"Marshal", "max":"Max", "maxaltitude:":"Maximum Altitude:", @@ -354,14 +357,14 @@ "medecine":"Medizin", "Medecine":"Medizin", "medecineint":"Medizin (Int)", - "medic":"Medic", + "medic":"Arzt", "medium":"Medium", "meetingcenter":"Meeting Center", "melee":"Nahkampf", "Melee":"Nahkampf", "meleeshort":"Nahkampf", "meleebr":"Nahkampf (Str)", - "mercenarysoldier":"Mercenary Soldier", + "mercenarysoldier":"Soldat", "metals":"Metals", "midtech":"Mid Tech", "mine":"Mine", @@ -379,7 +382,7 @@ "missiontype:":"Mission Type:", "modder":"Modder", "moderate":"Moderate", - "modifications":"Modifications", + "modifications":"Modifikationsoptionen", "modifiers":"Modifiers", "modifiers:":"Modifiers:", "mods":"Mods", @@ -387,14 +390,14 @@ "morality":"Morality", "morality:":"Morality:", "moreinfo":"For more information on this version visit:", - "motivations":"Motivations", + "motivations":"Motivationen", "mustafariann":"Mustafarian (Northern)", "mustafarians":"Mustafarian (Southern)", "mystic":"Mystic", "name":"Name:", "name:":"Name:", "nautolan":"Nautolaner", - "navicomputer:":"Navicomputer:", + "navicomputer:":"Navigationscomputer:", "navigator":"Navigator", "nearesthyperlane:":"Nearest Hyperlane:", "needhelp":"Need help?", @@ -415,22 +418,23 @@ "none":"None", "nonostarted":"No - Not Started", "noskill":"No Skill", - "notablefeatures":"Notable Features", + "notablefeatures":"Besondere Merkmale", "notes":"   Notes   ", "notes:":"Notizen:", "npc":"NSC", "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NSCs", "npcsheet":"NPC Sheet", "npctitle":" NSC ", "npctype:":"NPC Type:", "number":"Number", "numberofupgrades:":"Number of Upgrades:", - "obligation":"Obligation", - "off":"Off", - "on":"On", + "obligation":"Verpflichtung", + "off":"Aus", + "on":"An", "option":"Option", "other":"Other", "othergear":"Other Gear", @@ -439,12 +443,12 @@ "outerrim":"Äußerer Rand", "Outer Rim":"Äuzßerer Rand", "outerrimint":"Äußerer Rand (Int)", - "outlawtech":"Outlaw Tech", - "page:":"Page:", + "outlawtech":"Outlaw-Techniker", + "page:":"Seite:", "partycareerskill:":"Party Career Skill:", "passengername":"Passenger Name", - "passengers":"Passengers", - "passive":"Passive", + "passengers":"Passagiere", + "passive":"Passiv", "pathfinder":"Pathfinder", "pc":"SC", "peacekeeper":"Peace Keeper", @@ -453,7 +457,7 @@ "perceptioncun":"Wahrnehmung (Lis)", "performer":"Performer", "personalarmor":"Armor", - "personalgear":"Personal Gear", + "personalgear":"Persönliche Ausrüstung", "pettycash:":"Petty Cash:", "pickup":"Pickup", "pilot":"Pilot", @@ -473,8 +477,8 @@ "playername":"Player Name:", "polismassannvc":"Polis Massan (Without Vocal Chords)", "polismassanvc":"Polis Massan (With Vocal Chords)", - "politico":"Politico", - "port":"Port", + "politico":"Politiker", + "port":"Backbord", "positionrole:":"Position/Role:", "powername":"Power Name", "powersummary":"Power Summary", @@ -487,8 +491,8 @@ "quartermester":"Quartermaster", "quermian":"Quermian", "ranch":"Ranch", - "range":"Range", - "range:":"Range:", + "range":"Reichweite", + "range:":"Reichweite:", "rangedheavy":"Schwere Fernkampfwaffen", "Ranged - Heavy":"Schwere Fernkampfwaffen", "rangedheavyag":"Schwere Fernkampfwaffen (Gew)", @@ -498,12 +502,12 @@ "rangeskill":"Reichweite/Fertigkeit", "rank":"Rang", "rank:":"Rang:", - "rarity":"Rarity", - "rarity:":"Rarity:", + "rarity":"Seltenheit", + "rarity:":"Seltenheit:", "rebelbase":"Rebel Base", "rebelbasename:":"Rebel Base Name:", "recruit":"Recruit", - "repair":"Repair", + "repair":"Reparieren", "resilience":"Widerstandskraft", "Resilience":"Widerstandskraft", "resiliencebr":"Widerstandskraft (Str)", @@ -522,17 +526,17 @@ "rolldestiny":"Roll Destiny", "saboteur":"Saboteur", "safehouse":"Safe House", - "sage":"Sage", + "sage":"Gelehrter", "sakiyan":"Sakiyan", "sathari":"Sathari", "scholar":"Scholar", "scientist":"Scientist", - "scoundrel":"Scoundrel", - "scout":"Scout", + "scoundrel":"Schurke", + "scout":"Kundschafter", "seeker":"Seeker", "seer":"Seer", "selonian":"Selonian", - "sensorrange:":"Sensor Range:", + "sensorrange:":"Sensorreichweite:", "sentinel":"Sentinel", "service":"Service", "setting":"Setting", @@ -560,31 +564,31 @@ "skulduggery":"Infiltration", "Skulduggery":"Infiltration", "skulduggerycun":"Infiltration (Lis)", - "slicer":"Slicer", - "smuggler":"Smuggler", - "soak":"Soak", + "slicer":"Hacker", + "smuggler":"Schmuggler", + "soak":"Absorption", "soldier":"Soldier", "soresudefender":"Soresu Defender", "spacestation":"Space Station", "spacevehiculedetails":"Space Vehicle Details", - "special:":"Special:", - "specialization":"Specialization", + "special:":"Sonstiges:", + "specialization":"Spezialisierung", "specializationattached":"Specialization attached?", "species:":"Spezies:", "specificdetails":"Specific Details", - "speed":"Geschwindigkeit", + "speed":"Geschw.", "spendingsuggestions":"Spending Suggestions", "spy":"Spy", "squadronleader":"Squadron Leader", - "starboard":"Starboard", + "starboard":"Steuerbord", "starfighterace":"Starfighter Ace", - "starship":" Starship ", + "starship":" Raumschiff ", "starshipcritical":"Starship Critical", "stats":"Stats", "stealth":"Heimlichkeit", "Stealth":"Heimlichkeit", "stealthag":"Heimlichkeit (Gew)", - "strain":"Strain", + "strain":"Erschöpfung", "strategist":"Strategist", "streetwise":"Straßenwissen", "Streetwise":"Straßenwissen", @@ -596,17 +600,17 @@ "survival":"Ãœberleben", "Survival":"Ãœberleben", "survivalcun":"Ãœberleben (Lis)", - "survivalist":"Survivalist", + "survivalist":"Ãœberlebenskünstler", "syncpoolgm":"Sync Pool with GM", - "sysstrain":"Sys Strain", + "sysstrain":"Systembelastung", "tactician":"Tactician", - "talentsandabilities":"Talents & Abilities", - "talentsandspecialabilities":"Talents and Special Abilities", + "talentsandabilities":"Talente & Fähigkeiten", + "talentsandspecialabilities":"Talente and Sonderfertigkeiten", "task:":"Task:", - "technician":"Technican", + "technician":"Techniker", "terrain:":"Terrain:", - "thief":"Thief", - "threshold":"Absorption", + "thief":"Dieb", + "threshold":"Limit", "timeshandled:":"Times Handled:", "timeshandledstrengh:":"Times Handled (Strength):", "timeshandledweakness:":"Times Handled (Weakness):", @@ -617,24 +621,24 @@ "tools":"Tools", "totalxp":"EP Gesamt:", "toydarian":"Toydarianer", - "trader":"Trader", + "trader":"Händler", "trainingcamp":"Training Camp", - "trandosian":"Trandosian", + "trandosian":"Trandosianer", "triumph":"Triumph", "twilek":"Twi'lek", - "type":"Type", - "type:":"Type:", + "type":"Art", + "type:":"Art:", "underworld":"Unterwelt", "Underworld":"Unterwelt", "underworldint":"Unterwelt (Int)", "universal":"Universal", - "upgrade":"    Upgrade:", + "upgrade":"    Aufwerten:", "upgrades":"Upgrades", "upgradetype:":"Upgrade Type:", "usedarkside":"Use Dark Side →", "uselight":"← Use Light Side", - "value":"Value", - "value:":"Value:", + "value":"Wert", + "value:":"Wert:", "vehiculesheet":"Fahrzeugbogen", "vehiculetypemodel:":"Fahrzeugtyp/Modell:", "verpine":"Verpine", @@ -656,7 +660,7 @@ "weaknessdetails:":"Weakness Details:", "weapon":"Waffe", "weaponname":"Weapon Name", - "weapons":"Weapons", + "weapons":"Waffen", "weapontype:":"Weapon Type:", "weekay":"Weequay", "whatkindofslot":"What kind of Initiative Slot?", diff --git a/Star Wars FFG API-Compatible/translations/el.json b/Star Wars FFG API-Compatible/translations/el.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/el.json +++ b/Star Wars FFG API-Compatible/translations/el.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/en.json b/Star Wars FFG API-Compatible/translations/en.json index 03a6ed02ffc6..482efe26e31d 100644 --- a/Star Wars FFG API-Compatible/translations/en.json +++ b/Star Wars FFG API-Compatible/translations/en.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/es.json b/Star Wars FFG API-Compatible/translations/es.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/es.json +++ b/Star Wars FFG API-Compatible/translations/es.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/fr.json b/Star Wars FFG API-Compatible/translations/fr.json index 712c4f6a666a..ca1063abff5f 100644 --- a/Star Wars FFG API-Compatible/translations/fr.json +++ b/Star Wars FFG API-Compatible/translations/fr.json @@ -1,18 +1,21 @@ { + "general-skills-list":"astrogation,athletics,cool,charm,coercion,leadership,coordination,stealth,computers,skulduggery,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,discipline,survival,streetwise,deception,vigilance", + "combat-skills-list":"gunnery,melee,rangedlight,rangedheavy,brawl,lightsaber", + "knowledge-skills-list":"outerrim,lore,education,coreworlds,underworld,warfare,xenology", "abilities":"Capacités", "abilityname":"Nom de la compétence", "abilitysummary":"Résumé de la compétence", "ace":"As", "active":"Actif", - "actualtocomplete:":"Actual sessions to complete:", + "actualtocomplete:":"Nombre de sessions effectives :", "addcritical":"Ajouter Critique", "addingdice":"Ajout de Dés", "addingdicetext":"Pour ajouter des dés supplémentaires, écrire le nombre de dés et la lettre de sa couleur (en anglais). Vous pouvez aussi ajouter directement des symboles au jet.", "advantage":"Avantage", "advisor":"Advisor", - "advocate":"Advocate", + "advocate":"Avocat", "aft":"Arrière", - "age:":"Age:", + "age:":"Âge :", "ageofrebellion":"L'Ère de la Rebellion", "aggressor":"Aggressor", "agility":"Agilité", @@ -20,7 +23,7 @@ "aleena":"Aleena", "all":"Personnage", "ambassador":"Ambassadeur", - "analyst":"Analyst", + "analyst":"Analyste", "anx":"Anx", "aqualisha":"Aqualish (Aquala)", "aqualishq":"Aqualish (Quara)", @@ -58,9 +61,9 @@ "biggamehunter":"Prédateur", "bodyguard":"Guarde du Corps", "bonus":"Bonus", - "bonusdescription":"Bonus/Description", - "bonusxpmotivation:":"Bonus XP (Motivation):", - "bonusxproleplaying:":"Bonus XP (Role Playing):", + "bonusdescription":"Bonus / Description", + "bonusxpmotivation:":"Bonus XP (Motivation) :", + "bonusxproleplaying:":"Bonus XP (Role Play) :", "booknpage":"Livre & Page", "booknpage:":"Livre & Page:", "bothan":"Bothan", @@ -79,9 +82,9 @@ "cargohold":"Soute", "cargotype":"Type de cargo", "category:":"Categorie:", - "cerean":"Cerean", + "cerean":"Céréen", "chadrafan":"Chadra-Fan", - "chagrian":"Chagrian", + "chagrian":"Chagrien", "char":"Carac.", "characinfo":" Info de Perso. ", "character":"Personnage", @@ -100,7 +103,7 @@ "chevin":"Chevin", "chiss":"Chiss", "city:":"Ville:", - "clearpool":"Clear Pool", + "clearpool":"Vider la réserve", "close":"Proche", "Coercion":"Coercition", "coercion":"Coercition", @@ -112,18 +115,18 @@ "commando":"Commando", "commited":"Engagé", "commodore":"Commodore", - "companion":"Companion", + "companion":"Compagnon", "companioninfo":" Infos de Companion ", "companionsheet":"Compagnon", - "completed:":"Completed?:", + "completed:":"Terminée ? :", "computerint":"Informatique (Int)", "Computers":"Informatique", "computers":"Informatique", - "condition:":"Dommages:", + "condition:":"Condition :", "conflict:":"Conflit:", "consular":"Consulaire", "consumables:":"Provisions:", - "continent:":"Continent:", + "continent:":"Continent :", "contributionrank:":"Rang de Contribution:", "cool":"Calme", "Cool":"Calme", @@ -152,7 +155,7 @@ "current":"  Actuel", "currentencumbrance":"Encombrement actuel", "currentlocation:":"Localisation actuelle:", - "custom":"Custom", + "custom":"Perso.", "customskill1":"Compétences Custom 1", "customskill2":"Compétences Custom 2", "customskill3":"Compétences Custom 3", @@ -169,13 +172,13 @@ "defense":"Défense", "demolitionist":"Démolisseur", "description":"Description", - "description:":"Description:", + "description:":"Description :", "despair":"Désastre", "destination":"Destination", "destinypool":"Points de Destin", - "details":"Details", - "details:":"Details:", - "devaronian":"Devaronian", + "details":"Détails", + "details:":"Détails :", + "devaronian":"Dévaronien", "dice":"Dés", "dice:":"Dés:", "dicendesitnypool":"Dés & Points de Destin", @@ -185,23 +188,23 @@ "discipline":"Sang-froid", "Discipline":"Sang-froid", "disciplinewill":"Sang-froid (Vol)", - "displayinskill":"Display in Skill", + "displayinskill":"Afficher lors du Jet", "dmg":"Dég.", "doctor":"Médecin", - "downgrade":":Downgrade", + "downgrade":": Dégrader", "drall":"Drall", - "dresselliannp":"Dressellian (Non-Primitive)", - "dressellianp":"Dressellian (Primitive)", + "dresselliannp":"Dresselien (Non-Primitif)", + "dressellianp":"Dresselien (Primitif)", "driver":"Fonceur", - "droid":"Droid", + "droid":"Droïde", "droidtech":"Droid Tech", - "dropoff":"Dropoff", + "dropoff":"Arrivée", "dug":"Dug", "duros":"Duros", "duty":"Devoir", "edgeoftheempire":"Aux Confins de l'Empire", "education":"Éducation", - "Education":"Education", + "Education":"Éducation", "educationint":"Éducation (Int)", "effect:":"Effet:", "emostrength:":"Force(s) émotionelle:", @@ -217,23 +220,23 @@ "entertainment":"Divertissement", "entrepreneur":"Entrepreneur", "equipment":"Équipment", - "example:":"Example: 1b 1g outputs ", - "exampletext":"b -> Blue = Boost, blk -> BLack = Setback
    g -> Green = Ability, y -> Yellow = Proficiency
    p-> Purple = Difficulty, r -> Red = Challenge
    w -> White = Force
    s = Success, f = Failure, a = Advantage, t = Threat", + "example:":"Exemple: 1b 1g donne ", + "exampletext":"b -> Bleu = Fortune, blk -> BLack = Infortune
    g -> Green = Aptitude, y -> Yellow = Maîtrise
    p-> Purple = Difficulté, r -> Red = Défi
    w -> White = Force
    s = Succès, f = Échec, a = Avantage, t = Menace", "executioner":"Executioner", - "expectedsessionstocomplete:":"Expected sessions to complete:", + "expectedsessionstocomplete:":"Nombre de sessions prévues : ", "explorer":"Explorateur", "extreme":"Extrême", "eyes:":"Yeux:", "failure":"Echec", "falleen":"Falleen", "farm":"Ferme", - "fearcheck":"Fear Check?", - "features:":"Fonctionnalités:", + "fearcheck":"Test de Peur ?", + "features:":"Attributs :", "figurehead":"Figurehead", - "foodstuffs":"Foodstuffs", + "foodstuffs":"Denrées alimentaires", "forceanddestiny":"Force et Destinée", "forcediceavailable:":"Dés de Force Disponible:", - "forceplayerupgrade":"Force Player Update", + "forceplayerupgrade":"Forcer mise à jour Joueurs", "forcepowers":"Pouvoirs de la Force", "forcerating":"Val. de Force", "forcesensitiveemergent":"Aspirant de la Force", @@ -241,18 +244,18 @@ "fore":"Avant", "fringer":"Bourlingueur", "gadgeteer":"Expert en Gadgets", - "galaxymapgridcoordinates:":"Galaxy Map Grid Coordinates:", + "galaxymapgridcoordinates:":"Coordonnées sur la carte galactique :", "gambler":"Flambeur", "gamemechanics":"Options de jeu", - "gandl":"Gand (With Lungs)", - "gandnl":"Gand (Without Lungs)", + "gandl":"Gand (avec poumons)", + "gandnl":"Gand (sans poumons)", "gank":"Gank", "gender:":"Sexe:", "generalinfo":"Infos Générales", "generalinformation":" Infos Générales ", "generalskills":"Compétences générales", "gmdicepool":"Réserve de Dés du GM", - "gmresources":"GM Resources", + "gmresources":"Ressources de MJ", "gossam":"Gossam", "gotal":"Gotal", "gran":"Gran", @@ -283,12 +286,12 @@ "healer":"Healer", "heavy":"Canonnier", "height:":"Taille:", - "hermit":"Hermit", + "hermit":"Ermite", "hightech":"High Tech", "hiredgun":"Mercenaire", "homestead":"Propriété", "homesteadname:":"Nom de la propriété:", - "hook:":"Hook:", + "hook:":"Accroche :", "hotshot":"Tête brulée", "hp":"Emplac.", "hulltrauma":"Dég. coque", @@ -308,11 +311,11 @@ "ishitib":"Ishi Tib", "isitcareer":"Est-ce dans votre carrière ?", "iteminventory":" Inventaire et Objets ", - "itemss:":"Item(s):", - "ithorian":"Ithorian", + "itemss:":"Objet(s) :", + "ithorian":"Ithorien", "keldor":"Kel Dor", - "keyitems:":"Key Items:", - "klatooinian":"Klatooinian", + "keyitems:":"Points clés :", + "klatooinian":"Klatooinien", "knowledgecoreworlds":"Connaissance (Mondes du Noyau)", "knowledgeeducation":"Connaissance (Éducation)", "knowledgelore":"Connaissance (Culture)", @@ -325,7 +328,7 @@ "leadership":"Commandement", "Leadership":"Commandement", "leadershippre":"Commandement (Pré)", - "legal":"Légal?", + "legal":"Légal ?", "light":"Lumineux", "lightsaber":"Sabre Laser", "Lightsaber":"Sabre Laser", @@ -342,7 +345,7 @@ "makemodel":"Fabriquant / Modèle", "makemodel:":"Fabriquant / Modèle:", "manufacturer:":"Constructeur:", - "marauder":"Marauder", + "marauder":"Maraudeur", "marshal":"Marshal", "max":"Max", "maxaltitude:":"Altitude maximum:", @@ -356,7 +359,7 @@ "medecineint":"Médicine (Int)", "medic":"Urgentiste", "medium":"Moyenne", - "meetingcenter":"Meeting Center", + "meetingcenter":"Centre de rencontres", "melee":"Corps à corps", "Melee":"Corps à corps", "meleeshort":"CàC", @@ -365,17 +368,17 @@ "metals":"Métaux", "midtech":"Mid Tech", "mine":"Mine", - "minerals":"Minerals", + "minerals":"Minerais", "minion":"Sbire", "miniongroupsize:":"Taille du groupe de Sbire:", "minionrivalnemesis":"(Sbire, Rival, or Nemesis)", "minor":"Légers", "mirialan":"Mirialan", "miscinfo":"Info ", - "missioncontacts:":"Mission Contacts:", + "missioncontacts:":"Contacts de mission :", "missiondetails":"Details de Mission ", "missionobjectives:":"Objectifs de Mission:", - "missiontasknumber:":"Mission/Task Number:", + "missiontasknumber:":"Numéro de Mission/Tâche :", "missiontype:":"Type de Mission:", "modder":"Modder", "moderate":"Modérés", @@ -388,27 +391,27 @@ "morality:":"Moralité:", "moreinfo":"Pour plus d'informations sur cette version :", "motivations":"Motivations", - "mustafariann":"Mustafarian (Northern)", - "mustafarians":"Mustafarian (Southern)", + "mustafariann":"Mustafarien (Nord)", + "mustafarians":"Mustafarien (Sud)", "mystic":"Mystique", "name":"Nom", "name:":"Nom:", "nautolan":"Nautolan", "navicomputer:":"Ordinateur de navigation:", "navigator":"Navigator", - "nearesthyperlane:":"Nearest Hyperlane:", + "nearesthyperlane:":"Voie hyperspatiale proche :", "needhelp":"Besoin d'aide ?", "negotiation":"Négociation", "Negotiation":"Négotiation", "negotiationpr":"Négociation (Pré)", - "neimodian":"Neimodian", - "nemesis":"Nemesis", + "neimodian":"Neimoidien", + "nemesis":"Némésis", "new":"Neuf", - "niktog":"Nikto (Green)", - "niktom":"Nikto (Mountain)", - "niktop":"Nikto (Pale)", - "niktor":"Nikto (Red)", - "niktos":"Nikto (Southern)", + "niktog":"Nikto (Vert)", + "niktom":"Nikto (Montagne)", + "niktop":"Nikto (Pâle)", + "niktor":"Nikto (Rouge)", + "niktos":"Nikto (Sud)", "nimandisciple":"Niman Disciple", "no":"Non", "noinprogress":"Non - En cours", @@ -417,17 +420,18 @@ "noskill":"Sans compétence", "notablefeatures":"Signes particuliers", "notes":"   Notes   ", - "notes:":"Notes:", + "notes:":"Notes :", "npc":"PNJ", "npcinfo":"Info PNJ", "npclist":"Liste de PNJ", "npcname":"Nom du PNJ", + "npcroll:":"Jet NPC :", "npcs":"PNJs", "npcsheet":"Feuille de PNJ", "npctitle":" PNJ ", "npctype:":"Type de PNJ:", "number":"Nombre", - "numberofupgrades:":"Nombre d'Upgrades:", + "numberofupgrades:":"Nombre d'améliorations :", "obligation":"Obligation", "off":"Off", "on":"On", @@ -440,7 +444,7 @@ "Outer Rim":"Bordure Extérieure", "outerrimint":"Bordure extérieure (Int)", "outlawtech":"Tech Hors-la-Loi", - "page:":"Page:", + "page:":"Page :", "partycareerskill:":"Compétence de Carrière du Groupe:", "passengername":"Nom du passager", "passengers":"Passagers", @@ -451,13 +455,13 @@ "perception":"Perception", "Perception":"Perception", "perceptioncun":"Perception (Rus)", - "performer":"Performer", + "performer":"Artiste", "personalarmor":"Armure", "personalgear":"Matériel personnel", "pettycash:":"Petite monnaie :", - "pickup":"Pickup", + "pickup":"Départ", "pilot":"Pilote", - "pilotecopiloteetc":"(Pilot, Co-pilot, Engineer)", + "pilotecopiloteetc":"(Pilote, co-pilote, ingénieur)", "Piloting (Planetary)":"Pilotage (Planétaire)", "pilotingp":"Pilotage (planétaire)", "pilotingpag":"Pilotage - planétaire (Ag)", @@ -471,21 +475,21 @@ "player:":"Joueur:", "playergroupsheet":" Feuille de Groupe de Joueurs ", "playername":"Nom du joueur:", - "polismassannvc":"Polis Massan (Without Vocal Chords)", - "polismassanvc":"Polis Massan (With Vocal Chords)", - "politico":"Politico", + "polismassannvc":"Polis Massan (sans cordes vocales)", + "polismassanvc":"Polis Massan (avec cordes vocales)", + "politico":"Diplomate", "port":"Bâbord", - "positionrole:":"Position/Role:", + "positionrole:":"Position/Rôle :", "powername":"Nom du pouvoir", "powersummary":"Résumé du pouvoir", "presence":"Présence", - "propagandist":"Propagandist", + "propagandist":"Propagandiste", "protector":"Protector", "qualities:":"Qualité:", "quantity":"Quantité", "quarren":"Quarren", "quartermester":"Intendant", - "quermian":"Quermian", + "quermian":"Quermien", "ranch":"Ranch", "range":"Dist.", "range:":"Portée:", @@ -516,12 +520,12 @@ "ridingbeastdetails":"Détails de la Monture", "rigger":"Bidouilleur", "rival":"Rival", - "rodian":"Rodian", + "rodian":"Rodien", "role":"Rôle", "rollcritical":"Jet de Critique", "rolldestiny":"Jet de Destin", "saboteur":"Saboteur", - "safehouse":"Safe House", + "safehouse":"Planque", "sage":"Sage", "sakiyan":"Sakiyan", "sathari":"Sathari", @@ -529,15 +533,15 @@ "scientist":"Scientifique", "scoundrel":"Vaurien", "scout":"Éclaireur", - "seeker":"Prospecteur", + "seeker":"Errants", "seer":"Seer", - "selonian":"Selonian", + "selonian":"Sélonien", "sensorrange:":"Portée des capteurs:", "sentinel":"Sentinelle", "service":"Service", "setting":"Paramètre", "settings":" Paramètres ", - "setup:":"Setup:", + "setup:":"Contexte :", "shadow":"Shadow", "sharedresources":" Ressources partagées ", "sharpshooter":"Tireur d'élite", @@ -545,8 +549,8 @@ "shiichoknight":"Shii-Cho Knight", "shipscomplement:":"Équipage:", "short":"Courte", - "showsuggestionsbutton":"Show Suggestions Button", - "signatureablities":"Capacités Emblémaqtiques", + "showsuggestionsbutton":"Afficher le bouton des suggestions", + "signatureablities":"Capacités emblématiques", "silhouette":"Gabarit", "skill":"Compétence", "skill:":"Compétence:", @@ -554,9 +558,9 @@ "skillname":"Nom de compétence", "skills":"Compétences", "skillstitle":"   Compétences   ", - "skillstalentsweaponspowers":" Compétences, Talents, Armess & Pouvoirs ", - "skillsuggestions":"Skill Suggestions", - "skillsuggestionsdisplay":"Skill Suggestions Display", + "skillstalentsweaponspowers":" Compétences, Talents, Armes, & Pouvoirs ", + "skillsuggestions":"Suggestions pour les compétences", + "skillsuggestionsdisplay":"Affichage des suggestions pour les compétences", "skulduggery":"Magouilles", "Skulduggery":"Magouilles", "skulduggerycun":"Magouilles (Rus)", @@ -569,9 +573,9 @@ "spacevehiculedetails":"Détails du Vaisseau Spatial", "special:":"Spécial:", "specialization":"Spécialisation", - "specializationattached":"Spécialisation relié ?", + "specializationattached":"Spécialisation reliée ?", "species:":"Espèces:", - "specificdetails":"Specific Details", + "specificdetails":"Détails spécifiques", "speed":"Vitesse", "spendingsuggestions":"Suggestions de résultats", "spy":"Espion", @@ -589,9 +593,9 @@ "streetwise":"Système D", "Streetwise":"Système D", "streetwisecun":"Système D (Rus)", - "strenghdetails:":"Strength Details:", + "strenghdetails:":"Détails de la force :", "success":"Succès", - "sullustan":"Sullustan", + "sullustan":"Sullustéen", "summary":"Résumé", "survival":"Survie", "Survival":"Survie", @@ -600,37 +604,37 @@ "syncpoolgm":"Sync Réserve avec GM", "sysstrain":"Stress Méca.", "tactician":"Tacticien", - "talentsandabilities":"Talents & Capacités", + "talentsandabilities":"Talents & Capacités spéciales", "talentsandspecialabilities":"Talents et Capacités spéciales", - "task:":"Task:", + "task:":"Tâche :", "technician":"Technicien", - "terrain:":"Terrain:", + "terrain:":"Terrain :", "thief":"Voleur", "threshold":"Seuil", - "timeshandled:":"Times Handled:", - "timeshandledstrengh:":"Times Handled (Strength):", - "timeshandledweakness:":"Times Handled (Weakness):", - "timestriggered:":"Times Triggered:", + "timeshandled:":"Nombre de fois gérée :", + "timeshandledstrengh:":"Nombre de fois gérée (force) :", + "timeshandledweakness:":"Nombre de fois gérée (faiblesse) :", + "timestriggered:":"Nombre de fois déclenchée :", "threat":"Menace", "togruta":"Togruta", "toolname":"Nom de l'outil", "tools":"Outils", "totalxp":"XP Total:", - "toydarian":"Toydarian", + "toydarian":"Toydarien", "trader":"Négociant", - "trainingcamp":"Training Camp", - "trandosian":"Trandosian", + "trainingcamp":"Camp d’entraînement", + "trandosian":"Trandoshan", "triumph":"Triomphe", "twilek":"Twi'lek", "type":"Type", - "type:":"Type:", + "type:":"Type :", "underworld":"Pègre", "Underworld":"Pègre", "underworldint":"Pègre (Int)", "universal":"Universel", - "upgrade":"    Upgrade:", - "upgrades":"Upgrades", - "upgradetype:":"Type d'Upgrade:", + "upgrade":"    Améliorer :", + "upgrades":"Améliorations", + "upgradetype:":"Type d'amélioration :", "usedarkside":"Utiliser le Côté Obscur →", "uselight":"← Utiliser côté Lumineux", "value":"Valeur", @@ -639,13 +643,13 @@ "vehiculetypemodel:":"Type/Modèle de Véhicule:", "verpine":"Verpine", "viewattachments":"Voir Kits", - "viewupgrades":"Voir Upgrades", + "viewupgrades":"Voir améliorations", "vigilance":"Vigilance", "Vigilance":"Vigilance", "vigilanceifunexpected":"Vigilance (si surpris):", "vigilancewill":"Vigilance (Vol)", - "visitforum:":"Visit the forum:", - "visitwiki:":"Visit the wiki:", + "visitforum:":"Visitez le forum :", + "visitwiki:":"Visitez le wiki :", "wanted":"Recherché ?", "warden":"Warden", "warfare":"Stratégie", @@ -653,7 +657,7 @@ "warfareint":"Stratégie (Int)", "warleader":"Warleader", "warrior":"Guerrier", - "weaknessdetails:":"Weakness Details:", + "weaknessdetails:":"Détails de la faiblesse :", "weapon":"Arme", "weaponname":"Nom de l'arme", "weapons":"Armes", @@ -661,7 +665,7 @@ "weekay":"Weequay", "whatkindofslot":"Quel type d'Initiative ?", "whipid":"Whiphid", - "whispergm":"Whisper GM", + "whispergm":"Chuchoter au MJ", "willpower":"Volonté", "wookie":"Wookiee", "wounds":"Blessures", diff --git a/Star Wars FFG API-Compatible/translations/he.json b/Star Wars FFG API-Compatible/translations/he.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/he.json +++ b/Star Wars FFG API-Compatible/translations/he.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/it.json b/Star Wars FFG API-Compatible/translations/it.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/it.json +++ b/Star Wars FFG API-Compatible/translations/it.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/ja.json b/Star Wars FFG API-Compatible/translations/ja.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/ja.json +++ b/Star Wars FFG API-Compatible/translations/ja.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/ko.json b/Star Wars FFG API-Compatible/translations/ko.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/ko.json +++ b/Star Wars FFG API-Compatible/translations/ko.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/nl.json b/Star Wars FFG API-Compatible/translations/nl.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/nl.json +++ b/Star Wars FFG API-Compatible/translations/nl.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/pt.json b/Star Wars FFG API-Compatible/translations/pt.json index ca7ed50e4ea7..74bd7deed175 100644 --- a/Star Wars FFG API-Compatible/translations/pt.json +++ b/Star Wars FFG API-Compatible/translations/pt.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Nome da Habilidade", "abilitysummary":"Ability Summary", @@ -249,7 +252,7 @@ "gank":"Gank", "gender:":"Gender:", "generalinfo":"Informações Gerais", - "generalinformation":"General Information", + "generalinformation":" Informação Geral ", "generalskills":"General Skills", "gmdicepool":"GM Dice Pool", "gmresources":"Recursos do Mestre", @@ -422,6 +425,7 @@ "npcinfo":"Informação do PdM", "npclist":"NPC List", "npcname":"Nome do PdM", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/ru.json b/Star Wars FFG API-Compatible/translations/ru.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/ru.json +++ b/Star Wars FFG API-Compatible/translations/ru.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/sv.json b/Star Wars FFG API-Compatible/translations/sv.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/sv.json +++ b/Star Wars FFG API-Compatible/translations/sv.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/tr.json b/Star Wars FFG API-Compatible/translations/tr.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/tr.json +++ b/Star Wars FFG API-Compatible/translations/tr.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/zh.json b/Star Wars FFG API-Compatible/translations/zh.json index 25b793e74911..85f755d554d8 100644 --- a/Star Wars FFG API-Compatible/translations/zh.json +++ b/Star Wars FFG API-Compatible/translations/zh.json @@ -1,4 +1,7 @@ { + "general-skills-list":"astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list":"lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list":"coreworlds,education,lore,outerrim,underworld,xenology,warfare", "abilities":"Abilities", "abilityname":"Ability Name", "abilitysummary":"Ability Summary", @@ -422,6 +425,7 @@ "npcinfo":"NPC Info", "npclist":"NPC List", "npcname":"NPC Name", + "npcroll:":"NPC Roll:", "npcs":"NPCs", "npcsheet":"NPC Sheet", "npctitle":" NPC ", diff --git a/Star Wars FFG API-Compatible/translations/zu.json b/Star Wars FFG API-Compatible/translations/zu.json index b5d835c74839..5e336fa3a401 100644 --- a/Star Wars FFG API-Compatible/translations/zu.json +++ b/Star Wars FFG API-Compatible/translations/zu.json @@ -1,4 +1,7 @@ { + "general-skills-list":"crwdns42063:0crwdne42063:0", + "combat-skills-list":"crwdns42064:0crwdne42064:0", + "knowledge-skills-list":"crwdns42065:0crwdne42065:0", "abilities":"crwdns36157:0crwdne36157:0", "abilityname":"crwdns36158:0crwdne36158:0", "abilitysummary":"crwdns36159:0crwdne36159:0", @@ -422,6 +425,7 @@ "npcinfo":"crwdns36573:0crwdne36573:0", "npclist":"crwdns36574:0crwdne36574:0", "npcname":"crwdns36575:0crwdne36575:0", + "npcroll:":"crwdns41244:0crwdne41244:0", "npcs":"crwdns36576:0crwdne36576:0", "npcsheet":"crwdns36577:0crwdne36577:0", "npctitle":"crwdns36578:0crwdne36578:0", diff --git a/Star Wars Revised RPG/SWRRPG.css b/Star Wars Revised RPG/SWRRPG.css new file mode 100644 index 000000000000..91faae745eb2 --- /dev/null +++ b/Star Wars Revised RPG/SWRRPG.css @@ -0,0 +1,247 @@ + +.charsheet label { + display: inline-block; + width: 75px; + text-align: right; +} + +.charsheet input { + background-color: transparent; + border-style: solid; + border-color: black; + border-width: 0px 0px 2px 0px; +} + +.charsheet input.sheet-inputbox { + background-color: transparent; + border-style: solid; + border-color: black; + border-width: 1px 1px 1px 1px; +} + +.even { + border: 1px solid black; + background-color: #AAA; +} + +.odd { + border: 1px solid black; + background-color: #DDD; +} + +fieldset { + display: none; +} + +.sheet-colorred { + display: inline-block; + text-align: center; +} +.sheet_barbarianlink:hover + div{ + overflow: auto; + height: auto; + display: block; + background-color: gray; + position: absolute; + text-align: left; +} + +.sheet_barbarianshowhide { + overflow: hidden; + height: 0px; + ddisplay: none; +} + +.sheet-col strong.sheet-dee { + font-size: 1.4em; + font-weight: bold; + 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    * can be used with 0 ranks~ is a dark side power
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    Ability
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    RanksMisc.
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    IllusionAlter
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    See Force*Sense
    TelepathySense
    + + + + + + {{#damage}} + + + + {{/damage}} +
    {{name}}
    {{subtags}}
    Attack: {{attack}} vs AC
    + Damage: {{damage}} +
    + + + + + + + + \ No newline at end of file diff --git a/Star Wars Revised RPG/SWRRPGscreenshot.png b/Star Wars Revised RPG/SWRRPGscreenshot.png new file mode 100644 index 000000000000..a53df0cf0624 Binary files /dev/null and b/Star Wars Revised RPG/SWRRPGscreenshot.png differ diff --git a/Star Wars Revised RPG/sheet.json b/Star Wars Revised RPG/sheet.json new file mode 100644 index 000000000000..aea8d6da21e6 --- /dev/null +++ b/Star Wars Revised RPG/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "SWRRPG.html", + "css": "SWRRPG.css", + "authors": "trae chappell", + "roll20userid": "826322", + "preview": "SWRRPGscreenshot.png", + "instructions": "You will need to fill each section for the totals to work correctly, even with zeros. When entering damage for your weapon please enter in standard roll format" +} \ No newline at end of file diff --git a/Star Wars Saga Edition/StarWarsSagaEdition.html b/Star Wars Saga Edition/StarWarsSagaEdition.html index fbc9c352a2d6..5cfefa017919 100644 --- a/Star Wars Saga Edition/StarWarsSagaEdition.html +++ b/Star Wars Saga Edition/StarWarsSagaEdition.html @@ -244,7 +244,7 @@ - + - - - - - - + + + + + + @@ -429,15 +504,15 @@

    Common Rolls:

    - +
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    Gear

    - - - - - - - + + + + + + + +
    - + - + + - - + +
    diff --git a/Stars_Without_Number/Stars_Without_Number.png b/Stars_Without_Number/Stars_Without_Number.png index 47a442d26696..ce98cf280459 100644 Binary files a/Stars_Without_Number/Stars_Without_Number.png and b/Stars_Without_Number/Stars_Without_Number.png differ diff --git a/Stars_Without_Number/sheet.json b/Stars_Without_Number/sheet.json index 4f9ea4300bdb..974820c7fe84 100644 --- a/Stars_Without_Number/sheet.json +++ b/Stars_Without_Number/sheet.json @@ -1,8 +1,8 @@ { "html": "Stars_Without_Number.html", "css": "Stars_Without_Number.css", - "authors": ["Kevin Searle (@kevinsearle)","Joe Fredette (@jfredett)"], - "roll20userid": ["565104","161749"], + "authors": "Kevin Searle (@kevinsearle)", + "roll20userid": "565104", "preview": "Stars_Without_Number.png", - "instructions": "Updated and maintained by Kevin the Barbarian. Additional changes by jfredett (jfredett at gmail dot com). Originally created by Kevin the Barbarian based on the character sheet design by OneSevenDesign at http://www.onesevendesign.com/swn_charsheets_oneseven.pdf.\r\r\r" + "instructions": "Originally based on the character sheet design by OneSevenDesign at http://www.onesevendesign.com/swn_charsheets_oneseven.pdf.\r\r\r" } diff --git a/Stars_Without_Number_Revised/ReadMe.md b/Stars_Without_Number_Revised/ReadMe.md new file mode 100644 index 000000000000..08ff920292c9 --- /dev/null +++ b/Stars_Without_Number_Revised/ReadMe.md @@ -0,0 +1,36 @@ +# Stars Without Number Character Sheet + +This sheet is created for use in Stars Without Number on Roll20. Originally based on the [character sheet design](http://www.onesevendesign.com/swn_charsheets_oneseven.pdf) by OneSevenDesign. + +### Author/Maintainer + +[Kevin Searle](https://app.roll20.net/users/565104/) + +### Contributors + +* [MankiGames](https://github.com/MankiGames) +* [Shadowriku](https://github.com/Shadowriku) +* [RonaldZ](https://github.com/RonaldZ) +* [jfredett](https://github.com/jfredett) +* [CoalPoweredPuppet](https://github.com/CoalPoweredPuppet) +* [Karlinator](https://github.com/Karlinator) + +### QA/Testing + +* [tipsta](https://github.com/mistatipsta) + +### Testing Help + +If you wish to test new features, fixes, and changes use the [development campaign](https://app.roll20dev.net/join/39986/aOV4kg). Use the command !charsheet to create a new character sheet before each feature/bug to test in order to start with a clean character sheet. + +### Feedback + +Report any problems, suggestions, or features by [creating an issue](https://github.com/kevinsearle/roll20-character-sheets/issues) on Github. + +### Changelog + +#### 0.1.0 + +* Initial Release (cloned from Stars Without Number 1st Ed. sheet v0.1.7). +* All skills and features renamed and reworked to Revised Edition rules. +* Auto-calculating AC, Saving Throws, and Effort through Sheet Worker. diff --git a/Stars_Without_Number_Revised/Stars_Without_Number_Revised.css b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.css new file mode 100644 index 000000000000..cc896dd27dfe --- /dev/null +++ b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.css @@ -0,0 +1,384 @@ +/* tab styles */ +div.sheet-tab-content { display: none; } + +input.sheet-tab-character:checked ~ div.sheet-tab-character, +input.sheet-tab-ship:checked ~ div.sheet-tab-ship, +{ + display: block; +} + +input.sheet-tab +{ + width: 150px; + height: 20px; + position: relative; + left: 6px; + margin: -1.5px; + cursor: pointer; + z-index: 1; +} + +input.sheet-tab::before +{ + content: attr(title); + + border: solid 1px #a8a8a8; + border-bottom-color: #fff; + text-align: center; + display: inline-block; + background: #bbb; + width: 150px; + height: 20px; + font-size: 18px; +} + +input.sheet-tab:checked::before +{ + background: #fff; + border-bottom-color: #fff; + border-left-color: #fff; +} + +input.sheet-tab:not(:first-child)::before +{ + border-left: none; +} + +input.sheet-tab-input:checked::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: -webkit-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: -ms-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: -o-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + border-bottom-color: #fcecec; +} + +div.sheet-tab-content +{ + border: 1px solid #a8a8a8; + border-top-color: #000; + margin: 2px 0 0 5px; + padding: 5px; +} + +div.sheet-tab-input +{ + background-color: #fcecec; +} + +/* character sheet styles */ +.charsheet { + background-color: white; +} +.charsheet .sheet-wrapper h1, .charsheet .sheet-wrapper h3 { + margin: 0 auto; + border: 2px solid #000000; + background-color: #848482; + text-align: center; + color: #ffffff; + font-size: 15pt; +} +.sheet-logo { + width: 100%; + margin-bottom: 10px; + text-align: center; +} +.sheet-logo img { + display: block; + margin: auto; +} +.charsheet .sheet-wrapper .sheet-swn-min { + font-size: 10px; +} +.charsheet .sheet-wrapper h3 { + margin-top: 10px; + margin-bottom: 10px; + text-align: left; + font-size: 15px; +} +.sheet-version { + font-size: 8px; + text-align: right; +} + +/* Rows */ +.charsheet .sheet-wrapper .sheet-skills .sheet-row, +.charsheet .sheet-wrapper div.sheet-gear-cyberware, +.charsheet .sheet-wrapper .sheet-stats div, +.charsheet .sheet-wrapper .sheet-gear div { + min-height: 30px; +} +.charsheet .sheet-wrapper .sheet-skills { + padding-top: 5px; + padding-bottom: 5px; + margin-bottom: 5px; + border: 1px solid #000; +} + +.charsheet .sheet-wrapper .sheet-stat-bonus { + width: 40px; +} + +.charsheet .sheet-wrapper .sheet-skills:nth-child(odd) { + background-color: #d3d3d3; +} + +/* Cols */ +.sheet-col-whitespace { + width: 30px; +} +.sheet-attribute-table { + width: 300px; +} +/* Not used */ +.charsheet .sheet-wrapper .sheet-stats div.sheet-attribute-head { + width: 90px; + text-align: left; + border: 1px solid black; +} +.charsheet .sheet-wrapper .sheet-stats div.sheet-stats-label { + width: 90px; +} +.charsheet .sheet-wrapper .sheet-stats div.sheet-attribute-label { + width: 50px; +} +.charsheet .sheet-wrapper .sheet-stats div.sheet-attribute-ext-label { + width: 120px; +} +.charsheet .sheet-wrapper .sheet-saves .sheet-col { + width: 150px; +} +.sheet-gear { + padding-top: 5px; +} +.charsheet .sheet-wrapper div.sheet-psionics-level { + width: 300px; +} +.charsheet .sheet-wrapper div.sheet-psionics-pp { + width: 380px; +} +.charsheet .sheet-wrapper div.sheet-psionics-pp .sheet-col { + width: 50px; +} +.charsheet .sheet-wrapper div.sheet-misc-goal, +.charsheet .sheet-wrapper div.sheet-misc-goal-xp { + width: 100px; +} + +/* Labels */ +.charsheet .sheet-wrapper label { + font-weight: bold; +} +.charsheet .sheet-wrapper .sheet-skills label { + display: inline; + width: 175px; + white-space: nowrap; +} +.charsheet .sheet-wrapper .sheet-skills label.sheet-skill-points-unspent { + background: #000000; + color: #ffffff; +} +.sheet-weapons-wrapper label { + display: inline-block; + width: 140px; + padding: 0; + margin: 0; + font-weight: normal; + font-size: smaller; +} +.sheet-weapons-wrapper label.sheet-weapons-short { + /*width: 90px;*/ +} +.sheet-languages { + margin-top: 15px; +} + +/* Input fields */ +.charsheet .sheet-wrapper textarea { + resize: none; +} +.charsheet .sheet-wrapper .sheet-stats input { + width: 200px; +} +.charsheet .sheet-wrapper .sheet-stats input.sheet-stats-half { + width: 75px; +} +.charsheet .sheet-wrapper .sheet-skills input { + width: 50px; +} +.charsheet .sheet-wrapper input.sheet-skills-custom { + display: inline; + width: 150px; +} +.charsheet .sheet-wrapper input.sheet-gear-credits { + width: 100px; +} +.charsheet .sheet-wrapper .sheet-gear-cyberware input { + width: 340px; +} +.charsheet .sheet-wrapper .sheet-gear-other textarea { + width: 330px; + min-height: 164px; +} +.charsheet .sheet-wrapper .sheet-psionics-discipline input { + width: 340px; +} +.charsheet .sheet-wrapper .sheet-psionics-discipline-level input { + width: 50px; +} +.charsheet .sheet-wrapper .sheet-psionics-power input, +.charsheet .sheet-wrapper .sheet-psionics-mastered input { + width: 340px; +} +.charsheet .sheet-wrapper .sheet-psionics-pp input { + width: 50px; +} +.charsheet .sheet-wrapper .sheet-misc-goal input { + width: 400px; +} +.charsheet .sheet-wrapper .sheet-misc-goal-xp input { + width: 100px; +} +.sheet-weapons-wrapper input { + width: 140px; + padding: 0; + margin: 0; +} +.sheet-textarea-wide { + width: 97%; +} + +/* ship sheet styles */ + +.sheet-tab-ship .sheet-stats .sheet-col .sheet-stats-ship-min-max .sheet-stats-ship-value { + width: 50px; + margin: 0; +} + +.sheet-tab-ship .sheet-stats .sheet-col .sheet-stats-ship-min-max .sheet-stats-ship-value input { + width: 50px; + margin: 0; +} + +.sheet-tab-ship .sheet-stats .sheet-col .sheet-stats-ship-min-max .sheet-stats-label-separator { + width: 5px; + margin: 1px; + padding: 0; +} + +.sheet-tab-ship .sheet-ship-repeating-headers { + width: 100%; +} + +.sheet-tab-ship .sheet-ship-weapons .sheet-7colrow { + width: 100%; +} + +.sheet-tab-ship .sheet-ship-repeating-headers .sheet-3colrow div { + width: 27%; + margin: 0; +} + +.sheet-tab-ship .sheet-ship-repeating-headers .sheet-6colrow div { + width: 15%; + margin: 0; +} + +.sheet-tab-ship .sheet-ship-repeating-headers .sheet-7colrow div { + width: 13%; + margin: 0; +} + +.sheet-tab-ship .sheet-ship-repeating-headers input { + width: 100%; +} + +.sheet-tab-ship .sheet-ship-other-notes { + width: 98%; +} + +/* Roll templates */ +.sheet-rolltemplate-initiative .sheet-swn-template-container, +.sheet-rolltemplate-save .sheet-swn-template-container, +.sheet-rolltemplate-skill .sheet-swn-template-container, +.sheet-rolltemplate-attack .sheet-swn-template-container, +.sheet-rolltemplate-basicattack .sheet-swn-template-container { + width:100%; + -moz-border-radius-bottomright: 10px; + -webkit-border-bottom-right-radius: 10px; + border-bottom-right-radius: 10px; + -moz-border-radius-bottomleft: 10px; + -webkit-border-bottom-left-radius: 10px; + border-bottom-left-radius: 10px; + border-width: 3px; + border-color: #000000; + background: #000000 url(https://i.imgur.com/rTZq7C5.jpg) top left; + background-repeat: no-repeat; + background-size: cover; + color: #ffffff; +} + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-title, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-title, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-title, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-title { + padding-top:15px; + vertical-align: middle; + text-align: center; + font-weight: bold; +} + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name { + border-bottom-width: 3px; + border-style: solid; + border-color: #000000; + background-color: #848482; + color: #000000; + font-size: 1.0em; +} + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type { + border-bottom-width: 3px; + border-style: solid; + border-color: #000000; + background-color: #d3d3d3; + color: #000000; + font-size: 0.8em; +} + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-result { + padding-top: 15px; + padding-bottom: 15px; + text-align: center; + } + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-fail-tabstyle { + color: #ff0000; + } + +.sheet-rolltemplate-initiative .sheet-black-text, +.sheet-rolltemplate-basicattack .sheet-black-text, +.sheet-rolltemplate-save .sheet-black-text, +.sheet-rolltemplate-attack .sheet-black-text, +.sheet-rolltemplate-skill .sheet-black-text { + color: #000000; +} diff --git a/Stars_Without_Number_Revised/Stars_Without_Number_Revised.html b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.html new file mode 100644 index 000000000000..41373db2e82b --- /dev/null +++ b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.html @@ -0,0 +1,1898 @@ + +
    {{name}}
    Check: {{Roll}}
    Flatfooted/div>
    Flatfooted
    diff --git a/Star Wars Saga Edition/translations/pt.json b/Star Wars Saga Edition/translations/pt.json index ec1f9453c178..cbd3491704b7 100644 --- a/Star Wars Saga Edition/translations/pt.json +++ b/Star Wars Saga Edition/translations/pt.json @@ -1,61 +1,61 @@ { - "character-sheet":"Character Record Sheet", + "character-sheet":"Ficha de Registo do Personagem", "level":"Nível", - "background":"Background:", + "background":"Plano de fundo:", "species":"Espécies:", "destiny":"Destino:", "gender":"Gênero:", "size":"Tamanho:", "size-colossal":"Colossal", - "size-gargantuan":"Gargantuan", + "size-gargantuan":"Gigantesco", "size-huge":"Enorme", "size-large":"Grande", "size-medium":"Médio", "size-small":"Pequeno", "size-tiny":"Minúsculo", - "size-diminutive":"Diminutive", - "size-fine":"Fine", - "attributes":"Attributes", - "strength":"Strength", - "dexterity":"Dexterity", - "constitution":"Constitution", - "intelligence":"Intelligence", - "wisdom":"Wisdom", - "charisma":"Charisma", - "hit-points":"Hit Points", - "condition":"Condition", + "size-diminutive":"Diminutivo", + "size-fine":"Fino", + "attributes":"Atributos", + "strength":"Força", + "dexterity":"Destreza", + "constitution":"Constituição", + "intelligence":"Inteligência", + "wisdom":"Sabedoria", + "charisma":"Carisma", + "hit-points":"Pontos de Vida", + "condition":"Condição", "ct_normal":"Normal", - "ct_helpless":"Helpless", - "threshold":"Threshold", + "ct_helpless":"Indefeso", + "threshold":"Limite", "total":"Total", - "defense":"Defense", - "misc":"Misc", + "defense":"Defesa", + "misc":"Outros", "fortitude":"Fortitude", - "will":"Will", + "will":"Vontade", "ignore_ct":"Ignore CT?", - "damage_reduction":"Damage Reduction", + "damage_reduction":"Redução de Dano", "shield_rating":"Shield Rating", - "immune":"Immune", - "force_points":"Force Points", - "destiny_points":"Destiny Pts", + "immune":"Imune", + "force_points":"Pontos de Força", + "destiny_points":"Pts de Destino", "bab":"BAB", - "speed":"Speed", - "dark_side_points":"Dark Side Pts", - "perception":"Perception", - "initiative":"Initiative", - "init_dex_decimal":"Dex Score as Decimal", - "grapple":"Grapple", + "speed":"Deslocamento", + "dark_side_points":"Pts do Lado Negro", + "perception":"Percepção", + "initiative":"Iniciativa", + "init_dex_decimal":"Pontuação de Des como Decimal", + "grapple":"Agarrão", "mod":"Mod", - "str":"STR", - "dex":"DEX", - "defenses":"Defenses", - "armor":"Armor", - "class":"Class", - "reflex":"Reflex", - "dex_max":"DEX (Max Armor)", + "str":"FOR", + "dex":"DES", + "defenses":"Defesas", + "armor":"Armadura", + "class":"Classe", + "reflex":"Reflexo", + "dex_max":"DES (Armadura Máx)", "con":"CON", "int":"INT", - "wis":"WIS", - "cha":"CHA", - "flatfooted":"Flatfooted" + "wis":"SAB", + "cha":"CAR", + "flatfooted":"Derrubado" } \ No newline at end of file diff --git a/Stars_Without_Number/ReadMe.md b/Stars_Without_Number/ReadMe.md index 579c0b945f43..7ef03f5052ed 100644 --- a/Stars_Without_Number/ReadMe.md +++ b/Stars_Without_Number/ReadMe.md @@ -2,10 +2,6 @@ This sheet is created for use in Stars Without Number on Roll20. Originally based on the [character sheet design](http://www.onesevendesign.com/swn_charsheets_oneseven.pdf) by OneSevenDesign. -### Feedback - -Report any problems, suggestions, or features by [creating an issue](https://github.com/kevinsearle/roll20-character-sheets/issues) on Github. - ### Author/Maintainer [Kevin Searle](https://app.roll20.net/users/565104/) @@ -18,8 +14,41 @@ Report any problems, suggestions, or features by [creating an issue](https://git * [jfredett](https://github.com/jfredett) * [CoalPoweredPuppet](https://github.com/CoalPoweredPuppet) +### QA/Testing + +* [tipsta](https://github.com/mistatipsta) + +### Testing Help + +If you wish to test new features, fixes, and changes use the [development campaign](https://app.roll20dev.net/join/39986/aOV4kg). Use the command !charsheet to create a new character sheet before each feature/bug to test in order to start with a clean character sheet. + +### Feedback + +Report any problems, suggestions, or features by [creating an issue](https://github.com/kevinsearle/roll20-character-sheets/issues) on Github. + ### Changelog +#### 0.1.7 + +* Revamped and made consistent all roll templates for: + * Saves + * Weapon Attacks + * Basic Attacks + * Skills +* Initiative now using roll templates +* Removed unused Morale roll template + +#### 0.1.6 + +* Removed damage message from missed weapon attacks +* Added roll templates for basic attacks +* Swapped background image on roll templates +* Style tweaks to roll templates +* Fixed error with attacks/skills/init using old attr mod name +* Link to QA campaign +* Fixed issue with Combat/Unarmed not being applied to damage rolls +* Rearranged attributes to match order shown in character creation page + #### 0.1.5 * Added misc bonus to attributes diff --git a/Stars_Without_Number/Stars_Without_Number.css b/Stars_Without_Number/Stars_Without_Number.css index 737bd193be67..cc896dd27dfe 100644 --- a/Stars_Without_Number/Stars_Without_Number.css +++ b/Stars_Without_Number/Stars_Without_Number.css @@ -185,10 +185,11 @@ div.sheet-tab-input width: 140px; padding: 0; margin: 0; - font-weight: bold; + font-weight: normal; + font-size: smaller; } .sheet-weapons-wrapper label.sheet-weapons-short { - width: 95px; + /*width: 90px;*/ } .sheet-languages { margin-top: 15px; @@ -298,118 +299,86 @@ div.sheet-tab-input width: 98%; } -/* roll templates */ - +/* Roll templates */ +.sheet-rolltemplate-initiative .sheet-swn-template-container, +.sheet-rolltemplate-save .sheet-swn-template-container, .sheet-rolltemplate-skill .sheet-swn-template-container, .sheet-rolltemplate-attack .sheet-swn-template-container, -.sheet-rolltemplate-save .sheet-swn-template-container, -.sheet-rolltemplate-morale .sheet-swn-template-container { +.sheet-rolltemplate-basicattack .sheet-swn-template-container { width:100%; - height: 100px; - background: url(http://i.imgur.com/YRwSfnk.jpg) top left; - background-size: 296px 217px; - color: white; - - -webkit-box-shadow: 10px 10px 25px 0px rgba(0,0,0,0.5); - -moz-box-shadow: 10px 10px 25px 0px rgba(0,0,0,0.5); - box-shadow: 10px 10px 25px 0px rgba(0,0,0,0.5); - - border-radius: 5px 5px 5px 5px; - -moz-border-radius: 5px 5px 5px 5px; - -webkit-border-radius: 5px 5px 5px 5px; - - border: 0px solid #000000; -} - -.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-title, + -moz-border-radius-bottomright: 10px; + -webkit-border-bottom-right-radius: 10px; + border-bottom-right-radius: 10px; + -moz-border-radius-bottomleft: 10px; + -webkit-border-bottom-left-radius: 10px; + border-bottom-left-radius: 10px; + border-width: 3px; + border-color: #000000; + background: #000000 url(https://i.imgur.com/rTZq7C5.jpg) top left; + background-repeat: no-repeat; + background-size: cover; + color: #ffffff; +} + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-title, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-title, .sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-title, -.sheet-rolltemplate-morale .sheet-swn-template-container .sheet-swn-template-title { - text-align: center; - height: 25%; - font-size: 1.0em; - vertical-align: middle; - font-weight: bold; - padding-top:15px; -} - -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title { - text-align: center; - height: 25%; - font-size: 1.0em; - vertical-align: middle; - font-weight: bold; - padding-top:5px; -} - -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title-character { - font-size: 1.5em; +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-title { + padding-top:15px; + vertical-align: middle; + text-align: center; + font-weight: bold; } -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title-action { +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-name { + border-bottom-width: 3px; + border-style: solid; + border-color: #000000; + background-color: #848482; + color: #000000; + font-size: 1.0em; +} + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-title .sheet-swn-template-type { + border-bottom-width: 3px; + border-style: solid; + border-color: #000000; + background-color: #d3d3d3; + color: #000000; font-size: 0.8em; } -.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-results-row, -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-results-row, -.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-results-row, -.sheet-rolltemplate-morale .sheet-swn-template-container .sheet-swn-template-results-row { - width: 100%; - height: 75%; -} - -.sheet-rolltemplate-skill .sheet-swn, -.sheet-rolltemplate-attack .sheet-swn, -.sheet-rolltemplate-save .sheet-swn, -.sheet-rolltemplate-morale .sheet-swn { - opacity: 0.9; - vertical-align: middle; - padding-top: 10px; -} - -.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-results-row .sheet-results-element, -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-results-row .sheet-results-element, -.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-results-row .sheet-results-element, -.sheet-rolltemplate-morale .sheet-swn-template-container .sheet-swn-template-results-row .sheet-results-element { - width: 50%; - font-size: 0.9em; - text-align: center; - vertical-align: middle; - height: 30px; -} - -.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-results-row .sheet-success, -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-results-row .sheet-success, -.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-results-row .sheet-success, -.sheet-rolltemplate-morale .sheet-swn-template-container .sheet-swn-template-results-row .sheet-success { - background-color: green; - color: white; - float: left; -} - -.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-results-row .sheet-fail, -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-results-row .sheet-fail, -.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-results-row .sheet-fail, -.sheet-rolltemplate-morale .sheet-swn-template-container .sheet-swn-template-results-row .sheet-fail { - background-color: red; - color: white; - float: left; -} - -.sheet-rolltemplate-attack .sheet-black-text { - color: black; -} - -.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-results-row .sheet-roll-output, -.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-results-row .sheet-roll-output, -.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-results-row .sheet-roll-output, -.sheet-rolltemplate-morale .sheet-swn-template-container .sheet-swn-template-results-row .sheet-roll-output { - background-color: #dcdcdc; - color: black; - float: right; -} - -.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-results-row .sheet-roll-neutral { - background-color: #dcdcdc; - color: black; - float: left; +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-swn-template-result, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-swn-template-result { + padding-top: 15px; + padding-bottom: 15px; + text-align: center; + } + +.sheet-rolltemplate-initiative .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-basicattack .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-save .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-attack .sheet-swn-template-container .sheet-fail-tabstyle, +.sheet-rolltemplate-skill .sheet-swn-template-container .sheet-fail-tabstyle { + color: #ff0000; + } + +.sheet-rolltemplate-initiative .sheet-black-text, +.sheet-rolltemplate-basicattack .sheet-black-text, +.sheet-rolltemplate-save .sheet-black-text, +.sheet-rolltemplate-attack .sheet-black-text, +.sheet-rolltemplate-skill .sheet-black-text { + color: #000000; } diff --git a/Stars_Without_Number/Stars_Without_Number.html b/Stars_Without_Number/Stars_Without_Number.html index 1ee05eca740d..5d85b5f28f0a 100644 --- a/Stars_Without_Number/Stars_Without_Number.html +++ b/Stars_Without_Number/Stars_Without_Number.html @@ -1,111 +1,186 @@ + + + + + + + + + + + + + + + +
    + {{characterName}} +
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    + {{characterName}} +
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    + {{characterName}} +
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    + Success! + + Fail! + + {{rollValue}} + vs + {{save}} +
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    {{characterName}} - -
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    + {{#name}} + {{name}} + {{/name}} {{#name}} - Attack using {{name}} + {{#attackType}} +
    + {{/attackType}} {{/name}} {{#attackType}} {{attackType}} Attack {{/attackType}} - - -
    - {{#rollGreater() rollValue 19}} - - Rolls {{rollValue}}, Hit! - - {{/rollGreater() rollValue 19}} - {{#rollLess() rollValue 20}} - - Rolls {{rollValue}}, Miss! - - {{/rollLess() rollValue 20}} - - {{#damage}} - {{#rollGreater() rollValue 19}} - - {{damage}} damage! - - {{/rollGreater() rollValue 19}} - - {{#rollLess() rollValue 20}} - - Roll damage! - - {{/rollLess() rollValue 20}} - {{/damage}} -
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    + {{characterName}} +
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    + {{/attackType}} + {{/name}} + {{#attackType}} + {{attackType}} Attack + {{/attackType}} +
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    + + diff --git a/Stars_Without_Number_Revised/Stars_Without_Number_Revised.png b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.png new file mode 100644 index 000000000000..d1cdd4d1ae4c Binary files /dev/null and b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.png differ diff --git a/Stars_Without_Number_Revised/sheet.json b/Stars_Without_Number_Revised/sheet.json new file mode 100644 index 000000000000..d73388964410 --- /dev/null +++ b/Stars_Without_Number_Revised/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Stars_Without_Number_Revised.html", + "css": "Stars_Without_Number_Revised.css", + "authors": "Kevin Searle (@kevinsearle), adapted to Revised Edition by Karl Erik Hofseth", + "roll20userid": "565104,1164773", + "preview": "Stars_Without_Number_Revised.png", + "instructions": "Originally based on the character sheet design by OneSevenDesign at http://www.onesevendesign.com/swn_charsheets_oneseven.pdf.\r\r\r" +} diff --git a/Supersix/ReadMe.md b/Supersix/ReadMe.md index e8621e95a3cc..394a9c90c207 100644 --- a/Supersix/ReadMe.md +++ b/Supersix/ReadMe.md @@ -8,5 +8,5 @@ La feuille comporte des jets intégrés. # Notes de version -##v1.0 (24 Janvier 2016). +## v1.0 (24 Janvier 2016). Création de la fiche. diff --git a/Supersix/sheet.json b/Supersix/sheet.json index c3d742c498a3..e8c815108b76 100644 --- a/Supersix/sheet.json +++ b/Supersix/sheet.json @@ -1,8 +1,9 @@ { "html": "supersix.htm", "css": "supersix.css", - "authors": "Nathanael TERRIEN", + "authors": "Natha", "roll20userid": "75857", "preview": "supersix.jpg", - "instructions": "Feuille de Personnage pour Supersix, créé par Eric Blaise ( http://supersix.fr/ ). v1.0 (24 Janvier 2016)." + "instructions": "Feuille de Personnage pour Supersix, créé par [Eric Blaise](http://supersix.fr/). v1.0 (24 Janvier 2016)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Sword & Scoundrel/LICENSE b/Sword & Scoundrel/LICENSE new file mode 100644 index 000000000000..c290e5d44c2c --- /dev/null +++ b/Sword & Scoundrel/LICENSE @@ -0,0 +1,674 @@ +GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + {one line to give the program's name and a brief idea of what it does.} + Copyright (C) 2017 {name of author} + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Sword & Scoundrel Copyright (C) 2017 GrandHeresy + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/Sword & Scoundrel/README.md b/Sword & Scoundrel/README.md new file mode 100644 index 000000000000..74363aff5110 --- /dev/null +++ b/Sword & Scoundrel/README.md @@ -0,0 +1,8 @@ +# Sword & Scoundrel + + +This is the feature complete Sword & Scoundrel character sheet. + +I will be updating as often as I can with feedback from the community. + +Thanks, Barbarossa \ No newline at end of file diff --git a/Sword & Scoundrel/Sword & Scoundrel.css b/Sword & Scoundrel/Sword & Scoundrel.css new file mode 100644 index 000000000000..00a275f9eb11 --- /dev/null +++ b/Sword & Scoundrel/Sword & Scoundrel.css @@ -0,0 +1,157 @@ +/* ----------------------- classes for area display toggles -----------------------*/ +.sheet-switch-pc-show:not(:checked)~.sheet-switch-pc {display:none;} +.sheet-switch-npc-show:not(:checked)~.sheet-switch-npc {display:none;} +.sheet-switch-npc2-show:not(:checked)~.sheet-switch-npc2 {display:none;} +.sheet-switch-npc3-show:not(:checked)~.sheet-switch-npc3 {display:none;} +.sheet-switch-npc4-show:not(:checked)~.sheet-switch-npc4 {display:none;} + +.charsheet { + background-image: url(http://www.myfreetextures.com/wp-content/uploads/2013/07/old-brown-vintage-parchment-paper-texture.jpg); + color:#193148; + background-repeat: no-repeat; + background-attachment: fixed; + background-size: 2000px 1708px +} + +h1 { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +} +h2 { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +} +h3 { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +} +h4 { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +} +p { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +tr { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +} +pre { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +} +value { + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; +} +} +tr:nth-child(even) {background-color: rgba(242, 241, 237, 0.6)} +tr:nth-child(odd) {background-color: rgba(242, 241, 237, 0.6)} +textarea { + + width: 650px; + height: 400; + line-height: 20px; + top: 10px; + bottom: 10px; + border: none; + resize: none; + margin-left: 2px; + position: relative; + padding: 0 2px; + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; + +} +tr { + box-shadow: inset 25px 0px 25px -25px rgba(0,0,0,0.6), inset -25px 0px 25px -25px rgba(0,0,0,0.6); +} +input[type="text"], textarea { + + background-color : rgba(242, 241, 237, 0.7); + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; + +} +input[type="number"], textarea { + + background-color : rgba(242, 241, 237, 0.7); + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; + +} +input[type="select"], select { + + background-color : rgba(242, 241, 237, 0.7); + font-family: 'Linux Libertine'; /* bold */ + src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff'); + font-weight: bold; + font-style: normal; + color: #3a2602; + +} + +td { + padding: 2px; +} +tr { + text-shadow: 5px 5px 14px rgba(150, 150, 150, 1); +} +h2 { + text-shadow: 5px 5px 14px rgba(150, 150, 150, 1); +} +p { + text-shadow: 5px 5px 14px rgba(150, 150, 150, 1); +} +tr { + opacity: 0.95; +} +h2 { + opacity: 0.95; +} +p { + opacity: 0.95; +} +input[type="number"]:active,input[type="number"]:focus,input[type="number"]:hover{ + color: #3a2602; + } + + input[type=checkbox] { + transform: scale(1.5); +} +table{ + border-color: #3a2602 #3a2602; +} \ No newline at end of file diff --git a/Sword & Scoundrel/Sword & Scoundrel.html b/Sword & Scoundrel/Sword & Scoundrel.html new file mode 100644 index 000000000000..0731dcf31d15 --- /dev/null +++ b/Sword & Scoundrel/Sword & Scoundrel.html @@ -0,0 +1,2929 @@ +

    PERSONAL INFORMATION / DRIVES / TRAITS / NPCs /ATTRIBUTES / SKILLS

    +

    PROFICIENCIES / ARMS / ARMOR / WOUNDS

    +

    POSSESSIONS / PROPERTY / NOTES

    +

    FACTION

    +

    CHARACTER CREATION

    +
    +

    +

    THE OFFICIAL SWORD & SCOUNDREL CHARACTER SHEET

    +

    AS PORTRAYED BY: 

    + + + + + + +
    +

    NAME:

    +
    + + + + + + + + +
    +

    AGE:

    +
    +

    GENDER:

    +
    +

    SOCIAL CLASS:

    +
    + + + + + + + +
    +

    OCCUPATION:

    +
    +

    FAITH:

    +
    + + + + + + + + + +
    +

    CONCEPT:

    +

    +
    +

    DESCRIPTION:

    +

    +
    +

    - DRIVES -

    + + + + + + + + + + + + + + + + + + + + + + + +
          
          
          
          
          
    + + + + + + + + + +
    +

    KARMA

    +
    +

    ORPHANED

    +
    +

    - TRAITS -

    + + + + + + +
    +

    +
    +

    - NPCs -

    + + + + + + +
    +

    +
    +

    - ATTRIBUTES -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

     

    +
    +

    RANK

    +
    +

    TAP

    +
    +

     

    +
    +

    AGILITY (A)

    +
    +

    BRAWN (B)

    +
    +

    CUNNING (C)

    +
    +

    PERCEPTION (P)

    +
    +

    WILL (W)

    +
    +

     

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

     

    +
    +

    RANK

    +
    +

    TAP

    +
    +

     

    +
    +

    GRIT (G)

    +

    (BRAWN+WILL)/2

    +
    +

    KEEN (K)

    +

    (CUNNING+PERCEPTION)/2

    +
    +

    REFLEX (R)

    +

    (AGILITY+CUNNING)/2

    +
    +

    SPEED (S)

    +

    (AGILITY+BRAWN)/2

    +
    +

     

    + + + + + + +
    +

    TN3 BY DEFAULT, BARRING ILLNESS, INJURY, OR FATIGUE. CANNOT EXCEED TN6.

    +

    YOUR CURRENT TN IS 

    +
    +

    - SKILLS -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

     

    +
    +

    RANK

    +
    +

    TAP

    +
    +

     

    +
    +

    RANK

    +
    +

    TAP

    +
    +

    COMMAND

    +
    +

    COERCION

    +
    +

    DISGUISE

    +
    +

    EDUCATION

    +
    +

    GAMBLING

    +
    +

    HORSEMANSHIP

    +
    +

    LARCENY

    +
    +

    LEGERDEMAIN

    +
    +

    MANIPULATION

    +
    +

    MEDICINE

    +
    +

    MERCANTILE

    +
    +

    NEGOTIATION

    +
    +

    ORATION

    +
    +

    POLITICS

    +
    +

    SEAMANSHIP

    +
    +

    STEWARDSHIP

    +
    +

    STEALTH

    +
    +

    STREETWISE

    +
    +

    TEAMSTER

    +
    +

    WARFARE

    +
    + +

     

    +

    CHARACTER SHEET CREATED BY BARBAROSSA, GRAND HERESY PRESS 2017

    +

    WWW.GRANDHERESY.COM

    +

     

    +
    + +
    +

    +

    THE OFFICIAL SWORD & SCOUNDREL CHARACTER SHEET

    +

    AS PORTRAYED BY: 

    +

    - PROFICIENCIES -

    + + + + + + + + + +
    +

    REFLEX

    +
    +

    PERCEPTON

    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      +

    RANK

    +
    +

    TAP

    +
    +

    MELEE POOL

    +
    +

    RANGED POOL

    +
    + + + +
    + + + +
    + + + +
    + + + +
    + + + +
    + + + +
    + + + +
    + + + +
    + + + +
    + + + + + + + + + +
    +

    MELEE ATTACK ROLL  RANGED ATTACK ROLL  DEFENCE ROLL  GENERIC ROLL 

    +
    +

    REMAINING DICE POOL    ENCUMBRANCE PENALTY  

    +
    +

     - ARMS -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    RANGED

    +
    +

    DR

    +
    +

    RANGE

    +
    +

    RLD

    +
    +

    NOTES

    +
    +

     

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    MELEE

    +
    +

    DR

    +
    +

    REACH

    +
    +

    NOTES

    +
    +

    - ARMOR -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    CROWN

    +
    +

    BTV  

    +
    +

    FACE

    +
    +

    BRAWN TAP VALUE ADDS TO DAMAGE DEALT

    +
    +

    NECK

    +
    +

    AND REDUCES DAMAGE RECIEVED

    +
    +

    SHOULDER

    +
    +

    UPPER ARM

    +
    +

    ELBOW

    +
    +

    FOREARM

    +
    +

    HAND

    +
    +

    RIBS

    +
     
    +

    ARMPIT

    +
    +

     ENTER ARMOR TYPE FOR EACH LOCATION 

    +
    +

    ABS

    +
    +

     BODY PARTS WITH 2 VALUES

    +
    +

    BACK

    +
    +

     REPRESENT LEFT AND RIGHT LOCATIONS 

    +
    +

    HIP

    +
    +

    ← LEFT / RIGHT →

    +
    +

    GROIN

    +
    +

     

    +
    +

    THIGH

    +
    +

    KNEE

    +
    +

    HAMSTRING

    +
    +

    SHIN

    +
    +

    FOOT

    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    ARMOR TYPE

    +
    +

    ARMOR DESCRIPTION

    +
    +

    BULK

    +
     
       
       
       
       
       
       
    + + + + + + +
    +

    METAL (M): CONVERTS ALL CUTTING AND PIERCING DAMAGE TO BLUNT.

    +

    RIGID (R): CAPS BLUNT WOUNDS AT LEVEL 3.

    +
    + + + + + + + + + +
    +

    TOTAL ARMOR BULK  - GRIT TAP VALUE   = MODIFIED ARMOR BULK

    +
    +

    ENTER THE VALUE FOR THE MODIFIED ARMOR BULK (IF VALUE IS NEGATIVE ENTER 0)

    +
    +

    - WOUNDS -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    LOCATION

    +
    +

    TYPE & LEVEL

    +
    +

    PROGRESS

    +
    +

     

    + + + + + + + + + + + + + +
    + +

    CURRENT BLOOD LOSS

    +
    +

    CURRENT BLOOD POOL

    +
    +

    YOUR CURRENT TN

    +
    +
    + + + + + + +
    +

    BLOOD POOL EQUALS 5+(BRAWN/2)

    +
    +

     

    +

    CHARACTER SHEET CREATED BY BARBAROSSA, GRAND HERESY PRESS 2017

    +

    WWW.GRANDHERESY.COM

    +

     

    +
    + +
    +

    +

    THE OFFICIAL SWORD & SCOUNDREL CHARACTER SHEET

    +

    AS PORTRAYED BY: 

    +

    - POSSESSIONS -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    ON PERSON

    +
    +

    BLK

    +
    +

    RDY?

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    MORE THAN THREE POSSESIONS READIED? (maximum of six) ENTER 1

    +
    +
    + + + + + + +
    +

    BULK   -BRAWN  =MODIFIED BULK  

    +
    + + + + + + + + + +
    +

    ENTER THE VALUE FOR THE MODIFIED POSSESION BULK (IF VALUE IS NEGATIVE ENTER 0)

    +
    +

    MODIFIED BULK + MODIFIED ARMOR BULK = ENCUMBRANCE

    +
    +

    - PROPERTY -

    + + + + + + +
    +

    +
    + + + + + + + +

    ASSET

     

    COIN

     
    +

    - PERSONAL NOTES -

    + + + + + + +
    +

    +
    +

     

    +

    CHARACTER SHEET CREATED BY BARBAROSSA, GRAND HERESY PRESS 2017

    +

    WWW.GRANDHERESY.COM

    +

     

    +
    + +
    +

    +

    THE OFFICIAL SWORD & SCOUNDREL CHARACTER SHEET

    +

    AS PORTRAYED BY: 

    + + + + + + + + + +
    +

    FACTION NAME

    +

    +
    +

    FACTION CONCEPT

    +

    +
    +

    - GOALS -

    + + + + + + +
    +

    +
    +

    - IMPORTANT NPCs -

    + + + + + + +
    +

    +
    +

    - FACTION TRAITS -

    + + + + + + +
    +

    +
    +

     

    + + + + + + +
    +

    TN3 BY DEFAULT, BARRING ILLNESS, INJURY, OR FATIGUE. CANNOT EXCEED TN6.

    +

    YOUR FACTION'S CURRENT TN IS 

    +
    +

    - FACTION ATTRIBUTES -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    +
    +

    RANK

    +
    +

    TAP

    +
    +

    DESCRIPTION

    +
    +

    HOLDINGS

    +
    +

    +
    +

    +
    +

    +
    +

    LOYALTY

    +
    +

    +
    +

    +
    +

    +
    +

    MANPOWER 

    +
    +

    +
    +

    +
    +

    +
    +

    TREASURY

    +
    +

    +
    +

    +
    +

    +
    +

    - FACTION SKILLS -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    +
    +

    RANK

    +
    +

    TAP

    +
    +

    DESCRIPTION

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    - TOOLS AND POSSESSIONS -

    + + + + + + +
    +

    +
    +

     

    +

    CHARACTER SHEET CREATED BY BARBAROSSA, GRAND HERESY PRESS 2017

    +

    WWW.GRANDHERESY.COM

    +

     

    +
    + +
    +

    +

    THE OFFICIAL SWORD & SCOUNDREL CHARACTER SHEET

    +

    AS PORTRAYED BY: 

    +

      - CHARACTER CREATION -

    + + + + + + +
    +

    WHAT'S YOUR CHARACTER'S CONCEPT?

    +

    +
    +

    - PRIORITY CHART -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    POINTS ALLOWED

    +
    +

    +
    +

     

    +
    +

    PRIORITY

    +
    +

    TIER PURCHASED

    +
    +

    HOW MANY POINTS

    +

    DO YOU GET?

    +
    +

    SOCIAL CLASS

    +
    +

    +
    +

    +
    +

    ATTRIBUTES

    +
    +

    +
    +

    +
    +

    SKIILS

    +
    +

    +
    +

    +
    +

    PROFICIENCIES

    +
    +

    +
    +

    +
    +

    TRAITS

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    POINTS REMAINING

    +
    +

    +
    +

     

    +
    +

    - SOCIAL CLASS -

    + + + + + + + + + + + + + + + +
    +

    SOCIAL CLASS

    +
    +

    +
    +

    ASSETS

    +
    +

    +
    +

    COIN

    +
    +

    +
    +

    - ATTRIBUTES -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    POINTS TO SPEND  POINTS REMAINING 

    +
    +

    RANK

    +
    +

    TAP

    +
    +

     

    +
    +

    AGILITY (A)

    +
     
    +

    BRAWN (B)

    +
     
    +

    CUNNING (C)

    +
     
    +

    PERCEPTION (P)

    +
     
    +

    WILL (W)

    +
     
    +

     

    + + + + + + +
    +

    TAP VALUE BASED ON ATTRIBUTE RANK. 0-3 IS TAP 0, 4-6 TAP 1, 7-9 TAP 2, 10 IS TAP 3

    +
    +

     

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    TIME TO DO SOME MATH!

    +
    +

    RANK

    +
    +

    TAP

    +
    +

     

    +
    +

    GRIT (G)

    +

    (BRAWN+WILL)/2 ROUNDING DOWN

    +
     
    +

    KEEN (K)

    +

    (CUNNING+PERCEPTION)/2 ROUNDING DOWN

    +
     
    +

    REFLEX (R)

    +

    (AGILITY+CUNNING)/2 ROUNDING DOWN

    +
     
    +

    SPEED (S)

    +

    (AGILITY+BRAWN)/2 ROUNDING DOWN

    +
     
    +

    BLOOD POOL

    +

    5+(BRAWN/2) ROUNDING DOWN

    +
      
    +

    - SKILLS -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

    POINTS TO SPEND

    +
    +

    RANK

    +
    +

    TAP

    +
    +

    POINTS REMAINING

    +
    +

    RANK

    +
    +

    TAP

    +
    +

    COMMAND

    +
    +

    COERCION

    +
    +

    DISGUISE

    +
    +

    EDUCATION

    +
    +

    GAMBLING

    +
    +

    HORSEMANSHIP

    +
    +

    LARCENY

    +
    +

    LEGERDEMAIN

    +
    +

    MANIPULATION

    +
    +

    MEDICINE

    +
    +

    MERCANTILE

    +
    +

    NEGOTIATION

    +
    +

    ORATION

    +
    +

    POLITICS

    +
    +

    SEAMANSHIP

    +
    +

    STEWARDSHIP

    +
    +

    STEALTH

    +
    +

    STREETWISE

    +
    +

    TEAMSTER

    +
    +

    WARFARE

    +
    +

     

    + + + + + + +
    +

    TAP VALUE BASED ON ATTRIBUTE RANK. 0-3 IS TAP 0, 4-6 TAP 1, 7-9 TAP 2, 10 IS TAP 3

    +

     

    +

    SKILLS UNLISTED AND REQUIRING SPECIFICATION: EXPERTISE, LANGUAGE, LORE, NAVIGATION, PERFORM, SURVIVAL, AND TRADE

    +

     

    +

    AFTER YOU'VE PURCHASED YOUR SKILLS, YOU MAY ADD LORE (OWN CULTURE) AT RANK 2 FOR FREE.

    +
    +

    - PROFICIENCIES -

    + + + + + + + + + +
    +

    POINTS TO SPEND

    +
    +

    POINTS REMAINING

    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      +

    RANK

    +
    +

    TAP

    +
    +

    MELEE POOL

    +
    +

    RANGED POOL

    +
    +

     

    + + + + + + +
    +

    TAP VALUE BASED ON PROFICIENCY RANK. 0-3 IS TAP 0, 4-6 TAP 1, 7-9 TAP 2, 10 IS TAP 3

    +
    +

    - TRAITS -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +

     POINTS TO SPEND

    +
    +

    +
    +

    TRAIT

    +
    +

     COST

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    +
    +

    POINTS REMAINING

    +
    +

    +
    +

    - REWRITE TRAITS BELOW -

    + + + + + + +
    +

    +
    +

    - REWRITE NPCs BELOW -

    + + + + + + +
    +

    +
    +

    - WHAT DRIVES YOUR CHARACTER? -

    + + + + + + + + + + + + + + + + + + + + + + + + + + + +
          
          
          
          
          
    +

     DISTRIBUTE 5 POINTS AMONG YOUR STARTING DRIVES

    +
        
    +

    - DESCRIPTION AND FINAL DETAILS -

    + + + + + + +
    +

    DESCRIBE THEM

    +

    +
    +

     

    + + + + + + + + + + + + + +
    +

    AGE:

    +
    +

    GENDER:

    +
    +

    OCCUPATION:

    +
    +

    FAITH:

    +
    +

     

    +

    - SIGN BELOW ON THE LINE -

    + + + + + + +
    +

    ENTER YOUR CHARACTER'S NAME HERE

    +

    +
    +

     

    +

    CHARACTER SHEET CREATED BY BARBAROSSA, GRAND HERESY PRESS 2017

    +

    WWW.GRANDHERESY.COM

    +

     

    + \ No newline at end of file diff --git a/Sword & Scoundrel/Sword & Scoundrel.jpg b/Sword & Scoundrel/Sword & Scoundrel.jpg new file mode 100644 index 000000000000..4dafd1e25dcf Binary files /dev/null and b/Sword & Scoundrel/Sword & Scoundrel.jpg differ diff --git a/Sword & Scoundrel/sheet.json b/Sword & Scoundrel/sheet.json new file mode 100644 index 000000000000..2a6df76f0e40 --- /dev/null +++ b/Sword & Scoundrel/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Sword & Scoundrel.html", + "css": "Sword & Scoundrel.css", + "authors": "Barbarossa (@Barbarossa)", + "roll20userid": "4736", + "preview": "Sword & Scoundrel.jpg", + "instructions": "The Sword & Scoundrel Character Sheet is feature complete and contains everything you need to play Sword & Scoundrel" +} \ No newline at end of file diff --git a/Swords_&_Wizardry/ReadMe.md b/Swords_&_Wizardry/ReadMe.md index 7c3c007d5a81..e3078f8eb3f9 100644 --- a/Swords_&_Wizardry/ReadMe.md +++ b/Swords_&_Wizardry/ReadMe.md @@ -11,14 +11,14 @@ Every calculation can be overriden by manual input, if house rules are used. But # Release notes -##v2.1 (2017-02-15) +## v2.1 (2017-02-15) * Layout bug fix: Min/Max spell label was too long, and the corresponding field was hidden * New 'Total Weight' field (automatically calculated based on total treasure and gear weights, but can be overriden) * Treasure and Gear total weights calculation optimisation * Relocate logo from imgur to github -##v2.0 (2017-02-04) +## v2.0 (2017-02-04) Note : this new version of the sheet is compatible with previous versions and characters. diff --git a/Swords_&_Wizardry/sheet.json b/Swords_&_Wizardry/sheet.json index b3ac3e4ad3e3..e10b468435eb 100644 --- a/Swords_&_Wizardry/sheet.json +++ b/Swords_&_Wizardry/sheet.json @@ -5,4 +5,5 @@ "roll20userid": "1318,75857", "preview": "SWSheet.png", "instructions": "Character sheet for [Swords & Wizardry](https://www.froggodgames.com/swords-wizardry-0), in english and french. See the [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Swords_%26_Wizardry/ReadMe.md) for more informations on automated calculations and rolls from the sheet." +,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Symbaroum/sheet.json b/Symbaroum/sheet.json index f7ee9901b869..bd0a0973c645 100644 --- a/Symbaroum/sheet.json +++ b/Symbaroum/sheet.json @@ -1,7 +1,8 @@ { "html": "symbaroum.html", "css": "symbaroum.css", - "authors": "/u/Nowin(1050380) with translations added by Vince(463088), Glandulf(1645621)", + "authors": "/u/Nowin(1050380) with translations added by Vince(463088), Glandulf(1645621). Additional HTML/CSS for Macro output and Ability/Powers page by Julian_d(509075)", + "roll20userid": "1050380, 463088, 1645621, 509075", "preview": "symbaroum.png", "instructions": "You can click on the Attribute names to roll against your attributes." } diff --git a/Symbaroum/symbaroum.css b/Symbaroum/symbaroum.css index db587d96b80d..db9eb3cd284c 100644 --- a/Symbaroum/symbaroum.css +++ b/Symbaroum/symbaroum.css @@ -241,41 +241,233 @@ button { } /*** Roll Templates ***/ .sheet-rolltemplate-defense, -.sheet-rolltemplate-attack{ +.sheet-rolltemplate-attack, .sheet-rolltemplate-attrib{ } .sheet-rolltemplate-attack table{ font-family: "Georgia"; background-color: #a0a0a0; - width: 180px; + background:url(http://www.designbolts.com/wp-content/uploads/2013/02/Rough-Grey-Tilable-Pattern-For-Website-Background.jpg) top left repeat; + width: 100%; border: 3px solid #7f0000; } .sheet-rolltemplate-attack th { border-top:3px solid #7f0000; + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; text-align:center; - font-style:bold; + font-weight:bold; + color:#7f0000; +} +.sheet-rolltemplate-attack td { + padding: 3px; +} +.sheet-rolltemplate-attack .sheet-attkhead { + border-bottom:3px solid #7f0000; +} +.sheet-rolltemplate-attack .sheet-attkcat { + text-align:right; + width: 50%; +} +.sheet-rolltemplate-attack .sheet-attkresult { + font-weight:bold; + text-align:left; + width: 50%; + padding-left: 5px; +} +.sheet-rolltemplate-attack .sheet-attkhit { + color:#007f00; +} +.sheet-rolltemplate-attack .sheet-attkmiss { + color:#7f0000; +} +.sheet-rolltemplate-attack .sheet-effex { + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; +/* border-top:3px solid #7f0000; */ } .sheet-rolltemplate-defense table { font-family: "Georgia"; background-color: #a0a0a0; - width: 180px; + background:url(http://www.designbolts.com/wp-content/uploads/2013/02/Rough-Grey-Tilable-Pattern-For-Website-Background.jpg) top left repeat; + width: 100%; border: 3px solid #00007f; } .sheet-rolltemplate-defense th{ border-top:3px solid #00007f; + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; text-align:center; - font-style:bold; + font-weight:bold; + color:#00007f; } -.sheet-rolltemplate-defense tr, -.sheet-rolltemplate-attack tr { +.sheet-rolltemplate-defense td { + padding: 3px; } -.sheet-rolltemplate-defense td, -.sheet-rolltemplate-attack td { - padding:.25em; +.sheet-rolltemplate-defense .sheet-defhead { + border-bottom:3px solid #00007f; +} +.sheet-rolltemplate-defense .sheet-defcat { + text-align:right; + width: 50%; +} +.sheet-rolltemplate-defense .sheet-defresult { + font-weight:bold; + text-align:left; + width: 50%; + padding-left: 5px; +} +.sheet-rolltemplate-defense .sheet-defhit { + color:#7f0000; +} +.sheet-rolltemplate-defense .sheet-defmiss { + color:#007f00; +} +.sheet-rolltemplate-defense .sheet-effex { + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; +/* border-top:3px solid #00007f; */ +} +.sheet-rolltemplate-attrib table { + font-family: "Georgia"; + background-color: #a0a0a0; + background:url(http://www.designbolts.com/wp-content/uploads/2013/02/Rough-Grey-Tilable-Pattern-For-Website-Background.jpg) top left repeat; + width: 100%; + border: 3px solid #007f00; +} +.sheet-rolltemplate-attrib th{ + border-top:3px solid #007f00; + border-bottom:3px solid #007f00; + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; + color:#007f00; +} +.sheet-rolltemplate-attrib td { + padding: 3px; +} +.sheet-rolltemplate-attrib .sheet-attribhead { + +} +.sheet-rolltemplate-attrib .sheet-attribcat { + text-align:right; + width: 50%; +} +.sheet-rolltemplate-attrib .sheet-attribresult { + font-weight:bold; + text-align:left; + width: 50%; + padding-left: 5px; +} +.sheet-rolltemplate-attrib .sheet-attribhit { + color:#007f00; + font-weight:bold; +} +.sheet-rolltemplate-attrib .sheet-attribmiss { + color:#7f0000; + font-weight:bold; +} +.sheet-rolltemplate-attrib .sheet-effex { + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; + border-top:3px solid #007f00; +} +.sheet-rolltemplate-abilitycheck table { + font-family: "Georgia"; + background-color: #a0a0a0; + background:url(http://www.designbolts.com/wp-content/uploads/2013/02/Rough-Grey-Tilable-Pattern-For-Website-Background.jpg) top left repeat; + width: 100%; + border: 3px solid #cc6600; +} +.sheet-rolltemplate-abilitycheck th{ + border-top:3px solid #cc6600; + border-bottom:3px solid #cc6600; + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; + color:#cc6600; +} +.sheet-rolltemplate-abilitycheck td { + padding: 3px; +} +.sheet-rolltemplate-abilitycheck .sheet-attribhead { + +} +.sheet-rolltemplate-abilitycheck .sheet-attribcat { + text-align:right; + width: 50%; +} +.sheet-rolltemplate-abilitycheck .sheet-attribresult { + font-weight:bold; + text-align:left; + width: 50%; + padding-left: 5px; +} +.sheet-rolltemplate-abilitycheck .sheet-attribhit { + color:#007f00; + font-weight:bold; +} +.sheet-rolltemplate-abilitycheck .sheet-attribmiss { + color:#7f0000; + font-weight:bold; +} +.sheet-rolltemplate-abilitycheck .sheet-effex { + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; + border-top:3px solid #cc6600; +} +.sheet-rolltemplate-powercheck table { + font-family: "Georgia"; + background-color: #a0a0a0; + background:url(http://www.designbolts.com/wp-content/uploads/2013/02/Rough-Grey-Tilable-Pattern-For-Website-Background.jpg) top left repeat; + width: 100%; + border: 3px solid #9900ff; +} +.sheet-rolltemplate-powercheck th{ + border-top:3px solid #9900ff; + border-bottom:3px solid #9900ff; + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; + color: #9900ff; +} +.sheet-rolltemplate-powercheck td { + padding: 3px; +} +.sheet-rolltemplate-powercheck .sheet-attribhead { + +} +.sheet-rolltemplate-powercheck .sheet-attribcat { + text-align:right; + width: 50%; +} +.sheet-rolltemplate-powercheck .sheet-attribresult { + font-weight:bold; + text-align:left; + width: 50%; + padding-left: 5px; +} +.sheet-rolltemplate-powercheck .sheet-attribhit { + color:#007f00; + font-weight:bold; +} +.sheet-rolltemplate-powercheck .sheet-attribmiss { + color:#7f0000; + font-weight:bold; +} +.sheet-rolltemplate-powercheck .sheet-effex { + background-color: #ffffff; + background:url(https://www.toptal.com/designers/subtlepatterns/patterns/concrete_seamless.png) top left repeat; + text-align:center; + border-top:3px solid #9900ff; } .charsheet { background-color:#000303 ; background-image:url("http://i.imgur.com/XOomnMY.jpg?1"); - background-repeat: no-repeat; + background-repeat: repeat-y; background-position: 0px 33px; text-shadow: 1px 1px 2px #000101, -1px -1px 2px #000101,1px -1px 2px #000101, -1px 1px 2px #000101, 1px 1px 12px #000101, -1px -1px 12px #000101,1px -1px 12px #000101, -1px 1px 12px #000101; diff --git a/Symbaroum/symbaroum.html b/Symbaroum/symbaroum.html index 8fbea9a40488..f6e0dd86cb70 100644 --- a/Symbaroum/symbaroum.html +++ b/Symbaroum/symbaroum.html @@ -101,56 +101,56 @@
    - +
    - +
    - +
    - +
    - +
    - +
    - +
    - +
    @@ -231,7 +231,7 @@
    - +
    @@ -420,6 +420,20 @@
    +
    +
    + + - -
    - N - A - M -
    -
    - -
    +
    + +
    +
    + + + +
    + N + A + M +
    +
    + +
    @@ -495,13 +523,12 @@
    -
    -
    - + +
    - - +
    - N - A - M + N + A + M
    - +
    -
    +
    - - +
    - N - A - M + N + A + M
    - +
    -
    - - +
    +
    + +
    +
    - - +
    +
    + + +
    - N - A - M + N + A + M
    - +
    -
    +
    - - +
    +
    + + +
    - N - A - M + N + A + M
    - -
    -
    + +
    + +
    @@ -590,6 +648,19 @@
    +
    +
    + + - + + + + + + + + + + - Temp Corruption + Temp Corruption
    -
    +
    -
    -
    +
    + + +
    +
    +
    + + +
    +
    + + -
    +
    @@ -785,27 +897,83 @@
    + + + + {{#rollLess() selected 0}} + + {{/rollLess() selected 0}} + {{#rollGreater() selected 0}} + + + + {{#rollLess() roll attribute}} + + {{/rollLess() roll attribute}} + {{#rollTotal() roll attribute}} + + {{/rollTotal() roll attribute}} + {{#rollGreater() roll attribute}} + + {{/rollGreater() roll attribute}} + {{/rollGreater() selected 0}} +
    {{name}}
    {{character}} has failed to select an Attribute for this Ability
    Character: {{character}}
    Attribute: {{attribute}}
    Roll: {{roll}}
    Success!
    Success!
    Failure...
    +
    + + + + + + + {{#rollLess() roll attribute}} + + {{/rollLess() roll attribute}} + {{#rollTotal() roll attribute}} + + {{/rollTotal() roll attribute}} + {{#rollGreater() roll attribute}} + + {{/rollGreater() roll attribute}} +
    {{name}}
    Character: {{character}}
    Attribute: {{attribute}}
    Roll: {{roll}}
    Success!
    Success!
    Failure...
    +
    + + + + + + + {{#rollLess() roll attribute}} + + {{/rollLess() roll attribute}} + {{#rollTotal() roll attribute}} + + {{/rollTotal() roll attribute}} + {{#rollGreater() roll attribute}} + + {{/rollGreater() roll attribute}} +
    {{name}}
    Character: {{character}}
    Attribute: {{attribute}}
    Roll: {{roll}}
    Success!
    Success!
    Failure...
    +
    {{#rollLess() defense-type 0}} - - + + {{/rollLess() defense-type 0}} {{#rollGreater() defense-type 0}} - - - + + + {{#rollLess() defense-roll attribute1}} - {{#^rollWasFumble() defense-roll}}{{/^rollWasFumble() defense-roll}} - {{#rollWasFumble() defense-roll}} {{/rollWasFumble() defense-roll}} + {{#^rollWasFumble() defense-roll}}{{/^rollWasFumble() defense-roll}} + {{#rollWasFumble() defense-roll}} {{/rollWasFumble() defense-roll}} {{/rollLess() defense-roll attribute1}} {{#rollGreater() defense-roll attribute}} - {{#^rollWasCrit() defense-roll}}{{/^rollWasCrit() defense-roll}} - {{#rollWasCrit() defense-roll}}{{/rollWasCrit() defense-roll}} - {{#rollGreater() damage-taken 0 }}{{/rollGreater() damage-taken 0 }} - {{#rollLess() damage-taken 1}}{{/rollLess() damage-taken 1}} + {{#^rollWasCrit() defense-roll}}{{/^rollWasCrit() defense-roll}} + {{#rollWasCrit() defense-roll}}{{/rollWasCrit() defense-roll}} + {{#rollGreater() damage-taken 0 }}{{/rollGreater() damage-taken 0 }} + {{#rollLess() damage-taken 1}}{{/rollLess() damage-taken 1}} {{/rollGreater() defense-roll attribute}} {{/rollGreater() defense-type 0}}
    {{character-name}} negates extra damage{{#name}} using {{name}}{{/name}}
    Damage negated:{{damage-taken}}
    {{character-name}} negates extra damage{{#name}} using {{name}}{{/name}}
    Damage negated:{{damage-taken}}
    {{character-name}} defends{{#name}} using {{name}}{{/name}}
    Attribute: {{attribute}}
    Roll:{{defense-roll}}
    {{character-name}} defends{{#name}} with {{name}}{{/name}}
    Attribute:{{attribute}}
    Roll:{{defense-roll}}
    Enemy missed!
    Enemy critically missed!
    Enemy missed!
    Enemy critically missed!
    Enemy hit!
    Enemy critically hit!
    Damage negated:{{damage-taken}}
    Damage negated:0
    Enemy hit!
    Enemy critically hit!
    Damage negated: {{damage-taken}}
    Damage negated: 0
    @@ -813,23 +981,23 @@ {{#rollLess() attack-type 0}} - - + + {{/rollLess() attack-type 0}} {{#rollGreater() attack-type 0}} - - - + + + {{#rollLess() attack attribute1}} - {{#^rollWasFumble() attack}}{{/^rollWasFumble() attack}} - {{#rollWasFumble() attack}} {{/rollWasFumble() attack}} - {{#rollGreater() damage 0}}{{/rollGreater() damage 0}} + {{#^rollWasFumble() attack}}{{/^rollWasFumble() attack}} + {{#rollWasFumble() attack}} {{/rollWasFumble() attack}} + {{#rollGreater() damage 0}}{{/rollGreater() damage 0}} {{/rollLess() attack attribute1}} {{#rollGreater() attack attribute}} - {{#^rollWasCrit() attack}}{{/^rollWasCrit() attack}} - {{#rollWasCrit() attack}}{{/rollWasCrit() attack}} + {{#^rollWasCrit() attack}}{{/^rollWasCrit() attack}} + {{#rollWasCrit() attack}}{{/rollWasCrit() attack}} {{/rollGreater() attack attribute}} {{/rollGreater() attack-type 0}}
    {{character-name}} does extra damage {{#name}} using {{name}}{{/name}}
    Damage:{{damage}}
    {{character-name}} does extra damage {{#name}} with {{name}}{{/name}}
    Damage:{{damage}}
    {{character-name}} attacks{{#name}} using {{name}}{{/name}}
    Attribute{{attribute}}
    Roll:{{attack}}
    {{character-name}} attacks{{#name}} with {{name}}{{/name}}
    Attribute: {{attribute}}
    Roll: {{attack}}
    Attack hit!
    Attack critically hit!
    Damage:{{damage}} {{#rollWasFumble() attack}} + {{damage-crit}} {{/rollWasFumble() attack}}
    Attack hit!
    Attack critically hit!
    Damage: {{damage}} {{#rollWasFumble() attack}} + {{damage-crit}} {{/rollWasFumble() attack}}
    Attack missed!
    Attack critically missed!
    Attack missed!
    Attack critically missed!
    @@ -839,7 +1007,7 @@ var Sheet = Sheet || (function() { - var version= 0.1, + var version= 1.0, Debug = false, // convert weapon quality selector from numeric value to text qualitySwap = function() { @@ -938,4 +1106,4 @@ on("sheet:opened",function() {Sheet.checkForUpdate();}); on("change:recalc1",function() {Sheet.checkForUpdate();}); - + \ No newline at end of file diff --git a/Symbaroum/translation.json b/Symbaroum/translation.json index fa5c5a57a436..6165937a1f07 100644 --- a/Symbaroum/translation.json +++ b/Symbaroum/translation.json @@ -35,7 +35,7 @@ "defenses": "Defense", "description": "Description", "detailed-equipment-and-artifacts": "Detailed Equipment & Artifacts", - "dice-roll": "Rolls", + "dice-roll": "Roll", "discreet": "Discreet", "does-extra-damage": "does extra damage", "effect": "Effect", @@ -80,6 +80,7 @@ "rituals": "Rituals", "rituals-and-powers": "Rituals | Powers", "roll": "Roll", + "select": "Select", "short": "Short", "special": "Special", "strong": "Strong", @@ -98,15 +99,16 @@ "title-armors-impending-penalty": "Armor's impeding penalty", "title-attack-roll": "Attack roll for the weapon", "title-attribute-explanation": "Ability that determines a hit, usually Accurate", + "title-attribute-ability": "Attribute used for Ability Checks", "title-bond-to-player": "Bound to player", "title-bonus-to-attack-roll": "Bonus to attack roll", "title-bonus-to-damage": "Bonus to damage", "title-boon-action-type": "Boon action type", "title-boon-description": "Boon description", "title-boon-name": "Boon Name", - "title-burden-action-type": "Burden action type", - "title-burden-description": "Burden description", - "title-burden-name": "Burden Name", + "title-burden-action-type": "Burden action type", + "title-burden-description": "Burden description", + "title-burden-name": "Burden Name", "title-button-does-nothing": "What, you thought this button did something? It doesn't.", "title-character-background": "Explain where your character comes from and where he or she wants to go and accomplish.", "title-character-sheet": "Character Sheet", @@ -120,6 +122,7 @@ "title-item-quantity": "Item Quantity", "title-master": "Master", "title-novice": "Novice", + "title-power-attribute": "Attribute for Mystical Power", "title-power-description": "Power description", "title-powers-name": "Power's name", "title-ritual-description": "Ritual description", @@ -144,5 +147,6 @@ "unspent": "Unspent", "using": "using", "vigilant": "Vigilant", - "weapon-or-power": "Weapon or Power" + "weapon-or-power": "Weapon or Power", + "with": "with" } \ No newline at end of file diff --git a/Symbaroum/translations/af.json b/Symbaroum/translations/af.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/af.json +++ b/Symbaroum/translations/af.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/cs.json b/Symbaroum/translations/cs.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/cs.json +++ b/Symbaroum/translations/cs.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/da.json b/Symbaroum/translations/da.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/da.json +++ b/Symbaroum/translations/da.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/de.json b/Symbaroum/translations/de.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/de.json +++ b/Symbaroum/translations/de.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/el.json b/Symbaroum/translations/el.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/el.json +++ b/Symbaroum/translations/el.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/en.json b/Symbaroum/translations/en.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/en.json +++ b/Symbaroum/translations/en.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/es.json b/Symbaroum/translations/es.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/es.json +++ b/Symbaroum/translations/es.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/fr.json b/Symbaroum/translations/fr.json index e1f3e1727681..8cc49ba8ff3f 100644 --- a/Symbaroum/translations/fr.json +++ b/Symbaroum/translations/fr.json @@ -80,6 +80,7 @@ "rituals":"Rituels", "rituals-and-powers":"Rituels | Pouvoirs", "roll":"Dé bonus", + "select":"Select", "short":"Court", "special":"Spéciale", "strong":"Force", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Malus d'encombrement de l'armure", "title-attack-roll":"Jet de dégâts", "title-attribute-explanation":"Attribut utilisé pour l'attaque, généralement Précision", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Lié au joueur", "title-bonus-to-attack-roll":"Bonus d'Attaque", "title-bonus-to-damage":"Bonus aux dommages", @@ -120,6 +122,7 @@ "title-item-quantity":"Quantité", "title-master":"Maître", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Description du Pouvoir", "title-powers-name":"Nom du Pouvoir", "title-ritual-description":"Description du Rituel", @@ -144,5 +147,6 @@ "unspent":"Non utilisée", "using":"en utilisant", "vigilant":"Vigilance", - "weapon-or-power":"Arme ou Pouvoir" + "weapon-or-power":"Arme ou Pouvoir", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/he.json b/Symbaroum/translations/he.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/he.json +++ b/Symbaroum/translations/he.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/it.json b/Symbaroum/translations/it.json index 88b244872a39..bec8e57a69d1 100644 --- a/Symbaroum/translations/it.json +++ b/Symbaroum/translations/it.json @@ -1,148 +1,152 @@ { - "abilities":"Abilities", - "accurate":"Accurate", - "active":"Active", - "armor-or-power":"Armor or Power", - "attack":"Attack", - "attack-critically-hit":"Attack critically hit", - "attack-critically-missed":"Attack critically missed", - "attack-hit":"Attack Hit", - "attack-missed":"Attack missed", - "attacks":"Attacks", - "attacks-chat":"attacks", - "attribute":"Attribute", - "balanced":"Balanced", - "blunt":"Blunt", - "bonus-damage-abbrv":"Bonus dmg", - "bonus-defense-abbrv":"Bonus def", - "bonuses-and-advantages":"Bonuses/Disadvantages", - "bonuses-and-disadvantages":"Bonuses/Disadvantages", - "boons":"Boons", - "burdens":"Burdens", - "character":"Character", - "character-background":"Character Background", - "corruption":"Corruption", - "cumbersome":"Cumbersome", - "cunning":"Cunning", - "currency-orteg":"Orteg", - "currency-shilling":"Shilling", - "currency-thaler":"Thaler", - "current":"Current", - "damage":"Damage", - "damage-negated":"Damage negated", - "deep-impact":"Deep Impact", - "defends":"defends", - "defenses":"Defense", - "description":"Description", - "detailed-equipment-and-artifacts":"Detailed Equipment & Artifacts", - "dice-roll":"Rolls", - "discreet":"Discreet", - "does-extra-damage":"does extra damage", - "effect":"Effect", - "enemy-critically-hit":"Enemy critically hit", - "enemy-critically-missed":"Enemy critically missed", - "enemy-hit":"Enemy hit", - "enemy-missed":"Enemy missed", - "equipment-and-biography":"Equipment | Bio", - "experience-abbrv":"Exp", - "flexible":"Flexible", - "free":"Free", - "friends":"Friends", - "friends-name":"Friend Name", - "friends-occupation":"Friend Occupation", - "friends-race":"Friend Race", - "group":"Group", - "group-goal":"Group Goal", - "group-name":"Group Name", - "impede":"Impede", - "item-name":"Item Name", - "items":"Items", - "jointed":"Jointed", - "long":"Long", + "abilities":"Abilità", + "accurate":"Precisione", + "active":"Attivo", + "armor-or-power":"Armatura o Potere", + "attack":"Attacco", + "attack-critically-hit":"Attacco colpo critico", + "attack-critically-missed":"Attacco colpo maldestro", + "attack-hit":"Attacco colpito", + "attack-missed":"Attacco mancato", + "attacks":"Attacchi", + "attacks-chat":"Attacchi", + "attribute":"Attributi", + "balanced":"Bilanciato", + "blunt":"Penetrante", + "bonus-damage-abbrv":"Bonus danno", + "bonus-defense-abbrv":"Bonus dif", + "bonuses-and-advantages":"Bonus/Vantaggi", + "bonuses-and-disadvantages":"Bonus/Svantaggi", + "boons":"Vantaggi", + "burdens":"Malus", + "character":"Personaggio", + "character-background":"Storia Personaggio", + "corruption":"Corruzione", + "cumbersome":"Ingombro", + "cunning":"Astuzia", + "currency-orteg":"Orteghi", + "currency-shilling":"Scellini", + "currency-thaler":"Talleri", + "current":"Attuale", + "damage":"Danno", + "damage-negated":"Danno assorbito", + "deep-impact":"Impatto profondo", + "defends":"Difende", + "defenses":"Difese", + "description":"Descrizione", + "detailed-equipment-and-artifacts":"Equipaggiamentot & Artefatti", + "dice-roll":"Tiri", + "discreet":"Furtività", + "does-extra-damage":"infligge danno extra", + "effect":"Effetti", + "enemy-critically-hit":"Nemico effettua colpo critico", + "enemy-critically-missed":"Nemico effettua colpo maldestro", + "enemy-hit":"Nemico colpisce", + "enemy-missed":"Nemico manca", + "equipment-and-biography":"Equipaggiamento | Biografia", + "experience-abbrv":"Px", + "flexible":"Flessibile", + "free":"Gratis", + "friends":"Amici", + "friends-name":"Nomi amici", + "friends-occupation":"Occupazione amici", + "friends-race":"Razza amici", + "group":"Gruppo", + "group-goal":"Obiettivo del Gruppo", + "group-name":"Nome del Gruppo", + "impede":"Impedimento", + "item-name":"Nome oggetto", + "items":"Oggetti", + "jointed":"Unito", + "long":"Lunga", "maximum-abbrv":"Max", - "mystical-powers":"Mystical Powers", - "name":"Name", - "negates-extra-damage":"negates extra damage", - "negation":"Negation", - "occupation":"Occupation", - "pain-threshold-abbrv":"Pain thresh.", - "passive":"Passive", + "mystical-powers":"Poteri Mistici", + "name":"Nome", + "negates-extra-damage":"danno extra assorbito", + "negation":"Assorbimento", + "occupation":"Occupazione", + "pain-threshold-abbrv":"Soglia dolore", + "passive":"Passivo", "permanent-abbrv":"Perm.", - "persuasive":"Persuasive", - "player":"Player", - "precise":"Precise", - "quality":"Quality", - "quick":"Quick", - "quote":"Quote", - "race":"Race", - "reactive":"Reactive", - "resolute":"Resolute", - "rituals":"Rituals", - "rituals-and-powers":"Rituals | Powers", - "roll":"Roll", - "short":"Short", - "special":"Special", - "strong":"Strong", + "persuasive":"Persuasione", + "player":"Giocatore", + "precise":"Precisione", + "quality":"Qualità", + "quick":"Rapidità", + "quote":"Citazione", + "race":"Razza", + "reactive":"Reattivo", + "resolute":"tenacia", + "rituals":"Rituali", + "rituals-and-powers":"Rituali | Poteri", + "roll":"Tira", + "select":"Select", + "short":"Corta", + "special":"Speciale", + "strong":"Vigore", "temporary-abbrv":"Temp.", - "temporary-corruption":"Temp Corruption", - "temporary-corruption-abbrv":"Temp Corruption", - "threshold":"Threshold", - "title-ability-action-type":"Ability action type", - "title-ability-description":"Ability description", - "title-ability-name":"Ability Name", - "title-ability-that-determines-defense":"Ability that determines defense, usually Quick", - "title-adept":"Adept", - "title-any-bonus-to-defense":"Any bonus to defense, including shields", - "title-armor-or-power-explanation":"Armor the character is wearing, or Power used to defend", - "title-armor-quality":"Flexible, Cumbersome, etc.", - "title-armors-impending-penalty":"Armor's impeding penalty", - "title-attack-roll":"Attack roll for the weapon", - "title-attribute-explanation":"Ability that determines a hit, usually Accurate", - "title-bond-to-player":"Bound to player", - "title-bonus-to-attack-roll":"Bonus to attack roll", - "title-bonus-to-damage":"Bonus to damage", - "title-boon-action-type":"Boon action type", - "title-boon-description":"Boon description", - "title-boon-name":"Boon Name", - "title-burden-action-type":"Burden action type", - "title-burden-description":"Burden description", - "title-burden-name":"Burden Name", - "title-button-does-nothing":"What, you thought this button did something? It doesn't.", - "title-character-background":"Explain where your character comes from and where he or she wants to go and accomplish.", - "title-character-sheet":"Character Sheet", - "title-choose-dice-and-roll":"Pick a dice value (to the right) and hit this button to roll", - "title-damage-negated":"Damage negated due to an ability", - "title-damage-reduction":"Any damage reduction from skills or items", - "title-defense-armor":"Defense roll for the armor", - "title-equipment-group-and-friends":"Equipment, Group, and Friends", - "title-extra-damage-roll":"Extra damage roll due to an ability", - "title-item-name":"Item Name", - "title-item-quantity":"Item Quantity", - "title-master":"Master", - "title-novice":"Novice", - "title-power-description":"Power description", - "title-powers-name":"Power's name", - "title-ritual-description":"Ritual description", - "title-ritual-name":"Ritual name", - "title-rituals-and-powers":"Rituals and Powers", - "title-standard-equipment":"Standard Equipment", - "title-temporary-corruption-when-equipment-is-used":"Temporary Corruption when equipment or artifacts is used", - "title-temporary-corruption-when-power-is-used":"Temporary Corruption when power is used", - "title-temporary-corruption-when-ritual-is-used":"Temporary Corruption when ritual is used", - "title-trait-action-type":"Trait action type", - "title-trait-description":"Trait description", - "title-trait-name":"Trait Name", - "title-traits-and-abilities":"Traits and Abilities", - "title-use-attack":"Use attack!", - "title-weapon-or-power-used":"Weapon or power used in attack", - "title-weapon-quality":"Balanced, Blunt, Deep Impact, Jointed, Long, Precise, Short, etc.", - "title-worn-armor-or-power":"Armor the character is wearing, or Power used to defend", - "total":"Total", - "toughness":"Toughness", - "traits":"Traits", - "traits-and-abilities":"Traits | Abilities", - "unspent":"Unspent", - "using":"using", - "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "temporary-corruption":"Corruzione Temporanea", + "temporary-corruption-abbrv":"Corruzione Temp.", + "threshold":"Soglia", + "title-ability-action-type":"Abilità tipo azione", + "title-ability-description":"Abilità descrizione", + "title-ability-name":"Abilità Nome", + "title-ability-that-determines-defense":"Abilità in difesa, solitamente rapidità", + "title-adept":"Adepto", + "title-any-bonus-to-defense":"ogni bonus alla difesa, inclusi scudi", + "title-armor-or-power-explanation":"Armotura indossata, or potere usato in difesa", + "title-armor-quality":"Flessibile, Ingombrante, etc.", + "title-armors-impending-penalty":"Penalità armatura", + "title-attack-roll":"Tiro attacco per arma", + "title-attribute-explanation":"Abilità in attacco, disolito Precisione", + "title-attribute-ability":"Attribute used for Ability Checks", + "title-bond-to-player":"Legato al Giocatore", + "title-bonus-to-attack-roll":"Bonus attacco", + "title-bonus-to-damage":"Bonus danno", + "title-boon-action-type":"Vantaggio tipo di azione", + "title-boon-description":"vantaggio descrizione", + "title-boon-name":"vantaggio Nome", + "title-burden-action-type":"Malus tipo di azione", + "title-burden-description":"malus descrizione", + "title-burden-name":"malus Nome", + "title-button-does-nothing":"Cosa, hai pensato che questo pulsante abbia fatto qualcosa? Non lo fa!", + "title-character-background":"Spiega da dove viene il personaggio e quali sono i suoi obiettivi", + "title-character-sheet":"Scheda personaggio", + "title-choose-dice-and-roll":"Seleziona un valore di dadi (a destra) e premi questo pulsante per tirare", + "title-damage-negated":"Danni negati a causa di una capacità", + "title-damage-reduction":"Qualsiasi riduzione di danni da abilità o oggetti", + "title-defense-armor":"Tiro difesa per armatura", + "title-equipment-group-and-friends":"equipaggiamento, Gruppo, e Amici", + "title-extra-damage-roll":"Tira una dado danno estra a causa di un'abilità", + "title-item-name":"Nome oggetto", + "title-item-quantity":"Qualità oggetto", + "title-master":"Maestro", + "title-novice":"Novizio", + "title-power-attribute":"Attribute for Mystical Power", + "title-power-description":"Descrizione potere", + "title-powers-name":"Nome potere", + "title-ritual-description":"Descrizione rituale", + "title-ritual-name":"Nome rituale", + "title-rituals-and-powers":"Rituali e Poteri", + "title-standard-equipment":"Equipaggiamento standard", + "title-temporary-corruption-when-equipment-is-used":"Corruzione Temporanea quando si usa un oggetto o un artefatto", + "title-temporary-corruption-when-power-is-used":"Corruzione Temporanea quando si usa un Potere", + "title-temporary-corruption-when-ritual-is-used":"Corruzione Temporanea quando si usa un Rituale", + "title-trait-action-type":"Tipo di azione Tratto", + "title-trait-description":"Tratto descrizione", + "title-trait-name":"Nome Tratto", + "title-traits-and-abilities":"Tratti e Abilità", + "title-use-attack":"Usa Attacco!", + "title-weapon-or-power-used":"Arma o Potere usato in Attacco", + "title-weapon-quality":"Bilanciata, Smussata, Penetrante, Snodata, Lunga, Precisa, Corta, etc.", + "title-worn-armor-or-power":"Armatura che il personaggio sta indossando, o Potere usato in difesa", + "total":"Totale", + "toughness":"Resistenza", + "traits":"Tratti", + "traits-and-abilities":"Tratti | Abilità", + "unspent":"Da spendere", + "using":"utilizzati", + "vigilant":"Attenzione", + "weapon-or-power":"Arma o Potere", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/ja.json b/Symbaroum/translations/ja.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/ja.json +++ b/Symbaroum/translations/ja.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/ko.json b/Symbaroum/translations/ko.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/ko.json +++ b/Symbaroum/translations/ko.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/nl.json b/Symbaroum/translations/nl.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/nl.json +++ b/Symbaroum/translations/nl.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/pt.json b/Symbaroum/translations/pt.json index 8088d5c57648..e47713adabef 100644 --- a/Symbaroum/translations/pt.json +++ b/Symbaroum/translations/pt.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Nome do poder", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/ru.json b/Symbaroum/translations/ru.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/ru.json +++ b/Symbaroum/translations/ru.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/sv.json b/Symbaroum/translations/sv.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/sv.json +++ b/Symbaroum/translations/sv.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/tr.json b/Symbaroum/translations/tr.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/tr.json +++ b/Symbaroum/translations/tr.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/zh.json b/Symbaroum/translations/zh.json index 88b244872a39..3bf2ad428d0f 100644 --- a/Symbaroum/translations/zh.json +++ b/Symbaroum/translations/zh.json @@ -80,6 +80,7 @@ "rituals":"Rituals", "rituals-and-powers":"Rituals | Powers", "roll":"Roll", + "select":"Select", "short":"Short", "special":"Special", "strong":"Strong", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"Armor's impeding penalty", "title-attack-roll":"Attack roll for the weapon", "title-attribute-explanation":"Ability that determines a hit, usually Accurate", + "title-attribute-ability":"Attribute used for Ability Checks", "title-bond-to-player":"Bound to player", "title-bonus-to-attack-roll":"Bonus to attack roll", "title-bonus-to-damage":"Bonus to damage", @@ -120,6 +122,7 @@ "title-item-quantity":"Item Quantity", "title-master":"Master", "title-novice":"Novice", + "title-power-attribute":"Attribute for Mystical Power", "title-power-description":"Power description", "title-powers-name":"Power's name", "title-ritual-description":"Ritual description", @@ -144,5 +147,6 @@ "unspent":"Unspent", "using":"using", "vigilant":"Vigilant", - "weapon-or-power":"Weapon or Power" + "weapon-or-power":"Weapon or Power", + "with":"with" } \ No newline at end of file diff --git a/Symbaroum/translations/zu.json b/Symbaroum/translations/zu.json index d3c613c5175b..251f45d2c15f 100644 --- a/Symbaroum/translations/zu.json +++ b/Symbaroum/translations/zu.json @@ -35,7 +35,7 @@ "defenses":"crwdns36856:0crwdne36856:0", "description":"crwdns36857:0crwdne36857:0", "detailed-equipment-and-artifacts":"crwdns36858:0crwdne36858:0", - "dice-roll":"crwdns36859:0crwdne36859:0", + "dice-roll":"crwdns56992:0crwdne56992:0", "discreet":"crwdns36860:0crwdne36860:0", "does-extra-damage":"crwdns36861:0crwdne36861:0", "effect":"crwdns36862:0crwdne36862:0", @@ -80,6 +80,7 @@ "rituals":"crwdns36901:0crwdne36901:0", "rituals-and-powers":"crwdns36902:0crwdne36902:0", "roll":"crwdns36903:0crwdne36903:0", + "select":"crwdns56993:0crwdne56993:0", "short":"crwdns36904:0crwdne36904:0", "special":"crwdns36905:0crwdne36905:0", "strong":"crwdns36906:0crwdne36906:0", @@ -98,6 +99,7 @@ "title-armors-impending-penalty":"crwdns36919:0crwdne36919:0", "title-attack-roll":"crwdns36920:0crwdne36920:0", "title-attribute-explanation":"crwdns36921:0crwdne36921:0", + "title-attribute-ability":"crwdns56994:0crwdne56994:0", "title-bond-to-player":"crwdns36922:0crwdne36922:0", "title-bonus-to-attack-roll":"crwdns36923:0crwdne36923:0", "title-bonus-to-damage":"crwdns36924:0crwdne36924:0", @@ -120,6 +122,7 @@ "title-item-quantity":"crwdns36941:0crwdne36941:0", "title-master":"crwdns36942:0crwdne36942:0", "title-novice":"crwdns36943:0crwdne36943:0", + "title-power-attribute":"crwdns56995:0crwdne56995:0", "title-power-description":"crwdns36944:0crwdne36944:0", "title-powers-name":"crwdns36945:0crwdne36945:0", "title-ritual-description":"crwdns36946:0crwdne36946:0", @@ -144,5 +147,6 @@ "unspent":"crwdns36965:0crwdne36965:0", "using":"crwdns36966:0crwdne36966:0", "vigilant":"crwdns36967:0crwdne36967:0", - "weapon-or-power":"crwdns36968:0crwdne36968:0" + "weapon-or-power":"crwdns36968:0crwdne36968:0", + "with":"crwdns56996:0crwdne56996:0" } \ No newline at end of file diff --git a/TailsOfEquestria/.gitignore b/TailsOfEquestria/.gitignore new file mode 100644 index 000000000000..3c3629e647f5 --- /dev/null +++ b/TailsOfEquestria/.gitignore @@ -0,0 +1 @@ +node_modules diff --git a/TailsOfEquestria/GruntFile.js b/TailsOfEquestria/GruntFile.js new file mode 100644 index 000000000000..bbd64339ae69 --- /dev/null +++ b/TailsOfEquestria/GruntFile.js @@ -0,0 +1,48 @@ +module.exports = function(grunt) { + grunt.initConfig({ + less: { + default: { + files: { + 'sheet.css': 'less/index.less' + } + } + }, + pug: { + default: { + files: { + 'sheet.html': 'pug/index.pug' + }, + options: { + pretty: true + } + } + }, + 'string-replace': { + default: { + files: { + 'sheet.css': 'sheet.css' + }, + options: { + replacements: [ + { + pattern: /,\n/g, + replacement: ', ' + }, + { + pattern: /\.((?!charsheet)[^ .\n]+)(?=.+\{)/g, + replacement: function(match, p1) { + return '.sheet-' + p1; + } + } + ] + } + } + } + }); + + grunt.loadNpmTasks('grunt-contrib-less'); + grunt.loadNpmTasks('grunt-contrib-pug'); + grunt.loadNpmTasks('grunt-string-replace'); + + grunt.registerTask('default', ['less', 'pug', 'string-replace']); +}; diff --git a/TailsOfEquestria/README.md b/TailsOfEquestria/README.md new file mode 100644 index 000000000000..3fb035a6143d --- /dev/null +++ b/TailsOfEquestria/README.md @@ -0,0 +1,4 @@ +# Tails of Equestria + +This character sheet is for Tails of Equestria, the officially licensed +My Little Pony: Friendship is Magic roleplaying game. diff --git a/TailsOfEquestria/js/worker.js b/TailsOfEquestria/js/worker.js new file mode 100644 index 000000000000..0ed6e5e41428 --- /dev/null +++ b/TailsOfEquestria/js/worker.js @@ -0,0 +1,101 @@ +/** + * Forces an update on a list of numerical fields, also making sure that + * any undefined fields are set to 0. + * @param {string[]} attrs + * @param {function} cb + */ +function forceUpdate(attrs, cb) { + parseAttrs(attrs, values => { + let tempValues = {}; + _.each(attrs, attr => { + tempValues[attr] = -9999; + }); + setAttrs(tempValues); + setAttrs(values); + }); +} + + +function onChange(attrs, cb) { + attrs = _.map(attrs, attr => { + return 'change:' + attr; + }).join(' '); + on(attrs, cb); +} + +function onChangeParse(attrs, cb) { + onChange(attrs, () => { + parseAttrs(attrs, cb); + }); +} + +/** + * Gets the specified attributes and parses them as an integer or 0. + */ +function parseAttrs(attrs, cb) { + getAttrs(attrs, function(values) { + _.each(attrs, function(attr) { + if(_.isUndefined(values[attr])) + values[attr] = 0; + else if(!isNaN(values[attr])) + values[attr] = parseInt(values[attr]); + }); + cb(values); + }); +} + +function updateCutieMarkTalent() { + var prefix = 'talent_cutieMark'; + _updateTalents(prefix); +} + +function updateTalents() { + updateCutieMarkTalent(); + + getSectionIDs('repeating_talents', ids => { + _.each(ids, id => { + var prefix = 'repeating_talents_' + id; + _updateTalents(prefix); + }); + }); +} + +function _updateTalents(prefix) { + parseAttrs([prefix + '_dice', prefix + '_trait', 'body', 'mind', 'charm'], values => { + var talentDice = values[prefix + '_dice']; + var trait = values[prefix + '_trait']; + var traitDice = values[trait]; + + if(talentDice === 'null' || !traitDice) + setAttrs({ + [prefix + '_equation']: 0 + }); + else { + var traitDice = values[trait]; + setAttrs({ + [prefix + '_equation']: `{${talentDice},${traitDice}}k1` + }); + } + }); +} + +// Change events + +on('change:repeating_talents', evt => { + updateTalents(); +}); + +onChange(['talent_cutieMark_dice', 'talent_cutieMark_trait'], () => { + updateCutieMarkTalent(); +}); + +onChange(['body', 'mind', 'charm'], () => { + updateTalents(); +}); + +on('sheet:opened', () => { + setAttrs({ + character_sheet: 'TailsOfEquestria v1.1.1' + }); + updateTalents(); +}); diff --git a/TailsOfEquestria/less/colors.less b/TailsOfEquestria/less/colors.less new file mode 100644 index 000000000000..c989a101aaa9 --- /dev/null +++ b/TailsOfEquestria/less/colors.less @@ -0,0 +1,5 @@ +@fontColor: #5e3dba; +@twilightColor: #DECFE1; +@pinkieColor: #F9B6DD; +@dashieColor: #B3E7EF; +@flutterColor: #FAD1E4; diff --git a/TailsOfEquestria/less/fields.less b/TailsOfEquestria/less/fields.less new file mode 100644 index 000000000000..240fef7a1a4b --- /dev/null +++ b/TailsOfEquestria/less/fields.less @@ -0,0 +1,163 @@ +@import "colors.less"; + +input { + border: none; + box-shadow: none; + + &[type=number]::-webkit-inner-spin-button, &[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; + } +} + +label { + color: @fontColor; +} + +select { + box-shadow: none; + height: auto; + line-height: 18px; + margin-bottom: 0; + -moz-appearance: none; + -webkit-appearance: none; +} + +textarea { + background: linear-gradient(to bottom, transparent, transparent 17px, @fontColor); + background-attachment: local; + background-size: 1px 18px; + border: none; + box-shadow: none; + color: @fontColor; + padding: 0; + resize: none; +} + +.labelledAbove { + display: inline-block; + + label { + font-size: 0.8em; + margin-bottom: 0; + padding-top: 0.5em; + } +} + +.labelledBoxH { + background: #aaa; + display: inline-block; + overflow: hidden; + + & > label { + display: inline; + font-weight: bold; + padding: 0 0.25em; + vertical-align: middle; + } + + & > .inner { + display: inline-block; + float: right; + vertical-align: middle; + + & > * { + vertical-align: middle; + } + + .fraction { + display: inline-block; + + input { + border: none; + display: inline; + } + } + } +} + +.labelledBoxV { + background: #aaa; + display: inline-block; + overflow: hidden; + + & > label { + display: inline-block; + font-weight: bold; + margin: 0; + padding: 0; + text-align: center; + } + + & > .inner { + text-align: center; + width: 100%; + + input { + text-align: center; + width: 100%; + } + + .fraction { + display: inline-block; + + input { + border: none; + display: inline; + } + } + } +} + +.labelledUnderlined { + display: inline-block; + margin-bottom: 1em; + min-width: 0.45in; + position: relative; + + label { + position: absolute; + font-size: 0.75em; + line-height: 0.75em; + top: 110%; + } + + .inner { + border-bottom: dotted 1px @fontColor; + width: 100%; + + input { + border: none; + border-radius: 0; + padding-bottom: 0; + width: 100%; + } + + select { + border: none; + border-radius: 0; + padding-bottom: 0; + width: 100%; + } + + .readOnlyBox { + padding: 0; + padding-top: initial; + width: 100%; + } + } +} + +.mathOperator { + display:inline-block; + margin-bottom: 0.5em; + padding-left: 0.25em; + padding-right: 0.25em; +} + +.readOnlyBox { + background: #ddd; + display: inline-block; + padding: 4px; + width: 3.5em; +} diff --git a/TailsOfEquestria/less/index.less b/TailsOfEquestria/less/index.less new file mode 100644 index 000000000000..16adf339d375 --- /dev/null +++ b/TailsOfEquestria/less/index.less @@ -0,0 +1,51 @@ +@import "colors.less"; +@import "rolltemplate.less"; + +.charsheet { + background: #fff; + color: @fontColor; + width: 8in; + + @import "fields.less"; + @import "main.less"; + + h1 { + color: @fontColor; + } + + .centeredH { + text-align: center; + } + + .centeredV > * { + vertical-align: middle; + } + + .floatLeft { + float: left; + } + + .floatRight { + float: right; + } + + .inlineBlock { + display: inline-block; + } + + .top { + height: 2.6in; + overflow: hidden; + position: relative; + width: 8in; + + .mask { + height: 1in; + left: 0; + position: absolute; + top: 1.65in; + width: 100%; + background: linear-gradient(fade(#fff, 0%), #fff); + } + } +} diff --git a/TailsOfEquestria/less/main.less b/TailsOfEquestria/less/main.less new file mode 100644 index 000000000000..ae6ae1219590 --- /dev/null +++ b/TailsOfEquestria/less/main.less @@ -0,0 +1,351 @@ +@import "colors.less"; + +.main-container { + border: solid 5px #ea60e1; + border-radius: 0.25in; + padding: 1em; + position: relative; + + & > div { + margin-bottom: 0.2in; + } + + .bio { + background: @twilightColor; + border-radius: 0.1in; + display: inline-block; + padding: 1em; + width: 5in; + + .labelledUnderlined { + display: block; + font-size: 2em; + margin-bottom: 0.5em; + width: 100%; + + label { + display: inline-block; + line-height: 1em; + margin: 0; + position: relative; + text-align: right; + width: 1.5in; + } + + .inner { + display: inline-block; + width: auto; + + input, select { + background: transparent; + color: @fontColor; + font-size: 0.7em; + padding: 0; + width: 3in; + } + } + } + } + + .explodingHooves { + h1 { + display: inline-block; + font-size: 1.5em; + vertical-align: middle; + } + + .explodingHoof { + background: @dashieColor; + border-radius: 0.1in; + display: inline-block; + transition: background 0.5s; + + button { + background: transparent; + border: none; + font-size: 3em; + font-weight: bold; + height: 0.5in; + width: 0.5in; + } + + &:hover { + background: darken(@dashieColor, 20%); + } + + &:nth-of-type(1) button::before { + font-family: dicefontd4; + content: "l"; + } + + &:nth-of-type(2) button::before { + font-family: dicefontd6; + content: "l"; + } + + &:nth-of-type(3) button::before { + font-family: dicefontd8; + content: "h"; + } + + &:nth-of-type(4) button::before { + font-family: dicefontd10; + content: "j"; + } + + &:nth-of-type(5) button::before { + font-family: dicefontd12; + content: "l"; + } + } + } + + .friendshipTokens { + background: #f226e4; + border-radius: 0.75in; + display: inline-block; + height: 1.5in; + position: absolute; + right: 1em; + top: 1em; + width: 1.5in; + + h1 { + color: #fff; + font-size: 1.75em; + + span { + height: 100%; + position: absolute; + text-align: center; + transform-origin: center; + width: 100%; + + &:nth-of-type(1) { + transform: rotate(-63deg); + } + &:nth-of-type(2) { + transform: rotate(-49deg); + } + &:nth-of-type(3) { + transform: rotate(-35deg); + } + &:nth-of-type(4) { + transform: rotate(-21deg); + } + &:nth-of-type(5) { + transform: rotate(-7deg); + } + &:nth-of-type(6) { + transform: rotate(7deg); + } + &:nth-of-type(7) { + transform: rotate(21deg); + } + &:nth-of-type(8) { + transform: rotate(35deg); + } + &:nth-of-type(9) { + transform: rotate(49deg); + } + &:nth-of-type(10) { + transform: rotate(63deg); + } + } + } + + input { + background: transparent; + color: #fff; + font-size: 5em; + left: 50%; + position: absolute; + text-align: center; + top: 50%; + transform: translate(-50%, -50%); + } + } + + .quirks { + background: @twilightColor; + border-radius: 0.1in; + padding: 1em; + + h1 { + color: @fontColor; + font-size: 2em; + } + + .quirk { + & > label { + display: inline-block; + margin-bottom: 0; + margin-top: 0.25em; + vertical-align: middle; + width: 0.3in; + } + + input { + background: transparent; + color: @fontColor; + } + + .labelledUnderlined:nth-of-type(2) { + width: 4.5in; + } + } + } + + .stamina { + background: @pinkieColor; + border-radius: 0.1in; + display: inline-block; + height: 0.6in; + padding: 1em; + vertical-align: middle; + + h1 { + color: @fontColor; + display: inline-block; + font-size: 2em; + line-height: 0.6in; + vertical-align: middle; + } + + .fraction { + display: inline-block; + + input { + background: transparent; + border-bottom: dotted 1px @fontColor; + color: @fontColor; + font-size: 2em; + padding: 0; + text-align: center; + width: 2em; + } + + span { + font-size: 2em; + vertical-align: middle; + } + } + } + + .talents { + background: @dashieColor; + border-radius: 0.1in; + padding: 1em; + + h1 { + color: @fontColor; + font-size: 2em; + } + + .talent { + background: @dashieColor; + border-radius: 0.1in; + padding: 0.25em; + position: relative; + transition: background 0.5s; + width: 7in; + + &:hover { + background: darken(@dashieColor, 20%); + } + + & > label { + display: inline-block; + margin-bottom: 0; + margin-top: 0.5em; + vertical-align: middle; + width: 0.3in; + } + + button { + background: darken(@dashieColor, 20%); + height: 100%; + left: 0; + opacity: 0; + position: absolute; + top: 0; + width: 100%; + } + + input, select { + background: transparent; + color: @fontColor; + } + + .labelledUnderlined:nth-of-type(4) { + width: 3.5in; + } + } + } + + .traits { + display: inline-block; + vertical-align: middle; + + .trait { + background: #aaa; + border-radius: 0.1in; + display: inline-block; + height: 0.6in; + padding: 1em; + position: relative; + transition: background 0.5s; + width: 0.8in; + + button { + height: 100%; + left: 0; + opacity: 0; + position: absolute; + top: 0; + width: 100%; + } + + label { + font-size: 2em; + text-align: center; + } + + select { + background: transparent; + border: none; + color: @fontColor; + font-size: 1.75em; + left: 50%; + position: absolute; + top: 50%; + transform: translateX(-50%); + width: 0.75in; + } + + &.body { + background: @dashieColor; + + &:hover { + background: darken(@dashieColor, 10%); + } + } + + &.mind { + background: @twilightColor; + + &:hover { + background: darken(@twilightColor, 10%); + } + } + + &.charm { + background: @flutterColor; + + &:hover { + background: darken(@flutterColor, 10%); + } + } + } + } +} diff --git a/TailsOfEquestria/less/rolltemplate.less b/TailsOfEquestria/less/rolltemplate.less new file mode 100644 index 000000000000..eb2cb14bb4f3 --- /dev/null +++ b/TailsOfEquestria/less/rolltemplate.less @@ -0,0 +1,31 @@ +@tplBorderColor: #7e3fc1; + +.rolltemplate-toe { + table { + background: #fff; + border: solid 2px @tplBorderColor; + border-collapse: separate; + border-radius: 1em; + overflow: hidden; + width: 100%; + + thead th { + background: @tplBorderColor; + color: #fff; + padding: 0.5em 1em; + } + + tbody { + text-align: center; + + td { + padding: 0.5em 0; + } + + .notes { + font-size: 0.8em; + font-style: italic; + } + } + } +} diff --git a/TailsOfEquestria/package.json b/TailsOfEquestria/package.json new file mode 100644 index 000000000000..6d979db005f8 --- /dev/null +++ b/TailsOfEquestria/package.json @@ -0,0 +1,9 @@ +{ + "name": "TailsOfEquestria", + "devDependencies": { + "grunt": "^1.0.1", + "grunt-contrib-less": "^1.4.0", + "grunt-contrib-pug": "^1.0.0", + "grunt-string-replace": "^1.3.0" + } +} diff --git a/TailsOfEquestria/pug/fields.pug b/TailsOfEquestria/pug/fields.pug new file mode 100644 index 000000000000..b96bbe35b0b3 --- /dev/null +++ b/TailsOfEquestria/pug/fields.pug @@ -0,0 +1,74 @@ +mixin fraction(name) + .fraction + input(type='number', name='attr_' + name) + span / + input(type='number', name='attr_' + name + '_max') + +mixin input(type, name) + input(type=type, name='attr_' + name, placeholder=attributes.placeholder, style=attributes.style, value=attributes.value) + +mixin labelledAbove(label) + .labelledAbove(style=attributes.style) + label= label + .inner: block + +mixin labelledBoxH(label) + .labelledBoxH(class=attributes.class, style=attributes.style) + label= label + .inner: block + +mixin labelledBoxV(label) + .labelledBoxV(class=attributes.class, style=attributes.style) + label= label + .inner: block + + +mixin labelledUnderlined(label) + .labelledUnderlined(style=attributes.style) + label= label + .inner: block + +mixin option(view, value, isSelected) + - + if(!value) + value = view; + option(value=value, selected=isSelected)= view + +mixin readOnlyBox(name) + .readOnlyBox(style=attributes.style): span(name='attr_' + name) + input(type='hidden', name='attr_' + name) + +mixin repeating(name) + fieldset(class='repeating_' + name) + block + +mixin rollButton(attr, notes) + - + var tpl = '&{template:toe} {{charName=@{character_name}}} {{attr=' + attr + '}} {{result=[[@{' + attr + '}]]}}'; + if(notes) + tpl += '{{notes=@{' + notes + '}}}'; + button(type='roll', value=tpl) + +mixin select(name) + select(name='attr_' + name, style=attributes.style) + block + +mixin selectDice(name) + +select(name)(style=attributes.style) + +option('none', 'null', true) + +option('d4') + +option('d6') + +option('d8') + +option('d10') + +option('d12') + +option('d20') + +mixin selectTrait(name) + +select(name)(style=attributes.style) + +option('none', 'null', true) + +option('body') + +option('mind') + +option('charm') + +mixin textarea(name) + textarea(name='attr_' + name, style=attributes.style, placeholder=attributes.placeholder) diff --git a/TailsOfEquestria/pug/index.pug b/TailsOfEquestria/pug/index.pug new file mode 100644 index 000000000000..85bdf8078eb9 --- /dev/null +++ b/TailsOfEquestria/pug/index.pug @@ -0,0 +1,129 @@ +include fields.pug + ++input('hidden', 'character_sheet')(value='TailsOfEquestria', style='display: none;') + +.top + img(src='http://ninjadivision.com/wp-content/uploads/2017/02/MLP-Website-Header-900x325.jpg') + .mask +.main-container + div + .bio + +labelledUnderlined('Pony Name:'): +input('text', 'character_name') + +labelledUnderlined('Player Name:'): +input('text', 'player_name') + +labelledUnderlined('Pony Type:'): +input('text', 'race') + +labelledUnderlined('Level:'): +input('number', 'level') + +labelledUnderlined('Element of Harmony:'): +select('elementOfHarmony') + +option('generosity') + +option('honesty') + +option('kindness') + +option('laughter') + +option('loyalty') + +option('magic') + +option('other') + .friendshipTokens + h1 + span F + span R + span I + span E + span N + span D + span S + span H + span I + span P + +input('number', 'friendshipTokens')(value='0') + div + .stamina + h1 Stamina: + +fraction('stamina') + .traits + .trait.body + label Body + +rollButton('body') + +selectDice('body') + .trait.mind + label Mind + +rollButton('mind') + +selectDice('mind') + .trait.charm + label Charm + +rollButton('charm') + +selectDice('charm') + + div.explodingHooves + h1 Exploding Hoof Dice: + - + var exd12 = '1d11, floor(1d12/12)*{{0} + 12, 1d20}k1'; + var exd10 = '1d9, floor(1d10/10)*{{0} + 10, ' + exd12 + '}k1'; + var exd8 = '1d7, floor(1d8/8)*{{0} + 8, ' + exd10 + '}k1'; + var exd6 = '1d5, floor(1d6/6)*{{0} + 6, ' + exd8 + '}k1'; + var exd4 = '1d3, floor(1d4/4)*{{0} + 4, ' + exd6 + '}k1'; + .explodingHoof + +input('hidden', 'exploding_hoof_d4')(value='{' + exd4 + '}k1', style='display: none;') + +rollButton('exploding_hoof_d4') + .explodingHoof + +input('hidden', 'exploding_hoof_d6')(value='{' + exd6 + '}k1', style='display: none;') + +rollButton('exploding_hoof_d6') + .explodingHoof + +input('hidden', 'exploding_hoof_d8')(value='{' + exd8 + '}k1', style='display: none;') + +rollButton('exploding_hoof_d8') + .explodingHoof + +input('hidden', 'exploding_hoof_d10')(value='{' + exd10 + '}k1', style='display: none;') + +rollButton('exploding_hoof_d10') + .explodingHoof + +input('hidden', 'exploding_hoof_d12')(value='{' + exd12 + '}k1', style='display: none;') + +rollButton('exploding_hoof_d12') + + div + .talents + mixin talent(isCutieMark) + - var prefix = isCutieMark ? 'talent_cutieMark_' : ''; + .talent(class=isCutieMark ? 'talentCutieMark' : '') + if(isCutieMark) + label CM: + else + label T: + button(type='roll', value='&{template:toe} {{charName=@{character_name}}} {{attr=@{' + prefix + 'name}}} {{result=[[@{' + prefix + 'equation}]]}} {{notes=@{' + prefix + 'notes}}}') + +labelledUnderlined(''): +input('text', prefix + 'name') + +labelledUnderlined('Dice:'): +selectDice(prefix + 'dice') + +labelledUnderlined('Trait'): +selectTrait(prefix + 'trait') + +labelledUnderlined('Notes:'): +input('text', prefix + 'notes') + +input('hidden', prefix + 'equation') + + h1 Talents: + +talent(true) + +repeating('talents') + +talent(false) + div + .quirks + mixin quirk(isMain) + -var prefix = isMain ? 'quirk_main_' : ''; + .quirk(class=isMain ? 'quirkMain' : '') + if(isMain) + label Main: + else + label Q: + +labelledUnderlined(''): +input('text', prefix + 'name') + +labelledUnderlined('Notes'): +input('text', prefix + 'notes') + + h1 Quirks: + +quirk(true) + +repeating('quirks') + +quirk(false) + + div + .inlineBlock(style='margin-right: 1em; vertical-align: top; width: 48%;') + h1 Equipment: + +textarea('equipment')(style='height: 4in;') + .inlineBlock(style='width: 48%;') + h1 Appearance/Cutie Mark: + +textarea('appearance') + + h1 Campaign Notes: + +textarea('campaignNotes') + +script(type='text/worker') + include ../js/worker.js + +include rolltemplate.pug diff --git a/TailsOfEquestria/pug/rolltemplate.pug b/TailsOfEquestria/pug/rolltemplate.pug new file mode 100644 index 000000000000..8fa37ddd0064 --- /dev/null +++ b/TailsOfEquestria/pug/rolltemplate.pug @@ -0,0 +1,10 @@ +rolltemplate.sheet-rolltemplate-toe + table + thead: tr: th {{charName}} ⇒ {{attr}} + tbody + tr: td Result {{result}} + | {{#notes}} + tr: td.notes + div Notes: + div {{notes}} + | {{/notes}} diff --git a/TailsOfEquestria/sheet.css b/TailsOfEquestria/sheet.css new file mode 100644 index 000000000000..12d39db800a5 --- /dev/null +++ b/TailsOfEquestria/sheet.css @@ -0,0 +1,491 @@ +.sheet-rolltemplate-toe table { + background: #fff; + border: solid 2px #7e3fc1; + border-collapse: separate; + border-radius: 1em; + overflow: hidden; + width: 100%; +} +.sheet-rolltemplate-toe table thead th { + background: #7e3fc1; + color: #fff; + padding: 0.5em 1em; +} +.sheet-rolltemplate-toe table tbody { + text-align: center; +} +.sheet-rolltemplate-toe table tbody td { + padding: 0.5em 0; +} +.sheet-rolltemplate-toe table tbody .sheet-notes { + font-size: 0.8em; + font-style: italic; +} +.charsheet { + background: #fff; + color: #5e3dba; + width: 8in; +} +.charsheet input { + border: none; + box-shadow: none; +} +.charsheet input[type=number]::-webkit-inner-spin-button, .charsheet input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} +.charsheet label { + color: #5e3dba; +} +.charsheet select { + box-shadow: none; + height: auto; + line-height: 18px; + margin-bottom: 0; + -moz-appearance: none; + -webkit-appearance: none; +} +.charsheet textarea { + background: linear-gradient(to bottom, transparent, transparent 17px, #5e3dba); + background-attachment: local; + background-size: 1px 18px; + border: none; + box-shadow: none; + color: #5e3dba; + padding: 0; + resize: none; +} +.charsheet .sheet-labelledAbove { + display: inline-block; +} +.charsheet .sheet-labelledAbove label { + font-size: 0.8em; + margin-bottom: 0; + padding-top: 0.5em; +} +.charsheet .sheet-labelledBoxH { + background: #aaa; + display: inline-block; + overflow: hidden; +} +.charsheet .sheet-labelledBoxH > label { + display: inline; + font-weight: bold; + padding: 0 0.25em; + vertical-align: middle; +} +.charsheet .sheet-labelledBoxH > .sheet-inner { + display: inline-block; + float: right; + vertical-align: middle; +} +.charsheet .sheet-labelledBoxH > .sheet-inner > * { + vertical-align: middle; +} +.charsheet .sheet-labelledBoxH > .sheet-inner .sheet-fraction { + display: inline-block; +} +.charsheet .sheet-labelledBoxH > .sheet-inner .sheet-fraction input { + border: none; + display: inline; +} +.charsheet .sheet-labelledBoxV { + background: #aaa; + display: inline-block; + overflow: hidden; +} +.charsheet .sheet-labelledBoxV > label { + display: inline-block; + font-weight: bold; + margin: 0; + padding: 0; + text-align: center; +} +.charsheet .sheet-labelledBoxV > .sheet-inner { + text-align: center; + width: 100%; +} +.charsheet .sheet-labelledBoxV > .sheet-inner input { + text-align: center; + width: 100%; +} +.charsheet .sheet-labelledBoxV > .sheet-inner .sheet-fraction { + display: inline-block; +} +.charsheet .sheet-labelledBoxV > .sheet-inner .sheet-fraction input { + border: none; + display: inline; +} +.charsheet .sheet-labelledUnderlined { + display: inline-block; + margin-bottom: 1em; + min-width: 0.45in; + position: relative; +} +.charsheet .sheet-labelledUnderlined label { + position: absolute; + font-size: 0.75em; + line-height: 0.75em; + top: 110%; +} +.charsheet .sheet-labelledUnderlined .sheet-inner { + border-bottom: dotted 1px #5e3dba; + width: 100%; +} +.charsheet .sheet-labelledUnderlined .sheet-inner input { + border: none; + border-radius: 0; + padding-bottom: 0; + width: 100%; +} +.charsheet .sheet-labelledUnderlined .sheet-inner select { + border: none; + border-radius: 0; + padding-bottom: 0; + width: 100%; +} +.charsheet .sheet-labelledUnderlined .sheet-inner .sheet-readOnlyBox { + padding: 0; + padding-top: initial; + width: 100%; +} +.charsheet .sheet-mathOperator { + display: inline-block; + margin-bottom: 0.5em; + padding-left: 0.25em; + padding-right: 0.25em; +} +.charsheet .sheet-readOnlyBox { + background: #ddd; + display: inline-block; + padding: 4px; + width: 3.5em; +} +.charsheet .sheet-main-container { + border: solid 5px #ea60e1; + border-radius: 0.25in; + padding: 1em; + position: relative; +} +.charsheet .sheet-main-container > div { + margin-bottom: 0.2in; +} +.charsheet .sheet-main-container .sheet-bio { + background: #DECFE1; + border-radius: 0.1in; + display: inline-block; + padding: 1em; + width: 5in; +} +.charsheet .sheet-main-container .sheet-bio .sheet-labelledUnderlined { + display: block; + font-size: 2em; + margin-bottom: 0.5em; + width: 100%; +} +.charsheet .sheet-main-container .sheet-bio .sheet-labelledUnderlined label { + display: inline-block; + line-height: 1em; + margin: 0; + position: relative; + text-align: right; + width: 1.5in; +} +.charsheet .sheet-main-container .sheet-bio .sheet-labelledUnderlined .sheet-inner { + display: inline-block; + width: auto; +} +.charsheet .sheet-main-container .sheet-bio .sheet-labelledUnderlined .sheet-inner input, .charsheet .sheet-main-container .sheet-bio .sheet-labelledUnderlined .sheet-inner select { + background: transparent; + color: #5e3dba; + font-size: 0.7em; + padding: 0; + width: 3in; +} +.charsheet .sheet-main-container .sheet-explodingHooves h1 { + display: inline-block; + font-size: 1.5em; + vertical-align: middle; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof { + background: #B3E7EF; + border-radius: 0.1in; + display: inline-block; + transition: background 0.5s; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof button { + background: transparent; + border: none; + font-size: 3em; + font-weight: bold; + height: 0.5in; + width: 0.5in; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:hover { + background: #5fccdd; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:nth-of-type(1) button::before { + font-family: dicefontd4; + content: "l"; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:nth-of-type(2) button::before { + font-family: dicefontd6; + content: "l"; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:nth-of-type(3) button::before { + font-family: dicefontd8; + content: "h"; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:nth-of-type(4) button::before { + font-family: dicefontd10; + content: "j"; +} +.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:nth-of-type(5) button::before { + font-family: dicefontd12; + content: "l"; +} +.charsheet .sheet-main-container .sheet-friendshipTokens { + background: #f226e4; + border-radius: 0.75in; + display: inline-block; + height: 1.5in; + position: absolute; + right: 1em; + top: 1em; + width: 1.5in; +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 { + color: #fff; + font-size: 1.75em; +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span { + height: 100%; + position: absolute; + text-align: center; + transform-origin: center; + width: 100%; +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(1) { + transform: rotate(-63deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(2) { + transform: rotate(-49deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(3) { + transform: rotate(-35deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(4) { + transform: rotate(-21deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(5) { + transform: rotate(-7deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(6) { + transform: rotate(7deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(7) { + transform: rotate(21deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(8) { + transform: rotate(35deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(9) { + transform: rotate(49deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens h1 span:nth-of-type(10) { + transform: rotate(63deg); +} +.charsheet .sheet-main-container .sheet-friendshipTokens input { + background: transparent; + color: #fff; + font-size: 5em; + left: 50%; + position: absolute; + text-align: center; + top: 50%; + transform: translate(-50%, -50%); +} +.charsheet .sheet-main-container .sheet-quirks { + background: #DECFE1; + border-radius: 0.1in; + padding: 1em; +} +.charsheet .sheet-main-container .sheet-quirks h1 { + color: #5e3dba; + font-size: 2em; +} +.charsheet .sheet-main-container .sheet-quirks .sheet-quirk > label { + display: inline-block; + margin-bottom: 0; + margin-top: 0.25em; + vertical-align: middle; + width: 0.3in; +} +.charsheet .sheet-main-container .sheet-quirks .sheet-quirk input { + background: transparent; + color: #5e3dba; +} +.charsheet .sheet-main-container .sheet-quirks .sheet-quirk .sheet-labelledUnderlined:nth-of-type(2) { + width: 4.5in; +} +.charsheet .sheet-main-container .sheet-stamina { + background: #F9B6DD; + border-radius: 0.1in; + display: inline-block; + height: 0.6in; + padding: 1em; + vertical-align: middle; +} +.charsheet .sheet-main-container .sheet-stamina h1 { + color: #5e3dba; + display: inline-block; + font-size: 2em; + line-height: 0.6in; + vertical-align: middle; +} +.charsheet .sheet-main-container .sheet-stamina .sheet-fraction { + display: inline-block; +} +.charsheet .sheet-main-container .sheet-stamina .sheet-fraction input { + background: transparent; + border-bottom: dotted 1px #5e3dba; + color: #5e3dba; + font-size: 2em; + padding: 0; + text-align: center; + width: 2em; +} +.charsheet .sheet-main-container .sheet-stamina .sheet-fraction span { + font-size: 2em; + vertical-align: middle; +} +.charsheet .sheet-main-container .sheet-talents { + background: #B3E7EF; + border-radius: 0.1in; + padding: 1em; +} +.charsheet .sheet-main-container .sheet-talents h1 { + color: #5e3dba; + font-size: 2em; +} +.charsheet .sheet-main-container .sheet-talents .sheet-talent { + background: #B3E7EF; + border-radius: 0.1in; + padding: 0.25em; + position: relative; + transition: background 0.5s; + width: 7in; +} +.charsheet .sheet-main-container .sheet-talents .sheet-talent:hover { + background: #5fccdd; +} +.charsheet .sheet-main-container .sheet-talents .sheet-talent > label { + display: inline-block; + margin-bottom: 0; + margin-top: 0.5em; + vertical-align: middle; + width: 0.3in; +} +.charsheet .sheet-main-container .sheet-talents .sheet-talent button { + background: #5fccdd; + height: 100%; + left: 0; + opacity: 0; + position: absolute; + top: 0; + width: 100%; +} +.charsheet .sheet-main-container .sheet-talents .sheet-talent input, .charsheet .sheet-main-container .sheet-talents .sheet-talent select { + background: transparent; + color: #5e3dba; +} +.charsheet .sheet-main-container .sheet-talents .sheet-talent .sheet-labelledUnderlined:nth-of-type(4) { + width: 3.5in; +} +.charsheet .sheet-main-container .sheet-traits { + display: inline-block; + vertical-align: middle; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait { + background: #aaa; + border-radius: 0.1in; + display: inline-block; + height: 0.6in; + padding: 1em; + position: relative; + transition: background 0.5s; + width: 0.8in; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait button { + height: 100%; + left: 0; + opacity: 0; + position: absolute; + top: 0; + width: 100%; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait label { + font-size: 2em; + text-align: center; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait select { + background: transparent; + border: none; + color: #5e3dba; + font-size: 1.75em; + left: 50%; + position: absolute; + top: 50%; + transform: translateX(-50%); + width: 0.75in; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-body { + background: #B3E7EF; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-body:hover { + background: #89dae6; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-mind { + background: #DECFE1; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-mind:hover { + background: #c8b0cd; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-charm { + background: #FAD1E4; +} +.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-charm:hover { + background: #f5a3c9; +} +.charsheet h1 { + color: #5e3dba; +} +.charsheet .sheet-centeredH { + text-align: center; +} +.charsheet .sheet-centeredV > * { + vertical-align: middle; +} +.charsheet .sheet-floatLeft { + float: left; +} +.charsheet .sheet-floatRight { + float: right; +} +.charsheet .sheet-inlineBlock { + display: inline-block; +} +.charsheet .sheet-top { + height: 2.6in; + overflow: hidden; + position: relative; + width: 8in; +} +.charsheet .sheet-top .sheet-mask { + height: 1in; + left: 0; + position: absolute; + top: 1.65in; + width: 100%; + background: linear-gradient(rgba(255, 255, 255, 0), #fff); +} diff --git a/TailsOfEquestria/sheet.html b/TailsOfEquestria/sheet.html new file mode 100644 index 000000000000..44495d27cd7d --- /dev/null +++ b/TailsOfEquestria/sheet.html @@ -0,0 +1,389 @@ + + +
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    FRIENDSHIP

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    {{charName}} ⇒ {{attr}}
    Result {{result}}
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    \ No newline at end of file diff --git a/TailsOfEquestria/sheet.json b/TailsOfEquestria/sheet.json new file mode 100644 index 000000000000..a3b51968b9c8 --- /dev/null +++ b/TailsOfEquestria/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "sheet.html", + "css": "sheet.css", + "authors": "Stephen Lindberg", + "preview": "sheet.png", + "roll20userid": "46544", + "instructions": "This character sheet is for Tails of Equestria, the officially licensed My Little Pony: Friendship is Magic roleplaying game." +} diff --git a/TailsOfEquestria/sheet.png b/TailsOfEquestria/sheet.png new file mode 100644 index 000000000000..6a2acd429e0d Binary files /dev/null and b/TailsOfEquestria/sheet.png differ diff --git a/Tales from the Loop/TFTL html.html b/Tales from the Loop/TFTL html.html index 32c9431ca62b..8a9a01ee7c99 100644 --- a/Tales from the Loop/TFTL html.html +++ b/Tales from the Loop/TFTL html.html @@ -25,7 +25,7 @@
    -
    +
    @@ -100,7 +100,7 @@ - + @@ -144,7 +144,7 @@ - + @@ -181,7 +181,7 @@ - + diff --git a/Terra-X/ReadMe.md b/Terra-X/ReadMe.md index f141d8658b0b..f141113821e5 100644 --- a/Terra-X/ReadMe.md +++ b/Terra-X/ReadMe.md @@ -12,7 +12,7 @@ La fortune sourit aux audacieux, la mort aussi ! Feuille de personnage pour [Terra X](http://legrumph.org/Terrier/?Chibi/Terra-X), un jeu de rôle SF et post-apocalyptique de John Grümph, motorisé par une version spécifique de la Swords & Wizardry Whitebox. # Version courante -1.1 [Capture d'écran](terrax.jpg) +1.0 [Capture d'écran](terrax.jpg) La feuille permet de faire les jets de base : caractéristiques, initiative et attaques. Tous les jets de D20 sont doublés systématiquement pour gérer l'avantage / désavantage en un clic. @@ -25,10 +25,6 @@ Le jet d'initiative ajoute le pion sélectionné au Turn Order, avec la valeur d # Notes de version -##v1.1 (2016-10-16) - -Correction des jets d'attaque qui ne prenaient pas en compte le BAB (oups ...). - -##v1.0 (2016-10-06) +## v1.0 (2016-10-06) Création de la feuille. diff --git a/Terra-X/sheet.json b/Terra-X/sheet.json index d846971f3287..624071e652c2 100644 --- a/Terra-X/sheet.json +++ b/Terra-X/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "terrax.jpg", - "instructions": "Feuille de personnage pour [Terra X](http://legrumph.org/Terrier/?Chibi/Terra-X), un JdR SF et post-apocalyptique de John Grümph, motorisé par une version spécifique de la Swords & Wizardry Whitebox. Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Terra-X/ReadMe.md). v1.1 (2016-10-16)" + "instructions": "Feuille de personnage pour [Terra X](http://legrumph.org/Terrier/?Chibi/Terra-X), un JdR SF et post-apocalyptique de John Grümph, motorisé par une version spécifique de la Swords & Wizardry Whitebox. Consultez le [readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Terra-X/ReadMe.md). v1.0 (2016-10-06)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Thalya/sheet.json b/Thalya/sheet.json new file mode 100644 index 000000000000..08ce930d5e7f --- /dev/null +++ b/Thalya/sheet.json @@ -0,0 +1,8 @@ +{ +"html": "thalya.html", +"css": "thalya.css", +"authors": "Alain H.", +"roll20userID": "67962", +"preview": "thalyaPreview.png", +"instructions": "Fiche pour le jeu Thalya, JDR amateur sous le système HITOS créé par Stéphanie N. (Lyra)" +} diff --git a/Thalya/thalya.css b/Thalya/thalya.css new file mode 100644 index 000000000000..faa17be55d96 --- /dev/null +++ b/Thalya/thalya.css @@ -0,0 +1,851 @@ +.charsheet { + background-image: url("http://img4.hostingpics.net/pics/129644NewCanvas.jpg"); +} + +table +{ + width:100%; + border:0px; + background-color:#C2C2F4; + border-radius:25px; + box-shadow: 6px 6px 12px black; +} + +th +{ + font-weight:bold; + border:0px; + font-size:small; +} + +td +{ + border:0px; +} + +input +{ + width:100%; +} + +input[type=number]::-webkit-outer-spin-button, +input[type=number]::-webkit-inner-spin-button +{ + -webkit-appearance: none; + margin: 0; +} + +input[type=number] +{ + -moz-appearance:textfield; +} + +div.sheet-tab-content +{ + display: none; +} + +input.sheet-tab1:checked ~ div.sheet-tab1, +input.sheet-tab2:checked ~ div.sheet-tab2, +input.sheet-tab3:checked ~ div.sheet-tab3, +input.sheet-tab4:checked ~ div.sheet-tab4, +input.sheet-tab5:checked ~ div.sheet-tab5 +{ + display: block; +} + +input.sheet-tab +{ + width: 130px; + height: 22px; + position: relative; + top: 5px; + left: 6px; + margin: -1.5px; + cursor: pointer; + z-index: 1; + opacity: 0; + margin-bottom:14px; + margin-top:3px; +} + +input.sheet-tab + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + margin-left:-120px; + + width: 125px; + height: 20px; + + font-size: 14px; + font-weight:bold; + border:1px solid black; + border-top-left-radius: 3em 3em; + border-top-right-radius: 3em 3em; + border-bottom-right-radius: 3em 3em; + border-bottom-left-radius: 3em 3em; + box-shadow: 3px 3px 6px black; + + position: relative; + + background: #C2C2F4; + +} + +input.sheet-tab:checked + span::before +{ + background: #C2C2F4; + box-shadow: 0px 0px 7px 0px #000000 inset; +} + +input.sheet-etatSante +{ + width: 150px; + height: 22px; + position: relative; + left: 8px; + margin: -1.5px; + cursor: pointer; + z-index: 1; + opacity: 0; +} + +input.sheet-etatSante + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + margin-left:-140px; + + width: 145px; + height: 20px; + + font-size: 14px; + font-weight:bold; + border:1px solid black; + border-top-left-radius: 3em 3em; + border-top-right-radius: 3em 3em; + border-bottom-right-radius: 3em 3em; + border-bottom-left-radius: 3em 3em; + box-shadow: 3px 3px 6px black; + + position: relative; + + background: #C2C2F4; +} + +input.sheet-etatSante:checked + span::before +{ + background: #C2C2F4; + box-shadow: 0px 0px 7px 0px #000000 inset; +} + +input.sheet-armureEquipe +{ + width: 105px; + height: 22px; + position: relative; + left: 8px; + margin: -1.5px; + cursor: pointer; + z-index: 1; + opacity: 0; +} + +input.sheet-armureEquipe + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + margin-left:-95px; + + width: 100px; + height: 20px; + + font-size: 14px; + font-weight:bold; + border:1px solid black; + border-top-left-radius: 3em 3em; + border-top-right-radius: 3em 3em; + border-bottom-right-radius: 3em 3em; + border-bottom-left-radius: 3em 3em; + box-shadow: 3px 3px 6px black; + + position: relative; + + background: #C2C2F4; +} + +input.sheet-armureEquipe:checked + span::before +{ + background: #C2C2F4; + box-shadow: 0px 0px 7px 0px #000000 inset; +} + +input.sheet-sorts +{ + width: 105px; + height: 22px; + position: relative; + left: 8px; + margin: -1.5px; + cursor: pointer; + z-index: 1; + opacity: 0; +} + +input.sheet-sorts + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + margin-left:-95px; + + width: 100px; + height: 20px; + + font-size: 14px; + font-weight:bold; + border:1px solid black; + border-top-left-radius: 3em 3em; + border-top-right-radius: 3em 3em; + border-bottom-right-radius: 3em 3em; + border-bottom-left-radius: 3em 3em; + box-shadow: 3px 3px 6px black; + + position: relative; + + background: #C2C2F4; +} + +input.sheet-sorts:checked + span::before +{ + background: #C2C2F4; + box-shadow: 0px 0px 7px 0px #000000 inset; +} + +input.sheet-sortsPrepare +{ + width: 105px; + height: 22px; + position: relative; + left: 8px; + margin: -1.5px; + cursor: pointer; + z-index: 1; + opacity: 0; +} + +input.sheet-sortsPrepare + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + margin-left:-95px; + + width: 100px; + height: 20px; + + font-size: 14px; + font-weight:bold; + border:1px solid black; + border-top-left-radius: 3em 3em; + border-top-right-radius: 3em 3em; + border-bottom-right-radius: 3em 3em; + border-bottom-left-radius: 3em 3em; + box-shadow: 3px 3px 6px black; + + position: relative; + + background: #C2C2F4; +} + +input.sheet-sortsPrepare:checked + span::before +{ + background: #C2C2F4; + box-shadow: 0px 0px 7px 0px #000000 inset; +} + +select +{ + width:100%; + margin-bottom:0px; + text-align:center; +} + +.repcontrol_add, +.repcontrol_move +{ + float:left; +} + +.sheet-test_1C .repcontrol_add, +.sheet-test_2C .repcontrol_add +{ + border-bottom-left-radius:20px; +} + +.sheet-test_1C .repcontrol_edit, +.sheet-test_2C .repcontrol_edit +{ + border-bottom-right-radius:20px; +} + +.sheet-roundCornerAddModify .repcontrol_add +{ + border-bottom-left-radius:10px; +} + +.sheet-roundCornerAddModify .repcontrol_edit +{ + border-bottom-right-radius:10px; +} + + +div[data-groupname="repeating_inv1"] .repcontrol_add +{ + border-bottom-left-radius:10px; +} + +div[data-groupname="repeating_inv2"] .repcontrol_edit +{ + border-bottom-right-radius:10px; +} + +.sheet-enTete +{ + width:calc(100% - 222px); +} + +.sheet-left +{ + text-align:left; +} + +.sheet-center +{ + text-align:center; +} + +.sheet-justify +{ + text-align:justify; +} + +.sheet-pair +{ + background-color:Gainsboro; +} + +.sheet-top +{ + margin-top:20px; +} + +.sheet-upDown +{ + height:15px; +} + +.sheet-margeTop +{ + margin-top:20px; +} + +.sheet-padding-left +{ + padding-left:10px; +} + +.sheet-padding-right +{ + padding-right:10px; +} + +.sheet-imgThalya +{ + position:absolute; + -webkit-transform: translate(-50%, 0%); + -ms-transform: translate(-50%, 0%); + transform: translate(-50%, 0%); + margin-top:-10px; + left:50%; +} + +.sheet-RDTotal +{ + display:inline; + border-radius:25px; + float:right; + font-size:15px; + font-weight:bold; +} + +span.sheet-C1, +span.sheet-C2, +span.sheet-C3, +span.sheet-C4, +input.sheet-C1, +input.sheet-C2, +input.sheet-C3, +input.sheet-C4 +{ + display:none; +} + +span.sheet-RC1, +span.sheet-RC2, +span.sheet-RC3, +span.sheet-RC4, +input.sheet-RC1, +input.sheet-RC2, +input.sheet-RC3, +input.sheet-RC4 +{ + display:none; +} + +input.sheet-C1:checked ~ span.sheet-C1, +input.sheet-C2:checked ~ span.sheet-C2, +input.sheet-C3:checked ~ span.sheet-C3, +input.sheet-C4:checked ~ span.sheet-C4 +{ + display:inline; +} + +input.sheet-RC1:checked ~ span.sheet-RC1, +input.sheet-RC2:checked ~ span.sheet-RC2, +input.sheet-RC3:checked ~ span.sheet-RC3, +input.sheet-RC4:checked ~ span.sheet-RC4 +{ + display:inline; +} + +input.sheet-RC1:checked ~ span.sheet-RC0, +input.sheet-RC2:checked ~ span.sheet-RC0, +input.sheet-RC3:checked ~ span.sheet-RC0, +input.sheet-RC4:checked ~ span.sheet-RC0 +{ + display:none; +} + +.sheet-disableInputSorts_1C, +.sheet-disableInputSorts_2C +{ + display:none; +} + +.sheet-disableInputSorts_2C:not(:empty) ~ div.sheet-test_1C, +.sheet-disableInputSorts_2C:empty ~ div.sheet-test_2C +{ + display:none; +} + +.sheet-sortsHiddenComp:checked ~ .sheet-childSorts, +.sheet-sortsHiddenComp:checked ~ .sheet-sortsHiddenJet +{ + display:none; +} + +/*Liste déroulante*/ +.sheet-child +{ + display:inline-block; + background-color:white; +} + +.sheet-child +{ + width: calc(100% - 6px); + border-radius:25px; + padding:2px; +} +.sheet-child input, +.sheet-child input + label +{ + display:none; + z-index: 1; +} + +.sheet-child:hover +{ + border:1px solid black; + position:absolute; + width:200px; + height: auto; + z-index: 1; + padding: 5px; + background:#9393F6; + padding-top:15px; + margin-top:-15px; + margin-left:-100px; +} + +.sheet-child:hover label +{ + display:block; +} + +.sheet-child:hover input +{ + opacity:0; + display:inline-block; + position:absolute; + width:212px; + left:-4px; +} + +.sheet-1 { + width: 100%; + display: inline-block; + display: none; +} +.sheet-2 { + width: 150px; + display: inline-block; + display: none; +} +.sheet-3 { + width: 150px; + display: inline-block; + display: none; +} + +.sheet-4 { + width: 150px; + display: inline-block; + display: none; +} + +.sheet-child:not(:hover) input[type="radio"][value="1"]:checked ~ .sheet-1 { + display: block; +} +.sheet-child:not(:hover) input[type="radio"][value="2"]:checked ~ .sheet-2 { + display: block; +} +.sheet-child:not(:hover) input[type="radio"][value="3"]:checked ~ .sheet-3 { + display: block; +} +.sheet-child:not(:hover) input[type="radio"][value="4"]:checked ~ .sheet-4 { + display: block; +} + +.sheet-child:hover input[type="radio"][value="1"]:checked ~ .sheet-l1::before +{ + content:"✓ "; +} +.sheet-child:hover input[type="radio"][value="2"]:checked ~ .sheet-l2::before +{ + content:"✓ "; +} +.sheet-child:hover input[type="radio"][value="3"]:checked ~ .sheet-l3::before +{ + content:"✓ "; +} +.sheet-child:hover input[type="radio"][value="4"]:checked ~ .sheet-l4::before +{ + content:"✓ "; +} + +.sheet-child:not(:hover) +{ + text-align:center; + border:1px solid black; +} + +.sheet-disableInput:empty ~ input +{ + display:none; +} + +.sheet-disableInputSpe1:empty ~ input.sheet-disabled1, +.sheet-disableInputSpe2:empty ~ input.sheet-disabled2, +.sheet-disableInputSpe3:empty ~ input.sheet-disabled3, +.sheet-disableInputSpe4:empty ~ input.sheet-disabled4 +{ + display:none; +} +/*Fin Liste déroulante*/ + +/*Liste déroulante Sorts*/ +.sheet-childSorts +{ + display:inline-block; + background-color:white; + height:17px; +} + +.sheet-childSorts +{ + width: calc(100% - 6px); + max-width:220px; + border-radius:25px; + padding:2px; +} +.sheet-childSorts input, +.sheet-childSorts input + label +{ + display:none; + z-index: 1; +} + +.sheet-childSorts:hover +{ + border:1px solid black; + position:absolute; + width:220px; + height: auto; + z-index: 1; + padding: 5px; + background:#9393F6; + padding-top:15px; + margin-top:-15px; + margin-left:-100px; +} + +.sheet-childSorts:hover label +{ + display:block; +} + +.sheet-childSorts:hover input[type="radio"] +{ + opacity:0; + display:inline-block; + position:absolute; + width:232px; + height:22px; + left:0px; +} + +.sheet-1Sorts { + width: 100%; + display: inline-block; + display: none; +} +.sheet-2Sorts { + width: 150px; + display: inline-block; + display: none; +} +.sheet-3Sorts { + width: 150px; + display: inline-block; + display: none; +} + +.sheet-4Sorts { + width: 150px; + display: inline-block; + display: none; +} + +.sheet-childSorts:not(:hover) input[type="radio"][value="1"]:checked ~ .sheet-1Sorts +{ + display: block; +} +.sheet-childSorts:not(:hover) input[type="radio"][value="2"]:checked ~ .sheet-2Sorts +{ + display: block; +} +.sheet-childSorts:not(:hover) input[type="radio"][value="3"]:checked ~ .sheet-3Sorts +{ + display: block; +} +.sheet-childSorts:not(:hover) input[type="radio"][value="4"]:checked ~ .sheet-4Sorts +{ + display: block; +} + +.sheet-childSorts:not(:hover) input[type="radio"][value="1"]:checked ~ .sheet-0Sorts +{ + display: none; +} +.sheet-childSorts:not(:hover) input[type="radio"][value="2"]:checked ~ .sheet-0Sorts +{ + display: none; +} +.sheet-childSorts:not(:hover) input[type="radio"][value="3"]:checked ~ .sheet-0Sorts +{ + display: none; +} +.sheet-childSorts:not(:hover) input[type="radio"][value="4"]:checked ~ .sheet-0Sorts +{ + display: none; +} + +.sheet-childSorts:hover input ~ .sheet-0Sorts +{ + display:none; +} + +.sheet-childSorts:hover input ~ .sheet-l1::before +{ + content:"✓ "; +} +.sheet-childSorts:hover input[type="radio"][value="2"]:checked ~ .sheet-l2::before +{ + content:"✓ "; +} +.sheet-childSorts:hover input[type="radio"][value="3"]:checked ~ .sheet-l3::before +{ + content:"✓ "; +} +.sheet-childSorts:hover input[type="radio"][value="4"]:checked ~ .sheet-l4::before +{ + content:"✓ "; +} + +.sheet-childSorts:hover input[type="checkbox"][value="2"]:checked ~ .sheet-l1::before +{ + content:""; +} +.sheet-childSorts:hover input[type="checkbox"][value="3"]:checked ~ .sheet-l1::before +{ + content:""; +} +.sheet-childSorts:hover input[type="checkbox"][value="4"]:checked ~ .sheet-l1::before +{ + content:""; +} + +.sheet-childSorts:not(:hover) +{ + text-align:center; + border:1px solid black; +} + +.sheet-childInputText +{ + width:calc(100% - 20px); + background-color:transparent; + border:0px; + color:black; + box-shadow:none; + font-weight:bold; + font-size:1.2em; + margin-bottom:10px; + padding:0px; +} + +.sheet-childInputTextChoice +{ + width:calc(100% - 20px); + background-color:transparent; + border:0px; + color:black; + box-shadow:none; + margin:0px; + padding:0px; +} +/*Fin Liste déroulante Sorts*/ + +/*Template*/ +.sheet-rolltemplate-base table, +.sheet-rolltemplate-combat table, +.sheet-rolltemplate-sort table +{ + width:100%; + background-color:#C2C2F4; + border-radius:20px; + box-shadow: 6px 6px 12px black; +} + +.sheet-rolltemplate-base .sheet-center, +.sheet-rolltemplate-combat .sheet-center, +.sheet-rolltemplate-sort .sheet-center +{ + text-align:center; +} + +.sheet-rolltemplate-base .sheet-right, +.sheet-rolltemplate-combat .sheet-right, +.sheet-rolltemplate-sort .sheet-right +{ + text-align:right; +} + +.sheet-rolltemplate-base .sheet-left, +.sheet-rolltemplate-combat .sheet-left, +.sheet-rolltemplate-sort .sheet-left +{ + text-align:left; +} + +.sheet-rolltemplate-base .sheet-subTitle, +.sheet-rolltemplate-combat .sheet-subTitle, +.sheet-rolltemplate-sort .sheet-subTitle +{ + color:black; +} + +.sheet-rolltemplate-base .sheet-upDown, +.sheet-rolltemplate-combat .sheet-upDown, +.sheet-rolltemplate-sort .sheet-upDown +{ + height:20px; +} + +.sheet-rolltemplate-base .inlinerollresult, +.sheet-rolltemplate-combat .inlinerollresult, +.sheet-rolltemplate-sort .inlinerollresult +{ + background-color: transparent; + border: none; +} + +.sheet-rolltemplate-base .inlinerollresult.fullcrit, +.sheet-rolltemplate-combat .inlinerollresult.fullcrit, +.sheet-rolltemplate-sort .inlinerollresult.fullcrit +{ + border: none; +} + +.sheet-rolltemplate-base .inlinerollresult.fullfail, +.sheet-rolltemplate-combat .inlinerollresult.fullfail, +.sheet-rolltemplate-sort .inlinerollresult.fullfail +{ + border: none; +} + +.sheet-rolltemplate-base .inlinerollresult.importantroll, +.sheet-rolltemplate-combat .inlinerollresult.importantroll, +.sheet-rolltemplate-sort .inlinerollresult.importantroll +{ + border: none; +} + +.sheet-rolltemplate-base .sheet-padding-left, +.sheet-rolltemplate-combat .sheet-padding-left, +.sheet-rolltemplate-sort .sheet-padding-left +{ + padding-left:10px; +} + +.sheet-rolltemplate-base .sheet-title, +.sheet-rolltemplate-combat .sheet-title, +.sheet-rolltemplate-sort .sheet-title +{ + font-weight:bold; +} + +.sheet-rolltemplate-base .sheet-impair, +.sheet-rolltemplate-combat .sheet-impair, +.sheet-rolltemplate-sort .sheet-impair +{ + background-color:#9393F6; +} + +.sheet-rolltemplate-base h6, +.sheet-rolltemplate-combat h6, +.sheet-rolltemplate-sort h6 +{ + color:#9393F6; +} diff --git a/Thalya/thalya.html b/Thalya/thalya.html new file mode 100644 index 000000000000..1ebdff64cfa6 --- /dev/null +++ b/Thalya/thalya.html @@ -0,0 +1,2486 @@ + + + Thalya + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Nom + + Concept + +
    Race + + Guilde des Métiers + +
    Âge + + Guilde Divine + +
    +
    + + + + + +
    +
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    Caractéristiques

    Force
    Réflexes
    Volonté
    Intellect
    +
    +
    + + + + + + + + + + + + + + + +

    Destinée

    ActuelMaximum
    + + + +
    + + + + + + + + + + + + + + + +

    Chaos

    NiveauDescription
    + + + +
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    +
    +
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    + + + + + + + + + + + + + + + + + + + +
    Condition Physique
    + + + + + + +
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    + + + + + + + + + + + + + + + + + + + +
    Interaction
    + + + + + + +
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    +
    +
    + + + + + + + + + + + + + + + + + + + +
    Subterfuge
    + + + + + + +
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    +
    +
    + + + + + + + + + + + + + + + + + + + +
    Profession
    + + + + + + +
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    +
    +
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    +
    + + + + + + + + + + + + + + + + + + + +
    Combat
    + + + + + + +
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    + + + + + + + + + + + + + + + + + + + +
    Perception
    + + + + + + +
    + + + + + + +
    +
    +
    + + + + + + + + + + + + + + + + + + + +
    Culture
    + + + + + + +
    + + + + + + +
    +
    +
    + + + + + + + + + + + + + + + + + + + +
    Arcane
    + + + + + + +
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    +
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    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    Armes de mêlée

    NomCompétenceBonus Magique
    (Toucher)
    DégâtsBonus Magique
    (Dégâts)
    +
    + + + + + + + + + + + + +
    â–¼
    +
    â–¼
    +
    â–¼
    +
    +
    + + + + + + + + + + +
    +
    + + + + + + + + + +
    â–¼
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    â–¼
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    +
    + + + + + + + + + +
    â–¼
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    â–¼
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    â–¼
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    + + + + + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    Armes à distance

    NomCompétenceBonus Magique
    (Toucher)
    DégâtsBonus Magique
    (Dégâts)
    +
    + + + + + + + + + +
    â–¼
    +
    â–¼
    +
    â–¼
    +
    +
    + + + + + + + + + + +
    +
    + + + + + + + + + +
    â–¼
    +
    â–¼
    +
    â–¼
    +
    +
    + + + + + + + + + + +
    +
    + + + + + + + + + +
    â–¼
    +
    â–¼
    +
    â–¼
    +
    +
    + + + + + + + + + + +
    +
    +
    + + + + + + + + + + +

    Initiative

    + + +
    + + + + + + + + + + + + + + + + +

    Défense

    CompétenceStandardAu dépourvu
    +
    + + + + + + + + + + + + + + + + +
    â–¼
    +
    â–¼
    +
    â–¼
    +
    â–¼
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + + + + + + + + +

    Endurance

    + + +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    Résistance aux dégâts

    ArmureBonus
    + + + + + +
    + + + + + +
    + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    Résistance

    ActuelMaximum
    + + + +
    Etat de Santé
    + + + +
    + + + +
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    +
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    +
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    Gold

    + +
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    Inventaire

    +
    + + + + + +
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    Magie Hermétique

    + + + + + + + + + + + + + + +

    Préparations

    Sorts préparésSorts préparés maximum
    + + + +
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    Sorts

    + +
    +
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    Effets
    + +
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    â–¼
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    â–¼
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    â–¼
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    Effets
    + +
    + + + +
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    â–¼
    + + + +
    â–¼
    + + + +
    â–¼
    + +
    â–¼
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    +
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    +
    +

    Magie Sauvage

    + + + + + + + + + + + + + + + + +

    Points de Magie

    ActuelMaximumBonus
    + + + + + + + + + + + + + + + + +

    Lancer un sort

    CompétenceCaractéristique
    +
    + + + + + + +
    â–¼
    +
    â–¼
    +
    +
    + + + + + + + + + + + + +
    + + + + + + + + + + + + + + +

    Résistance

    ActuelMaximum
    + + + +
    +
    +
    +
    +
    +
    +
    + + + + + + + +

    Faits Marquants

    +
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    Séquelles

    +
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    Complications

    +
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    Notes

    +
    + + + + +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + + + {{#rollGreater() malus 0}} + + + + + + {{/rollGreater() malus 0}} + + + + + + + + + + + + + + + + + + + + +
    {{nom}}
    Score{{carac}}
    -Malus
    {{malus}}
    Jet
    Majeur (M) + {{#rollBetween() jet1 jet2 10}} + {{#rollBetween() jet1 jet3 10}} + {{jet1}} + {{/rollBetween() jet1 jet3 10}} + {{/rollBetween() jet1 jet2 10}} + + {{#^rollTotal() jet1 jet2}} + {{#rollBetween() jet2 jet1 10}} + {{#rollBetween() jet2 jet3 10}} + {{jet2}} + {{/rollBetween() jet2 jet3 10}} + {{/rollBetween() jet2 jet1 10}} + {{/^rollTotal() jet1 jet2}} + + {{#^rollTotal() jet1 jet3}} + {{#rollBetween() jet3 jet1 10}} + {{#rollBetween() jet3 jet2 10}} + {{#^rollTotal() jet3 jet2}} + {{jet3}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet2 10}} + {{/rollBetween() jet3 jet1 10}} + {{/^rollTotal() jet1 jet3}} +
    Central (C) + {{#rollBetween() jet2 jet1 jet3}} + {{jet2}} + {{/rollBetween() jet2 jet1 jet3}} + {{#^rollBetween() jet2 jet1 jet3}} + {{#rollBetween() jet2 jet3 jet1}} + {{jet2}} + {{/rollBetween() jet2 jet3 jet1}} + {{/^rollBetween() jet2 jet1 jet3}} + + {{#rollBetween() jet1 jet2 jet3}} + {{#^rollTotal() jet1 jet3}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/^rollTotal() jet1 jet3}} + {{/rollBetween() jet1 jet2 jet3}} + {{#rollBetween() jet1 jet3 jet2}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/rollBetween() jet1 jet3 jet2}} + + {{#rollBetween() jet3 jet1 jet2}} + {{#^rollTotal() jet3 jet2}} + {{#^rollTotal() jet3 jet1}} + {{jet3}} + {{/^rollTotal() jet3 jet1}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet1 jet2}} + {{#rollBetween() jet3 jet2 jet1}} + {{#^rollTotal() jet3 jet2}} + {{jet3}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet2 jet1}} +
    Mineur (m) + {{#rollBetween() jet3 0 jet2}} + {{#rollBetween() jet3 0 jet1}} + {{jet3}} + {{/rollBetween() jet3 0 jet1}} + {{/rollBetween() jet3 0 jet2}} + + {{#^rollTotal() jet3 jet2}} + {{#rollBetween() jet2 0 jet1}} + {{#rollBetween() jet2 0 jet3}} + {{jet2}} + {{/rollBetween() jet2 0 jet3}} + {{/rollBetween() jet2 0 jet1}} + {{/^rollTotal() jet3 jet2}} + + {{#^rollTotal() jet3 jet1}} + {{#rollBetween() jet1 0 jet3}} + {{#rollBetween() jet1 0 jet2}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/rollBetween() jet1 0 jet2}} + {{/rollBetween() jet1 0 jet3}} + {{/^rollTotal() jet3 jet1}} +
    +
    + + + + + + + + + + + + + {{#rollGreater() malus 0}} + + + + + + {{/rollGreater() malus 0}} + {{#rollGreater() BMT 0}} + + + + + + {{/rollGreater() BMT 0}} + + + + + + + + + + + + + + + + + + + + + + + + + + + {{#rollGreater() BD 0}} + + + + + {{/rollGreater() BD 0}} + {{#rollGreater() BMD 0}} + + + + + + {{/rollGreater() BMD 0}} + + + +
    {{nom}}
    Score{{carac}}
    -Malus
    {{malus}}
    +Bonus Magique
    {{BMT}}
    Jet
    Majeur (M) + {{#rollBetween() jet1 jet2 10}} + {{#rollBetween() jet1 jet3 10}} + {{jet1}} + {{/rollBetween() jet1 jet3 10}} + {{/rollBetween() jet1 jet2 10}} + + {{#^rollTotal() jet1 jet2}} + {{#rollBetween() jet2 jet1 10}} + {{#rollBetween() jet2 jet3 10}} + {{jet2}} + {{/rollBetween() jet2 jet3 10}} + {{/rollBetween() jet2 jet1 10}} + {{/^rollTotal() jet1 jet2}} + + {{#^rollTotal() jet1 jet3}} + {{#rollBetween() jet3 jet1 10}} + {{#rollBetween() jet3 jet2 10}} + {{#^rollTotal() jet3 jet2}} + {{jet3}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet2 10}} + {{/rollBetween() jet3 jet1 10}} + {{/^rollTotal() jet1 jet3}} +
    Central (C) + {{#rollBetween() jet2 jet1 jet3}} + {{jet2}} + {{/rollBetween() jet2 jet1 jet3}} + {{#^rollBetween() jet2 jet1 jet3}} + {{#rollBetween() jet2 jet3 jet1}} + {{jet2}} + {{/rollBetween() jet2 jet3 jet1}} + {{/^rollBetween() jet2 jet1 jet3}} + + {{#rollBetween() jet1 jet2 jet3}} + {{#^rollTotal() jet1 jet3}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/^rollTotal() jet1 jet3}} + {{/rollBetween() jet1 jet2 jet3}} + {{#rollBetween() jet1 jet3 jet2}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/rollBetween() jet1 jet3 jet2}} + + {{#rollBetween() jet3 jet1 jet2}} + {{#^rollTotal() jet3 jet2}} + {{#^rollTotal() jet3 jet1}} + {{jet3}} + {{/^rollTotal() jet3 jet1}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet1 jet2}} + {{#rollBetween() jet3 jet2 jet1}} + {{#^rollTotal() jet3 jet2}} + {{jet3}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet2 jet1}} +
    Mineur (m) + {{#rollBetween() jet3 0 jet2}} + {{#rollBetween() jet3 0 jet1}} + {{jet3}} + {{/rollBetween() jet3 0 jet1}} + {{/rollBetween() jet3 0 jet2}} + + {{#^rollTotal() jet3 jet2}} + {{#rollBetween() jet2 0 jet1}} + {{#rollBetween() jet2 0 jet3}} + {{jet2}} + {{/rollBetween() jet2 0 jet3}} + {{/rollBetween() jet2 0 jet1}} + {{/^rollTotal() jet3 jet2}} + + {{#^rollTotal() jet3 jet1}} + {{#rollBetween() jet1 0 jet3}} + {{#rollBetween() jet1 0 jet2}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/rollBetween() jet1 0 jet2}} + {{/rollBetween() jet1 0 jet3}} + {{/^rollTotal() jet3 jet1}} +
    Dégâts
    Dégâts{{degats}}
    +Bonus de dégâts
    {{BD}}
    +Bonus Magique
    {{BMD}}
    +
    + + + + + + + + {{#carac}} + + + + + + {{#rollGreater() malus 0}} + + + + + + {{/rollGreater() malus 0}} + {{/carac}} + + + + + + + + + + + + + + + + + + + {{#effets}} + + + + + + + {{/effets}} + + + +
    {{nom}}
    Score{{carac}}
    -Malus
    {{malus}}
    Jet
    Majeur (M) + {{#rollBetween() jet1 jet2 10}} + {{#rollBetween() jet1 jet3 10}} + {{jet1}} + {{/rollBetween() jet1 jet3 10}} + {{/rollBetween() jet1 jet2 10}} + + {{#^rollTotal() jet1 jet2}} + {{#rollBetween() jet2 jet1 10}} + {{#rollBetween() jet2 jet3 10}} + {{jet2}} + {{/rollBetween() jet2 jet3 10}} + {{/rollBetween() jet2 jet1 10}} + {{/^rollTotal() jet1 jet2}} + + {{#^rollTotal() jet1 jet3}} + {{#rollBetween() jet3 jet1 10}} + {{#rollBetween() jet3 jet2 10}} + {{#^rollTotal() jet3 jet2}} + {{jet3}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet2 10}} + {{/rollBetween() jet3 jet1 10}} + {{/^rollTotal() jet1 jet3}} +
    Central (C) + {{#rollBetween() jet2 jet1 jet3}} + {{jet2}} + {{/rollBetween() jet2 jet1 jet3}} + {{#^rollBetween() jet2 jet1 jet3}} + {{#rollBetween() jet2 jet3 jet1}} + {{jet2}} + {{/rollBetween() jet2 jet3 jet1}} + {{/^rollBetween() jet2 jet1 jet3}} + + {{#rollBetween() jet1 jet2 jet3}} + {{#^rollTotal() jet1 jet3}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/^rollTotal() jet1 jet3}} + {{/rollBetween() jet1 jet2 jet3}} + {{#rollBetween() jet1 jet3 jet2}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/rollBetween() jet1 jet3 jet2}} + + {{#rollBetween() jet3 jet1 jet2}} + {{#^rollTotal() jet3 jet2}} + {{#^rollTotal() jet3 jet1}} + {{jet3}} + {{/^rollTotal() jet3 jet1}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet1 jet2}} + {{#rollBetween() jet3 jet2 jet1}} + {{#^rollTotal() jet3 jet2}} + {{jet3}} + {{/^rollTotal() jet3 jet2}} + {{/rollBetween() jet3 jet2 jet1}} +
    Mineur (m) + {{#rollBetween() jet3 0 jet2}} + {{#rollBetween() jet3 0 jet1}} + {{jet3}} + {{/rollBetween() jet3 0 jet1}} + {{/rollBetween() jet3 0 jet2}} + + {{#^rollTotal() jet3 jet2}} + {{#rollBetween() jet2 0 jet1}} + {{#rollBetween() jet2 0 jet3}} + {{jet2}} + {{/rollBetween() jet2 0 jet3}} + {{/rollBetween() jet2 0 jet1}} + {{/^rollTotal() jet3 jet2}} + + {{#^rollTotal() jet3 jet1}} + {{#rollBetween() jet1 0 jet3}} + {{#rollBetween() jet1 0 jet2}} + {{#^rollTotal() jet1 jet2}} + {{jet1}} + {{/^rollTotal() jet1 jet2}} + {{/rollBetween() jet1 0 jet2}} + {{/rollBetween() jet1 0 jet3}} + {{/^rollTotal() jet3 jet1}} +
    Effets
    {{effets}}
    +
    diff --git a/Thalya/thalyaPreview.png b/Thalya/thalyaPreview.png new file mode 100644 index 000000000000..c2fee582a1f8 Binary files /dev/null and b/Thalya/thalyaPreview.png differ diff --git a/The Black Company/BCSheet.jpg b/The Black Company/BCSheet.jpg new file mode 100644 index 000000000000..a1b3960c077b Binary files /dev/null and b/The Black Company/BCSheet.jpg differ diff --git a/The Black Company/bcsheet.css b/The Black Company/bcsheet.css new file mode 100644 index 000000000000..a4d1c24c32c7 --- /dev/null +++ b/The Black Company/bcsheet.css @@ -0,0 +1,1012 @@ +.sheet-switch-pc-show:not(:checked)~.sheet-switch-pc {display:none;} +.sheet-switch-npc-show:not(:checked)~.sheet-switch-npc {display:none;} + +.sheet-pc-spells-show:not(:checked)~.sheet-pc-spells {display:none;} +.sheet-pc-charrpinfo-show:not(:checked)~.sheet-pc-charrpinfo {display:none;} +.sheet-pc-combat-show:not(:checked)~.sheet-pc-combat {display:none;} +.sheet-pc-charnotes-show:not(:checked)~.sheet-pc-charnotes {display:none;} +.sheet-pc-saveblock-show:not(:checked)~.sheet-pc-saveblock {display:none;} +.sheet-pc-savemacros-show:not(:checked)~.sheet-pc-savemacros {display:none;} +.sheet-pc-statblock-show:not(:checked)~.sheet-pc-statblock {display:none;} +.sheet-pc-equipment-show:not(:checked)~.sheet-pc-equipment {display:none;} +.sheet-pc-acequipment-show:not(:checked)~.sheet-pc-acequipment {display:none;} +.sheet-pc-acother-show:not(:checked)~.sheet-pc-acother {display:none;} +.sheet-pc-singleuseequipment-show:not(:checked)~.sheet-pc-singleuseequipment {display:none;} +.sheet-pc-magicequipment-show:not(:checked)~.sheet-pc-magicequipment {display:none;} +.sheet-pc-ammunitiontype-show:not(:checked)~.sheet-pc-ammunitiontype {display:none;} +.sheet-pc-otherequipment-show:not(:checked)~.sheet-pc-otherequipment {display:none;} +.sheet-pc-wornequipment-show:not(:checked)~.sheet-pc-wornequipment {display:none;} +.sheet-pc-masterworkitems-show:not(:checked)~.sheet-pc-masterworkitems {display:none;} +.sheet-pc-storedequipment-show:not(:checked)~.sheet-pc-storedequipment {display:none;} +.sheet-pc-encumbrance-show:not(:checked)~.sheet-pc-encumbrance {display:none;} +.sheet-pc-weapons-show:not(:checked)~.sheet-pc-weapons {display:none;} +.sheet-pc-skills-show:not(:checked)~.sheet-pc-skills {display:none;} +.sheet-pc-summons-show:not(:checked)~.sheet-pc-summons {display:none;} +.sheet-pc-notes-show:not(:checked)~.sheet-pc-notes {display:none;} +.sheet-pc-rolltemplates-show:not(:checked)~.sheet-pc-rolltemplates {display:none;} +.sheet-pc-deflectioncalc-show:not(:checked)~.sheet-pc-deflectioncalc {display:none;} +.sheet-pc-armorbonuscalc-show:not(:checked)~.sheet-pc-armorbonuscalc {display:none;} +.sheet-pc-dodgecalc-show:not(:checked)~.sheet-pc-dodgecalc {display:none;} +.sheet-pc-abilityaccalc-show:not(:checked)~.sheet-pc-abilityaccalc {display:none;} +.sheet-pc-naturalarmorcalc-show:not(:checked)~.sheet-pc-naturalarmorcalc {display:none;} +.sheet-pc-miscaccalc-show:not(:checked)~.sheet-pc-miscaccalc {display:none;} + +.sheet-pc-weapon1-show:not(:checked)~.sheet-pc-weapon1 {display:none;} +.sheet-pc-weapon2-show:not(:checked)~.sheet-pc-weapon2 {display:none;} +.sheet-pc-weapon3-show:not(:checked)~.sheet-pc-weapon3 {display:none;} +.sheet-pc-weapon4-show:not(:checked)~.sheet-pc-weapon4 {display:none;} +.sheet-pc-weapon5-show:not(:checked)~.sheet-pc-weapon5 {display:none;} +.sheet-pc-weapon6-show:not(:checked)~.sheet-pc-weapon6 {display:none;} +.sheet-pc-weapon7-show:not(:checked)~.sheet-pc-weapon7 {display:none;} +.sheet-pc-weapon8-show:not(:checked)~.sheet-pc-weapon8 {display:none;} +.sheet-pc-weapon9-show:not(:checked)~.sheet-pc-weapon9 {display:none;} +.sheet-pc-weapon10-show:not(:checked)~.sheet-pc-weapon10 {display:none;} + +.sheet-pc-spells0-show:not(:checked)~.sheet-pc-spells0 {display:none;} +.sheet-pc-spells1-show:not(:checked)~.sheet-pc-spells1 {display:none;} +.sheet-pc-spells2-show:not(:checked)~.sheet-pc-spells2 {display:none;} +.sheet-pc-spells3-show:not(:checked)~.sheet-pc-spells3 {display:none;} +.sheet-pc-spells4-show:not(:checked)~.sheet-pc-spells4 {display:none;} +.sheet-pc-spells5-show:not(:checked)~.sheet-pc-spells5 {display:none;} +.sheet-pc-spells6-show:not(:checked)~.sheet-pc-spells6 {display:none;} +.sheet-pc-spells7-show:not(:checked)~.sheet-pc-spells7 {display:none;} +.sheet-pc-spells8-show:not(:checked)~.sheet-pc-spells8 {display:none;} +.sheet-pc-spells9-show:not(:checked)~.sheet-pc-spells9 {display:none;} +.sheet-pc-spells10-show:not(:checked)~.sheet-pc-spells10 {display:none;} +.sheet-pc-spells11-show:not(:checked)~.sheet-pc-spells11 {display:none;} + +.sheet-pc-other1-show:not(:checked)~.sheet-pc-other1 {display:none;} +.sheet-pc-other2-show:not(:checked)~.sheet-pc-other2 {display:none;} +.sheet-pc-other3-show:not(:checked)~.sheet-pc-other3 {display:none;} +.sheet-pc-other4-show:not(:checked)~.sheet-pc-other4 {display:none;} + +.sheet-pc-notes1-show:not(:checked)~.sheet-pc-notes1 {display:none;} +.sheet-pc-notes2-show:not(:checked)~.sheet-pc-notes2 {display:none;} +.sheet-pc-notes3-show:not(:checked)~.sheet-pc-notes3 {display:none;} +.sheet-pc-notes4-show:not(:checked)~.sheet-pc-notes4 {display:none;} + +.sheet-pc-rolltemplates-show:not(:checked)~.sheet-pc-rolltemplates {display:none;} + +.charsheet label { + display: inline-block; + width: 75px; + text-align: left; +} + +.charsheet input { + background-color: transparent; + border-style: solid; + border-color: black; + border-width: 0px 0px 2px 0px; +} + +.charsheet input.sheet-inputbox { + background-color: transparent; + border-style: solid; + border-color: black; + border-width: 1px 1px 1px 1px; +} + +.even { + border: 1px solid black; + background-color: #AAA; +} + +.odd { + border: 1px solid black; + background-color: #DDD; +} + +fieldset { + display: none; +} + +.charsheet { + background-color: white; + background-image: none; +} + +.charsheet table th { + font-size: 0.8em; + text-align: center; +} + +.charsheet table td.sheet-statlabel-big-gray { + background-color: gray; + color: white; + font-size: 0.9em; + text-align: center; +} + +.charsheet table td.sheet-statlabel-big { + border: 1px solid white; + background-color: black; + color: white; + font-size: 0.9em; + text-align: center; +} +.charsheet table td.sheet-statlabel { + border: 1px solid white; + background-color: black; + color: white; + font-size: 0.7em; + text-align: center; +} +.charsheet table td { + font-weight: bold; + text-align: center; +} + +select.sheet-dtype { + width: 60px; + vertical-align: top; +} + +.sheet-statlabel-encumbrance { + border: 1px solid white; + background-color: black; + color: white; + font-size: 0.65em; + text-align: center; +} + +.sheet-statlabel-weapons { + display:table-cell; + border: 1px solid white; + background-color: black; + color: white; + font-size: 0.7em; + vertical-align:bottom; +} + +.sheet-table-name { + display:table-caption; + text-align:center; + font-weight:bold; + color:white; + background-color:black; + width:100%; +} + +.sheet-table-header { + display:table-cell; + text-align:center; + font-weight:bold; + vertical-align:bottom; +} + +.sheet-table-header-left { + display:table-cell; + text-align:left; + font-weight:bold; +} + +.sheet-table-header2-left { + display:table-cell; + text-align:left; + font-weight:bold; + font-size: 0.7em; +} + +.sheet-table-header-right { + display:table-cell; + text-align:right; + font-weight:bold; +} + +.sheet-table-header2 { + display:table-cell; + text-align:center; + font-weight:bold; + font-size: 0.7em; + vertical-align:bottom; +} + +.sheet-table-header3 { + display:table-cell; + text-align:center; + font-weight:bold; + font-size: 0.7em; + vertical-align:top; +} + +.sheet-table-encumbrance { + display:table-cell; + font-size: 0.65em; + width: 126px; +} + +.sheet-table-load { + display:table-cell; + font-size: 0.65em; + width: 95px; +} + +.sheet-table-left { + display:table-cell; + text-align:left; +} + +.sheet-table-right { + display:table-cell; + text-align:right; +} + +.sheet-table-center { + margin-left:auto; + margin-right:auto; +} + +.sheet-table-data-left { + display:table-cell; + text-align:left; + vertical-align:top; +} + +.sheet-table-data-right { + display:table-cell; + text-align:right; + vertical-align:top; +} + +.sheet-table-data-center { + display:table-cell; + text-align:center; + vertical-align:top; +} + +.sheet-table-data-center-sm { + display:table-cell; + text-align:center; + font-size: 0.7em; + vertical-align:top; +} + +.sheet-table-data-center-skills { + display:table-cell; + width: 28px; +} + +.sheet-table-data-center-skills-rep { + display:table-cell; + width: 31px; +} + +.sheet-table-col { + display:table-col; + vertical-align:center; + width:100%; +} + +.sheet-table-row { + display:table-row; + vertical-align:top; + width:100%; +} + +.sheet-table-row-name { + display:table-cell; + text-align:center; + color:white; + background-color:black; + font-weight:bold; +} + +.sheet-table-row-small { + display:table-cell; + width: 40px; +} + +textarea { height: auto; } + +input, select { + width:100%; +} + +/*Adding styling to number fields with range. For untrained skills.*/ +input:in-range { + background-color: transparent; +} +input:out-of-range { + background-color: rgba(255, 0, 0, 0.05); + color: red; + /* text-decoration: line-through; */ +} + +/* Take out the spinner arrows on number inputs. */ +input[type=number] { + -moz-appearance: textfield; +} +input[type=number]::-webkit-outer-spin-button, +input[type=number]::-webkit-inner-spin-button { + -webkit-appearance: none; +} + +/* Hide actual checkbox */ +input.sheet-arrow[type="checkbox"]{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +/* Fake checkbox */ +input.sheet-arrow[type="checkbox"] + span::before{ + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + content: "â–º"; + width: 14px; + height: 14px; + font-size: 12px; +} +input.sheet-arrow[type="checkbox"]:checked + span::before { content: "â–¼"; } + +/* Hide actual checkbox */ +input.sheet-yesno[type="checkbox"]{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +/* Fake checkbox */ +input.sheet-yesno[type="checkbox"] + span::before{ + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + content: "N"; + width: 14px; + height: 14px; + font-size: 12px; +} +input.sheet-yesno[type="checkbox"]:checked + span::before { content: "Y"; } + + +/* Hide actual radio button */ +input.sheet-switch[type="radio"]{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +/* Fake radio button */ +input.sheet-switch[type="radio"] + span::before{ + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + content: "â—‡"; + width: 14px; + height: 14px; + font-size: 12px; +} +input.sheet-switch[type="radio"]:checked + span::before { content: "â—†"; } + +/* Fake tabs style1 (reskinned radio button; fixed to work properly in firefox */ +div.sheet-tab-content { display: none; } + +input.sheet-tab1:checked ~ div.sheet-tab1, +input.sheet-tab2:checked ~ div.sheet-tab2, +input.sheet-tab3:checked ~ div.sheet-tab3, +input.sheet-tab4:checked ~ div.sheet-tab4, +input.sheet-tab5:checked ~ div.sheet-tab5, +input.sheet-tab6:checked ~ div.sheet-tab6, +input.sheet-tab7:checked ~ div.sheet-tab7, +input.sheet-tab8:checked ~ div.sheet-tab8, +input.sheet-tab9:checked ~ div.sheet-tab9, +input.sheet-tab10:checked ~ div.sheet-tab10, +input.sheet-tab99:checked ~ div.sheet-tab99 +{ + display: block; +} + +input.sheet-tab1:checked + span.sheet-tab1, +input.sheet-tab2:checked + span.sheet-tab2, +input.sheet-tab3:checked + span.sheet-tab3, +input.sheet-tab4:checked + span.sheet-tab4, +input.sheet-tab5:checked + span.sheet-tab5, +input.sheet-tab6:checked + span.sheet-tab6, +input.sheet-tab7:checked + span.sheet-tab7, +input.sheet-tab8:checked + span.sheet-tab8, +input.sheet-tab9:checked + span.sheet-tab9, +input.sheet-tab10:checked + span.sheet-tab10, +input.sheet-tab99:checked + span.sheet-tab99 +{ + background: gray; + color: white; +} + +input.sheet-tab +{ + width: 70px; + height: 20px; + position: relative; + top: 5px; + left: 6px; + margin: -1.5px; + cursor: pointer; + opacity: 0; + z-index: 9999; +} +span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 13px; + background: white; + color: gray; + font-weight: bold; + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -75px; +} +input.sheet-tab::before +{ + content: attr(title); + + border: solid 1px #a8a8a8; + border-bottom-color: black; + text-align: center; + display: inline-block; + + background: #fff; + background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -webkit-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -ms-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -o-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + + width: 50px; + height: 20px; + font-size: 18px; +} + +input.sheet-tab:checked::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -webkit-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -ms-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -o-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + border-bottom-color: #fff; +} + +input.sheet-tab:not(:first-child)::before +{ + border-left: none; +} + +div.sheet-tab-content +{ + border: 1px solid #a8a8a8; + border-top-color: #000; + margin: 2px 0 0 5px; + padding: 5px; +} + +/* tabs style2 (with label) works even in firefox */ +.sheet-character-sheet, +.sheet-expand +{ + display: none; + padding: 3px; +} + +.sheet-expand:checked ~ .sheet-show +{ + display: block; + background-color: white; + margin: 1px 0px 0px -2px; +} + +.sheet-tab +{ + display: inline-block; + text-align: center; + margin: -2px; + padding: 2px; + width: 124px; + height: 24px; + background-color: gray; + border-top-left-radius: 1em 3em; + border-top-right-radius: 1em 3em; + border: solid thin gray; + border-bottom: none; +} + +.sheet-expand:checked ~ .sheet-tab +{ + background-color: white; +} + +label +{ + display: inline; +} + +label, +label div +{ + font-size: 12px; + font-weight: normal; +} + +textarea { + height: auto; + color: black; +} + +input { + color: black; +} + +input, select { + width:100%; +} + + +/* Roll Templates */ +/* Attacks */ +.sheet-rolltemplate-DnD35Attack table { + width: 100%; + padding: 2px; + border: 1px solid; + background-color: #ffffff; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack th { + color: rgb(126, 45, 64); + padding-left: 5px; + line-height: 1.6em; + font-size: 1.2em; + text-align: left; + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; +} + .sheet-rolltemplate-DnD35Attack .sheet-header-attack { + color: rgb(126, 45, 64); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack .sheet-header-initiative { + color: rgb(204, 153, 51); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack .sheet-header-spell{ + color: rgb(45, 64, 126); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack .sheet-header-ability { + color: rgb(204, 115, 51); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack .sheet-header-save { + color: rgb(153, 77, 153); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack .sheet-header-skill { + color: rgb(64, 126, 45); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack .sheet-header-skillcat{ + color: rgb(45, 126, 107); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} +.sheet-rolltemplate-DnD35Attack .sheet-header-basic{ + background-color: gray; + color: white; + text-align: center; + /*color: rgba(112,32,130,1);*/ +} + .sheet-rolltemplate-DnD35Attack .sheet-subheader { + color: #000; + font-size: 1em; + font-style: italic; + text-align: left; +} + .sheet-rolltemplate-DnD35Attack .sheet-arrow-right { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 180px solid rgb(126, 45, 64); +} + .sheet-rolltemplate-DnD35Attack .sheet-arrow-left { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-right: 180px solid rgb(126, 45, 64); +} +.sheet-rolltemplate-DnD35Attack .sheet-arrow-spell { + border-top: 3px solid rgb(45, 64, 126); + border-bottom: 3px solid rgb(45, 64, 126); + border-left: 90px solid transparent; + border-right: 90px solid transparent; +} +.sheet-rolltemplate-DnD35Attack .sheet-arrow-ability { + border-top: 3px solid transparent; + border-bottom: 3px solid rgb(204, 115, 51); + border-left: 90px solid rgb(204, 115, 51); + border-right: 90px solid rgb(204, 115, 51); +} +.sheet-rolltemplate-DnD35Attack .sheet-arrow-save { + border-top: 3px solid rgb(153, 77, 153); + border-bottom: 3px solid rgb(153, 77, 153); + border-left: 90px solid rgb(153, 77, 153); + border-right: 90px solid rgb(153, 77, 153); +} +.sheet-rolltemplate-DnD35Attack .sheet-arrow-skill { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 90px solid rgb(64, 126, 45); + border-right: 90px solid rgb(64, 126, 45); +} +.sheet-rolltemplate-DnD35Attack .sheet-arrow-skillcat { + border-top: 3px solid transparent; + border-bottom: 3px solid rgb(45, 126, 107); + border-left: 90px solid transparent; + border-right: 90px solid transparent; +} +.sheet-rolltemplate-DnD35Attack .sheet-arrow-initiative { + border-top: 1px solid rgb(204, 153, 51); + border-bottom: 1px solid rgb(204, 153, 51); + border-left: 90px solid rgb(204, 153, 51); + border-right: 90px solid rgb(204, 153, 51); +} +.sheet-rolltemplate-DnD35Attack .sheet-solid-full { + border-top: 3px solid rgb(126, 45, 64); + border-bottom: 3px solid rgb(126, 45, 64); + border-left: 180px solid rgb(126, 45, 64); + border-right: 0px solid rgb(126, 45, 64); +} +.sheet-rolltemplate-DnD35Attack .sheet-tcat { + font-style: italic; +} +.sheet-rolltemplate-DnD35Attack .sheet-dcolor { + color: rgb(193, 80, 107); +} + .sheet-rolltemplate-DnD35Attack td { + padding-left: 5px; +} + .sheet-rolltemplate-DnD35Attack .sheet-tr-repeating:nth-child(even){ + background-color:#eee; +} +/*.sheet-rolltemplate-DnD35StdRoll tr:nth-child(even){ + background-color:#eee; +}*/ + .sheet-rolltemplate-DnD35Attack .inlinerollresult { + background-color: transparent; + border: none; +} + .sheet-rolltemplate-DnD35Attack .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + .sheet-rolltemplate-DnD35Attack .inlinerollresult.fullfail { + color: #B31515; + border: none; +} + .sheet-rolltemplate-DnD35Attack .inlinerollresult.importantroll { + color: #4A57ED; + border: none; +} + +/* std roll checks */ +.sheet-rolltemplate-DnD35StdRoll table { + width: 100%; + padding: 2px; + border: 1px solid; + background-color: #ffffff; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll th { + /*color: rgb(45, 126, 107);*/ + padding-left: 5px; + line-height: 1.6em; + font-size: 1.2em; + text-align: left; + /*text-align: center;*/ +} + .sheet-rolltemplate-DnD35StdRoll .sheet-header-attack { + color: rgb(126, 45, 64); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-header-initiative { + color: rgb(204, 153, 51); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-header-spell{ + color: rgb(45, 64, 126); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-header-ability { + color: rgb(204, 115, 51); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-header-save { + color: rgb(153, 77, 153); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-header-skill { + color: rgb(64, 126, 45); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-header-skillcat{ + color: rgb(45, 126, 107); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} +.sheet-rolltemplate-DnD35StdRoll .sheet-header-basic{ + background-color: gray; + color: white; + text-align: center; + /*color: rgba(112,32,130,1);*/ +} + .sheet-rolltemplate-DnD35StdRoll .sheet-subheader { + color: #000; + font-size: 1em; + font-style: italic; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-arrow-right { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 180px solid rgb(126, 45, 64); +} + .sheet-rolltemplate-DnD35StdRoll .sheet-arrow-left { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-right: 180px solid rgb(126, 45, 64); +} +.sheet-rolltemplate-DnD35StdRoll .sheet-arrow-spell { + border-top: 3px solid rgb(45, 64, 126); + border-bottom: 3px solid rgb(45, 64, 126); + border-left: 90px solid transparent; + border-right: 90px solid transparent; +} +.sheet-rolltemplate-DnD35StdRoll .sheet-arrow-ability { + border-top: 3px solid transparent; + border-bottom: 3px solid rgb(204, 115, 51); + border-left: 90px solid rgb(204, 115, 51); + border-right: 90px solid rgb(204, 115, 51); +} +.sheet-rolltemplate-DnD35StdRoll .sheet-arrow-save { + border-top: 3px solid rgb(153, 77, 153); + border-bottom: 3px solid rgb(153, 77, 153); + border-left: 90px solid rgb(153, 77, 153); + border-right: 90px solid rgb(153, 77, 153); +} +.sheet-rolltemplate-DnD35StdRoll .sheet-arrow-skill { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 90px solid rgb(64, 126, 45); + border-right: 90px solid rgb(64, 126, 45); +} +.sheet-rolltemplate-DnD35StdRoll .sheet-arrow-skillcat { + border-top: 3px solid transparent; + border-bottom: 3px solid rgb(45, 126, 107); + border-left: 90px solid transparent; + border-right: 90px solid transparent; +} +.sheet-rolltemplate-DnD35StdRoll .sheet-arrow-initiative { + border-top: 1px solid rgb(204, 153, 51); + border-bottom: 1px solid rgb(204, 153, 51); + border-left: 90px solid rgb(204, 153, 51); + border-right: 90px solid rgb(204, 153, 51); +} +.sheet-rolltemplate-DnD35StdRoll .sheet-tcat { +font-style: italic; +} + .sheet-rolltemplate-DnD35StdRoll td { + padding-left: 5px; + text-align: left; +} + .sheet-rolltemplate-DnD35StdRoll .sheet-tr-repeating:nth-child(even){ + background-color:#eee; +} + .sheet-rolltemplate-DnD35StdRoll .inlinerollresult { + background-color: transparent; + border: none; +} + .sheet-rolltemplate-DnD35StdRoll .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + .sheet-rolltemplate-DnD35StdRoll .inlinerollresult.fullfail { + color: #B31515; + border: none; +} + .sheet-rolltemplate-DnD35StdRoll .inlinerollresult.importantroll { + color: #4A57ED; + border: none; +} + +/* initiative checks */ +.sheet-rolltemplate-DnD35Initiative table { + width: 100%; + padding: 2px; + border: 1px solid; + background-color: #ffffff; +} + .sheet-rolltemplate-DnD35Initiative th { + color: rgb(204, 153, 51); + padding-left: 5px; + /*line-height: 1.6em; + font-size: 1.2em;*/ + text-align: left; + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; +} + .sheet-rolltemplate-DnD35Initiative .sheet-header-attack { + color: rgb(126, 45, 64); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative .sheet-header-initiative { + color: rgb(204, 153, 51); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative .sheet-header-spell{ + color: rgb(45, 64, 126); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative .sheet-header-ability { + color: rgb(204, 115, 51); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative .sheet-header-save { + color: rgb(153, 77, 153); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative .sheet-header-skill { + color: rgb(64, 126, 45); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative .sheet-header-skillcat{ + color: rgb(45, 126, 107); + font-family: "Arial", Helvetica, sans-serif; + font-variant: small-caps; + text-align: left; +} +.sheet-rolltemplate-DnD35Initiative .sheet-header-basic{ + background-color: gray; + color: white; + text-align: center; + /*color: rgba(112,32,130,1);*/ +} + .sheet-rolltemplate-DnD35Initiative .sheet-subheader { + color: #000; + font-size: 1em; + font-style: italic; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative .sheet-arrow-right { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 180px solid rgb(126, 45, 64); +} + .sheet-rolltemplate-DnD35Initiative .sheet-arrow-left { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-right: 180px solid rgb(126, 45, 64); +} +.sheet-rolltemplate-DnD35Initiative .sheet-arrow-spell { + border-top: 3px solid rgb(45, 64, 126); + border-bottom: 3px solid rgb(45, 64, 126); + border-left: 90px solid transparent; + border-right: 90px solid transparent; +} +.sheet-rolltemplate-DnD35Initiative .sheet-arrow-ability { + border-top: 3px solid transparent; + border-bottom: 3px solid rgb(204, 115, 51); + border-left: 90px solid rgb(204, 115, 51); + border-right: 90px solid rgb(204, 115, 51); +} +.sheet-rolltemplate-DnD35Initiative .sheet-arrow-save { + border-top: 3px solid rgb(153, 77, 153); + border-bottom: 3px solid rgb(153, 77, 153); + border-left: 90px solid rgb(153, 77, 153); + border-right: 90px solid rgb(153, 77, 153); +} +.sheet-rolltemplate-DnD35Initiative .sheet-arrow-skill { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 90px solid rgb(64, 126, 45); + border-right: 90px solid rgb(64, 126, 45); +} +.sheet-rolltemplate-DnD35Initiative .sheet-arrow-skillcat { + border-top: 3px solid transparent; + border-bottom: 3px solid rgb(45, 126, 107); + border-left: 90px solid transparent; + border-right: 90px solid transparent; +} +.sheet-rolltemplate-DnD35Initiative .sheet-arrow-initiative { + border-top: 1px solid rgb(204, 153, 51); + border-bottom: 1px solid rgb(204, 153, 51); + border-left: 90px solid rgb(204, 153, 51); + border-right: 90px solid rgb(204, 153, 51); +} + .sheet-rolltemplate-DnD35Initiative .sheet-tcat { + font-style: italic; + text-align: left; +} + .sheet-rolltemplate-DnD35Initiative td { + padding-left: 5px; +} + .sheet-rolltemplate-DnD35Initiative .inlinerollresult { + background-color: transparent; + border: none; +} + .sheet-rolltemplate-DnD35Initiative .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + .sheet-rolltemplate-DnD35Initiative .inlinerollresult.fullfail { + color: #B31515; + border: none; +} + .sheet-rolltemplate-DnD35Initiative .inlinerollresult.importantroll { + color: #4A57ED; + border: none; +} \ No newline at end of file diff --git a/The Black Company/bcsheet.html b/The Black Company/bcsheet.html new file mode 100644 index 000000000000..770495d12be9 --- /dev/null +++ b/The Black Company/bcsheet.html @@ -0,0 +1,3928 @@ + + + + + +
    + + + + Header +
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    Character Name

    Player Name
    /
    Experience Points

    Background
    +

    Race

    Type

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    Gender

    Campaign

    Deity

    Class

    Level

    HD

    Age

    Height

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    Eyes

    Hair

    Allegiance #1

    Allegiance #2

    Allegiance #3
    +
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      +
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            + + + + + + + + + + + + + + + + + + +
    HP
    Hit Points

    Current HP

    Max
    Nonlethal Damage
    MD
    Massive Damage

    Con HP

    Misc Massive Damage Mod
    Massive Damage Threshold
    INITIATIVE + + + + + + + + +
    =
    Total
    +
    Dex Mod

    Misc Mod
       
     
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    Action Points
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    SPEED
    Speed
    Alternate Movement
    Fly
    +
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    Glide

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    Burrow

    Swim
     
    +
    + + + + + + + + + + + + + + + +
    AC
    Armor Class

    Total
    =10+


    Armor Bns
    +
    Ability Mod
    +
    Size Mod
    +
    Dodge
    +
    Nat. Armor
    +
    Deflection
    +
    Misc Mod
          +
    AC Pen
    +
    + + + + + + + + + + + +
    TOUCH
    Armor Class
      FLAT-FOOTED
    Armor Class
      Immobile
    Armor Class
     
    Damage Reduction
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    Base Attack ///
    Grapple
    Total
    =
    BAB + EAB
    +
    Str mod
    +
    Size Mod
    +
    Misc Mod

     
    +
    + + + + + + + + + + + +
    Melee
    Attack Bonus

    Total
     
    =
    Base AB
    + Epic AB
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    Modifier
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    Misc
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    Temp
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    Ranged
    Attack Bonus

    Total
     
    =
    Base AB
    + Epic AB
    +
    Dexterity
    Modifier
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    Size
    Modifier
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    Misc
    Modifiers
    +
    Temp
    Modifiers

     
     
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    Weapons
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    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + Weapon2 +
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    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + Weapon3 +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + Weapon4 +
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    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + Weapon5 +
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    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
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    +
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    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + Weapon7 +
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    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
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    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + Weapon9 +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + Weapon10 +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    WeaponTypeWeapon EnhWeapon
    Focus
    Weapon
    Specialize
    CriticalRangeAmmunitionAttack AbilityDamage AbilitySpecial Properties
    -20/x
    Attack Calc / Macro:
    + +
    Full Attack Macro:
    +
    Damage Calc / Crit Calc / Damage Macro:
    + + +
    +
    +
    + +
    +
    +
    +
    +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + +
    AC
    Armor Class

    Total
    =10

    +
    Ability Mod
    +
    Armor Bns
    +
    Size Mod
    +
    Dodge
    +
    Nat. Armor
    +
    Deflection
    +
    Misc Mod
          TOUCH
    Armor Class
      FLAT-FOOTED
    Armor Class
      Immobilized
    Armor Class
          +
    Armor Check Pen
    +
    + Armor +
    +
    + + + + +
    AC Items
    + + + + + + + + + + + + + + + + + + + + + + + +
              Armor Name             TypeBonusMax DexCheck PenaltySpell FailureSpeedWeightSpecial Properties
    +
    + + + + + + + + + + + + + + + + + +
                    Shield                 Armor BonusCheck PenaltySpell FailureWeightProperties
    +
    +
    +
    +
    + Other Armor Class +
    +
    + + + + +
    Other AC
    + Ability Bonuses       + Bonus for AC: + Touch AC: + FF AC: + Immobilized AC: +
    +           Typically: part of AC and Touch AC. Penalty is part of FF AC and Immobilized AC, bonus is not. Capped by Armor and Load. +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      NameAC BonusCapped?Capped AC BonusIn Touch AC?In FF AC?Source/Notes
      Y + + + Y *
      + +
      + +
      + +
    +
    +
    +
    + Armor       Total: Component of AC and FF AC; Not component of Touch AC +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      NameAC BonusSource/Notes
     
     
     
     
     
     
    +
    +
    +
    + Natural Armor       Total: Component of AC and FF AC; Not component of Touch AC +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      NameAC BonusSource/Notes
     
     
     
     
    +
    +
    +
    + Dodge                   Total: Component of AC and Touch AC; Not a component of FF AC. +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      NameAC BonusSource/Notes
     
     
     
     
    +
    +
    +
    + Deflection             Total: Component of AC, Touch AC, and FF AC. +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      NameAC BonusSource/Notes
     
     
     
     
    +
    +
    +
    + Misc AC                 Bonus for AC: + Touch AC: + FF AC: + Immobilized AC: + Potential component of AC, Touch AC, FF or Immobilized AC. +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      NameAC BonusIn AC?In Touch AC?In FF AC?In Immobl AC?Source/Notes
     
     
     
     
     
     
    +
    +
    +
    +
    +
    +
    + +
    + +
    +
    + + Wealth and Renown + + + + +
    Silver EquivalentNotesRenown
    + + + + + + +
    +
    +
    +
    +
    + Consumables +
    +
    + + + + + + +
    NameQtyEffect
    +
    + + + + + + +
    +
    +
    +
    +
    +
    + Ammunition +
    +
    + + + + + + + +
    NameQtyTypeNotes
    +
    + + + + + + + +
    +
    +
    +
    +
    +
    + Other Items +
    +
    + + + + + + +
    BackpackPouches     
    + + + +
    +
    +
    +
    + Masterwork Items +
    +
    + + + + + + +
    NameTypeEffect
    +
    + + + + + + +
    +
    +
    +
    +
    +
    + Worn Items +
    + + + + + +
    +
    + Worn Items +
    + Location + Name + Effect +
    +
    + Head + + +
    +
    + Eyes + + +
    +
    + Neck + + +
    +
    + Shoulders + + +
    +
    + Clothes + + +
    +
    + Belt + + +
    +
    + Wrists + + +
    +
    + Hands + + +
    +
    + Ring 1 + + +
    +
    + Ring 2 + + +
    +
    + Ring 3 + + +
    +
    + Ring 4 + + +
    +
    + Feet + + +
    +
    +
    +
    + Stored Items +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    +
    +
    +
    + + +
    + + Skills +
    +
    + + + + + +
    Skills
    +
    +   + Skill Names + Total
    Bonus
    + Stat + Ability
    Mod.
    + Ranks + Cross
    Ranks
    + Armor
    Penalty
    + Misc
    Mod.
    + Notes + Macro +
    +
    + + Appraise + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Balance + + = Dex + + + + + + + + + + + + +
    +
    + + Bluff + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Climb + + + + + + + + + + + + + + + +
    +
    + + Command + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Concentration + + = Con + + + + + + +   -N/A-   + + + + + +
    +
    + + Craft + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Craft + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Craft + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Decipher Script * + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Diplomacy + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Disable Device * + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Disguise + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Escape Artist + + = Dex + + + + + + + + + + + + +
    +
    + + Forgery + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Gather Information + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Handle Animal * + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Heal + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Hide + + = Dex + + + + + + + + + + + + +
    +
    + + Intimidate + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Jump + + + + + + + + + + + + + + + +
    +
    + + Knowledge (Arcana) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (Engineer) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (Dungeon) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (Geography) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (History) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (Local) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (Nature) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (Nobility) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (Religion) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Knowledge (The Planes) *   + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Listen + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Move Silently + + = Dex + + + + + + + + + + + + +
    +
    + + Open Lock * + + = Dex + + + + + + +   -N/A-   + + + + + +
    +
    + + Perform * + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Perform * + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Perform * + + = Cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Profession * + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Profession * + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Profession * + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Research * + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Ride + + = Dex + + + + + + +   -N/A-   + + + + + +
    +
    + + Search + + = Int + + + + + + +   -N/A-   + + + + + +
    +
    + + Sense Motive + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Sleight of Hand * + + = Dex + + + + + + + + + + + + +
    +
    + + Speak Language + + = ** + + + + + + +   -N/A-   + + + + + +
    +
    + + Spot + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Survival + + = Wis + + + + + + +   -N/A-   + + + + + +
    +
    + + Swim + + = Str + + + + + + + + + + + + +
    +
    + + Tumble * + + = Dex + + + + + + + + + + + + +
    +
    + + Use Rope + + = Dex + + + + + + +   -N/A-   + + + + + +
    +
    + + + + + +
    Magic Skills
    +
    +   + Skill Names + Total
    Bonus
    + Stat + Ability
    Mod.
    + Ranks + Cross
    Ranks
    + Armor
    Penalty
    + Misc
    Mod.
    + Notes + Macro +
    +
    + + Detect Magic                         + + = int + + + + + + +   -N/A-   + + + + + +
    +
    + + Ghost Sounds + + = cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Magic Use + + = cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Prestidigitation + + = cha + + + + + + +   -N/A-   + + + + + +
    +
    + + Resistance + + = Con + + + + + + +   -N/A-   + + + + + +
    +
    +
    + + + + + + + + + + + + + + + + + +
    Other Skills
     Skill NamesTotal
    Bonus
    Ability
    Stat
    Ability
    Mod.
    RanksCross
    Ranks
    Armor
    Penalty
    Misc
    Mod.
    Macro
    +
    + + + + + + + + + + + + + + + + + + +
    =++++
    +
    +
    +

    * = Trained Only

    +
    +
    +
    +
    + +
    + Spells +
    + + + + + + +
    + + + + + + + + + + +
    Spells
    Spell EnergySave DC
    +
    +
    +
    +
    + + + + + + +
    + + + + + + + + + + +
    Use/PrepSpell nameBase DCDrainPropRangeDuration
    +
    + + + + + + + + + + + + + +
    /
    Notes:
    +
    +
      + + + + + + + + + + +
    Use/PrepSpell nameBase DCDrainPropRangeDuration
    +
    + + + + + + + + + + + + + +
    /
    Notes:
    +
    +
    +
    +
    +
    + +
    + Notes +
    + + + + + +
    Notes
    + Show? +
    + + + + +
    +
    + +
    +   + + + +
    +
    +
    +
    +
    +
    + Show? +
    + + + + +
    +
    + +
    +   + + + +
    +
    +
    +
    +
    +
    +
    +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    + + +
    + + +Roll Templates and Inventory Reporting +
    + + + + +
    Roll Templates and Inventory Reporting
    + + +
    + The Black Company sheet has a built in inventory reporting system for the various repeating sections found in the inventory tab. As changes are made to these a sheetworker populates hidden fields with a list of the items which can be called in the chat the same as any other attribute using the following commands: +
      +
    • @{equipmentsummary} - provides a list, and item count where needed for consumable items.
    • +
    • @{ammosummary} - provides a list, and item count where needed for ammunition
    • +
    • @{masterworkitemsummary} - provides a list of all the master work items held by the character
    • +
    +
    + All of the roll templates use the flags initflag, skillcatflag, skillflag, saveflag, abilityflag, spellflag, pcflag, npcflag, and basicflag to vary the roll template appearance. See below for more details. +
    +
    The DnD35Attack roll template allows up to 10 attacks to be displayed in the same template. If the roll for attack# results in a critical success (can set a custom value such as: [[d20cs>18]]), then critconfirm# and critdmg# will display. If the roll for attack# results in a critical failure (can set a custom value such as: [[d20cf<2]]), then fumbleroll will display. +
    To use this Roll Template to show multiple attacks, the fullattackflag must be set to [[d1]]. You can use either {{fullattackflag=[[d1]]}} or set it as a query {{fullattackflag=[[?{Full Attack? (hit space for full attack else hit return) |0}d1]]}} as in the example macro. +
    + Attack Roll: + +
    + + + + + + + + + + + +
    Name
    subtags
    subtags2
    attack1 critconfirm1 fumbleroll damage1 critdmg1
    attack2 critconfirm2 fumbleroll damage2 critdmg2
    attack3 critconfirm3 fumbleroll damage3 critdmg3
    ....
    attack10 critconfirm10 fumbleroll damage10 critdmg10
    notes
    +
    + Example macro: + +
    The pcflag sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right. +
    +
    +
    + Attack Roll v2 (NPC): + +
    + + + + + + + + + + + +
    Name
    subtags
    subtags2
    attack1 critconfirm1 fumbleroll damage1 critdmg1
    attack2 critconfirm2 fumbleroll damage2 critdmg2
    attack3 critconfirm3 fumbleroll damage3 critdmg3
    ....
    attack10 critconfirm10 fumbleroll damage10 critdmg10
    notes
    +
    + Example macro: + +
    The npcflag sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left. +
    Example of DnD35Attack with {{npcflag=true}} set. Also set to whisper to the gm for the NPC's attacks. This example compares against an AC value stored in bar2 to report success (1 hit) or failure (0 hit) of the attack. +
    +
    +
    The DnD35Initiative roll template consists of name check and checkroll on the same line. Notes can be added below. There is no dividing line in this template. +
    + Initiative: + +
    + + + +
    Name check checkroll
    notes
    +
    + Example macro: + +
    The initflag used with DnD35StdRoll or DnD35Attack sets the name this same yellow and adds a thin solid yellow dividing line. +
    +
    +
    For the DnD35StdRoll, the first section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are: notes, subtags, subtags2, compcheck, failcheck, succeedcheck, check, checkroll, critroll, fumbleroll, initflag, skillcatflag, skillflag, saveflag, abilityflag, spellflag, pcflag, npcflag, basicflag, name. +
    +
    The compcheck line expects a comparison type roll [[d20>15]] and will display the succeedcheck if the result is a 1 or the failcheck if the result is a 0. +
    +
    The next section takes a check and checkroll and will display the critroll if the checkroll was a critical success and the fumble roll if the checkroll was a critical failure. +
    +
    Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the check keyword by itself; you must include the checkroll as well for that section to display. +
    + Spell: + +
    + + + + + + + + + + + + +
    Name
    subtags
    subtags2
    key value
    key value
    key value
    compcheck succeedcheck   failcheck
    check checkroll
    critroll fumbleroll
    notes
    +
    + Example macro: + +
    The spellflag sets the dividing line to be a blue 4-pointed star pattern and the name to be blue. +
    +
    +
    + Ability Check: + +
    + + + + + + + + + + + + +
    Name
    subtags
    subtags2
    key value
    key value
    key value
    compcheck succeedcheck   failcheck
    check checkroll
    critroll fumbleroll
    notes
    +
    + Example macro: + +
    The abilityflag sets the name and dividing line brown. +
    +
    +
    + Save: + +
    + + + + + + + + + + + + +
    Name
    subtags
    subtags2
    key value
    key value
    key value
    compcheck succeedcheck   failcheck
    check checkroll
    critroll fumbleroll
    notes
    +
    + Example macro: + +
    The saveflag sets the name and thick dividing line to be purple. +
    +
    +
    + Skill Check: + +
    + + + + + + + + + + + + +
    Name
    subtags
    subtags2
    key value
    key value
    key value
    compcheck succeedcheck   failcheck
    check checkroll
    critroll fumbleroll
    notes
    +
    + Example macro: + +
    The skillflag sets the name and double-arrow dividing line a darkish green. +
    +
    +
    + Skill Check v2: + +
    + + + + + + + + + + + + +
    Name
    subtags
    subtags2
    key value
    key value
    key value
    compcheck succeedcheck   failcheck
    check checkroll
    critroll fumbleroll
    notes
    +
    + Example macro: + +
    The skillcatflag sets the dividing line to be an upward pointed arrow and both it and the name a teal color. +
    +
    +
    + Basic: + +
    + + + + + + + + + + + +
    Name
    subtags
    subtags2
    key value
    key value
    key value
    compcheck succeedcheck   failcheck
    check checkroll
    critroll fumbleroll
    notes
    +
    + Example macro: + +
    This basic grey and white appearance can be used with the various templates by setting {{basicflag=true}} . There is no dividing line with this appearance flag. +
    +
    + + + {{#pcflag}} {{/pcflag}} + {{#npcflag}} {{/npcflag}} + {{#spellflag}} {{/spellflag}} + {{#abilityflag}} {{/abilityflag}} + {{#saveflag}} {{/saveflag}} + {{#skillflag}} {{/skillflag}} + {{#skillcatflag}} {{/skillcatflag}} + {{#initflag}} {{/initflag}} + {{#basicflag}} {{/basicflag}} + {{^initflag}} {{^skillcatflag}} {{^skillflag}} {{^saveflag}} {{^abilityflag}} {{^spellflag}} {{^pcflag}} {{^npcflag}} {{^basicflag}} {{/basicflag}} {{/npcflag}} {{/pcflag}} {{/spellflag}}{{/abilityflag}} {{/saveflag}} {{/skillflag}} {{/skillcatflag}} {{/initflag}} + {{#subtags}}{{/subtags}} + {{#subtags2}}{{/subtags2}} + {{#npcflag}} {{/npcflag}} + {{#pcflag}} {{/pcflag}} + {{#spellflag}} {{/spellflag}} + {{#abilityflag}} {{/abilityflag}} + {{#saveflag}} {{/saveflag}} + {{#skillflag}} {{/skillflag}} + {{#skillcatflag}} {{/skillcatflag}} + {{#initflag}} {{/initflag}} + + + + {{#rollWasCrit() fullattackflag}} + {{#attack2}} + + + + {{/attack2}} + {{#attack3}} + + + + {{/attack3}} + {{#attack4}} + + + {{/attack4}} + {{#attack5}} + + + + {{/attack5}} + {{#attack6}} + + + + {{/attack6}} + {{#attack7}} + + + + {{/attack7}} + {{#attack8}} + + + + {{/attack8}} + {{#attack9}} + + + + {{/attack9}} + {{#attack10}} + + + + {{/attack10}} + {{/rollWasCrit() fullattackflag}} + {{#notes}}{{/notes}} +
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{subtags}}
    {{subtags2}}
    {{attack1}} + {{#rollWasCrit() attack1}} {{critconfirm1}} {{/rollWasCrit() attack1}} + {{#rollWasFumble() attack1}} {{fumbleroll}} {{/rollWasFumble() attack1}} + {{#damage1}} + {{^rollWasFumble() attack1}} {{damage1}} + {{#rollWasCrit() attack1}} {{critdmg1}} {{/rollWasCrit() attack1}} + {{/rollWasFumble() attack1}} + {{/damage1}} +
    {{attack2}} + {{#rollWasCrit() attack2}} {{critconfirm2}} {{/rollWasCrit() attack2}} + {{#rollWasFumble() attack2}} {{fumbleroll}} {{/rollWasFumble() attack2}} + {{#damage2}} + {{^rollWasFumble() attack2}} {{damage2}} + {{#rollWasCrit() attack2}} {{critdmg2}} {{/rollWasCrit() attack2}} + {{/rollWasFumble() attack2}} + {{/damage2}} +
    {{attack3}} + {{#rollWasCrit() attack3}} {{critconfirm3}} {{/rollWasCrit() attack3}} + {{#rollWasFumble() attack3}} {{fumbleroll}} {{/rollWasFumble() attack3}} + {{#damage3}} + {{^rollWasFumble() attack3}} {{damage3}} + {{#rollWasCrit() attack3}} {{critdmg3}} {{/rollWasCrit() attack3}} + {{/rollWasFumble() attack3}} + {{/damage3}} +
    {{attack4}} + {{#rollWasCrit() attack4}} {{critconfirm4}} {{/rollWasCrit() attack4}} + {{#rollWasFumble() attack4}} {{fumbleroll}} {{/rollWasFumble() attack4}} + {{#damage4}} + {{^rollWasFumble() attack4}} {{damage4}} + {{#rollWasCrit() attack4}} {{critdmg4}} {{/rollWasCrit() attack4}} + {{/rollWasFumble() attack4}} + {{/damage4}} +
    {{attack5}} + {{#rollWasCrit() attack5}} {{critconfirm5}} {{/rollWasCrit() attack5}} + {{#rollWasFumble() attack5}} {{fumbleroll}} {{/rollWasFumble() attack5}} + {{#damage5}} + {{^rollWasFumble() attack5}} {{damage5}} + {{#rollWasCrit() attack5}} {{critdmg5}} {{/rollWasCrit() attack5}} + {{/rollWasFumble() attack5}} + {{/damage5}} +
    {{attack6}} + {{#rollWasCrit() attack6}} {{critconfirm6}} {{/rollWasCrit() attack6}} + {{#rollWasFumble() attack6}} {{fumbleroll}} {{/rollWasFumble() attack6}} + {{#damage6}} + {{^rollWasFumble() attack6}} {{damage6}} + {{#rollWasCrit() attack6}} {{critdmg6}} {{/rollWasCrit() attack6}} + {{/rollWasFumble() attack6}} + {{/damage6}} +
    {{attack7}} + {{#rollWasCrit() attack7}} {{critconfirm7}} {{/rollWasCrit() attack7}} + {{#rollWasFumble() attack7}} {{fumbleroll}} {{/rollWasFumble() attack7}} + {{#damage7}} + {{^rollWasFumble() attack7}} {{damage7}} + {{#rollWasCrit() attack7}} {{critdmg7}} {{/rollWasCrit() attack7}} + {{/rollWasFumble() attack7}} + {{/damage7}} +
    {{attack8}} + {{#rollWasCrit() attack8}} {{critconfirm8}} {{/rollWasCrit() attack8}} + {{#rollWasFumble() attack8}} {{fumbleroll}} {{/rollWasFumble() attack8}} + {{#damage8}} + {{^rollWasFumble() attack8}} {{damage8}} + {{#rollWasCrit() attack8}} {{critdmg8}} {{/rollWasCrit() attack8}} + {{/rollWasFumble() attack8}} + {{/damage8}} +
    {{attack9}} + {{#rollWasCrit() attack9}} {{critconfirm9}} {{/rollWasCrit() attack9}} + {{#rollWasFumble() attack9}} {{fumbleroll}} {{/rollWasFumble() attack9}} + {{#damage9}} + {{^rollWasFumble() attack9}} {{damage9}} + {{#rollWasCrit() attack9}} {{critdmg9}} {{/rollWasCrit() attack9}} + {{/rollWasFumble() attack9}} + {{/damage9}} +
    {{attack10}} + {{#rollWasCrit() attack10}} {{critconfirm10}} {{/rollWasCrit() attack10}} + {{#rollWasFumble() attack10}} {{fumbleroll}} {{/rollWasFumble() attack10}} + {{#damage10}} + {{^rollWasFumble() attack10}} {{damage10}} + {{#rollWasCrit() attack10}} {{critdmg10}} {{/rollWasCrit() attack10}} + {{/rollWasFumble() attack10}} + {{/damage10}} +
    {{notes}}
    +
    + + + + {{#pcflag}} {{/pcflag}} + {{#npcflag}} {{/npcflag}} + {{#spellflag}} {{/spellflag}} + {{#abilityflag}} {{/abilityflag}} + {{#saveflag}} {{/saveflag}} + {{#skillflag}} {{/skillflag}} + {{#skillcatflag}} {{/skillcatflag}} + {{#basicflag}} {{/basicflag}} + {{^skillcatflag}} {{^skillflag}} {{^saveflag}} {{^abilityflag}} {{^spellflag}} {{^pcflag}} {{^npcflag}} {{^basicflag}} {{/basicflag}} {{/npcflag}} {{/pcflag}} {{/spellflag}}{{/abilityflag}} {{/saveflag}} {{/skillflag}} {{/skillcatflag}} + {{#notes}}{{/notes}} +
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{name}} {{check}} {{checkroll}}
    {{notes}}
    +
    + + + + {{#pcflag}} {{/pcflag}} + {{#npcflag}} {{/npcflag}} + {{#spellflag}} {{/spellflag}} + {{#abilityflag}} {{/abilityflag}} + {{#saveflag}} {{/saveflag}} + {{#skillflag}} {{/skillflag}} + {{#skillcatflag}} {{/skillcatflag}} + {{#initflag}} {{/initflag}} + {{#basicflag}} {{/basicflag}} + {{^initflag}} {{^skillcatflag}} {{^skillflag}} {{^saveflag}} {{^abilityflag}} {{^spellflag}} {{^pcflag}} {{^npcflag}} {{^basicflag}} {{/basicflag}} {{/npcflag}} {{/pcflag}} {{/spellflag}}{{/abilityflag}} {{/saveflag}} {{/skillflag}} {{/skillcatflag}} {{/initflag}} + {{#subtags}}{{/subtags}} + {{#subtags2}}{{/subtags2}} + {{#npcflag}} {{/npcflag}} + {{#pcflag}} {{/pcflag}} + {{#spellflag}} {{/spellflag}} + {{#abilityflag}} {{/abilityflag}} + {{#saveflag}} {{/saveflag}} + {{#skillflag}} {{/skillflag}} + {{#skillcatflag}} {{/skillcatflag}} + {{#initflag}} {{/initflag}} + {{#allprops() notes subtags subtags2 compcheck failcheck succeedcheck check checkroll critroll fumbleroll initflag skillcatflag skillflag saveflag abilityflag spellflag pcflag npcflag basicflag name}} + + {{/allprops() notes subtags subtags2 compcheck failcheck succeedcheck check checkroll critroll fumbleroll initflag skillcatflag skillflag saveflag abilityflag spellflag pcflag npcflag basicflag name}} + {{#compcheck}} + + {{/compcheck}} + {{#checkroll}} + + {{/checkroll}} + {{#notes}}{{/notes}} +
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{name}}
    {{subtags}}
    {{subtags2}}
    {{key}} {{value}}
    {{compcheck}} + {{#rollTotal() compcheck 1}} {{succeedcheck}} {{/rollTotal() compcheck 1}} + {{#rollTotal() compcheck 0}} {{failcheck}} {{/rollTotal() compcheck 0}}
    {{check}} {{checkroll}}
    + {{#rollWasCrit() checkroll}} {{critroll}} {{/rollWasCrit() checkroll}} + {{#rollWasFumble() checkroll}} {{fumbleroll}} {{/rollWasFumble() checkroll}} +
    {{notes}}
    +
    + +
    +
    +

    The Black Company RPG v1.0 by Ziechael (Based heavily on the D&D3.5e Character Sheet by Diana P.)

    + + \ No newline at end of file diff --git a/The Black Company/sheet.json b/The Black Company/sheet.json new file mode 100644 index 000000000000..19ff8837c3a3 --- /dev/null +++ b/The Black Company/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "bcsheet.html", + "css": "bcsheet.css", + "authors": "Ziechael", + "roll20userid": "573391", + "preview": "BCSheet.jpg", + "instructions": "Based on the DnD 3.5e sheet by Diana; this version is for use with The Black Company campaign setting." +} \ No newline at end of file diff --git a/The Sprawl/Source Code/thesprawl_sheet.html b/The Sprawl/Source Code/thesprawl_sheet.html index 663aed074dff..9d2ba7026838 100644 --- a/The Sprawl/Source Code/thesprawl_sheet.html +++ b/The Sprawl/Source Code/thesprawl_sheet.html @@ -306,7 +306,7 @@
    -
    -
    Style
    +
    Style
    Frame
    @@ -549,7 +549,7 @@
    - +
    diff --git a/The Sprawl/Source Code/thesprawl_style.css b/The Sprawl/Source Code/thesprawl_style.css index 1068f353edd6..a221cfce560f 100644 --- a/The Sprawl/Source Code/thesprawl_style.css +++ b/The Sprawl/Source Code/thesprawl_style.css @@ -114,6 +114,7 @@ input { } .charsheet { min-width: 852px; + max-width: 1024px; height: auto !important; background-color: #0a2328; overflow: hidden; @@ -838,7 +839,7 @@ input[type="text"].sheet-linkname { position: absolute; top: 0; bottom: 0; - right: 823px; + left: 2px; box-shadow: 0px 0px 24px -3px #43E6CF !important; -webkit-transition: all 0.3s; -moz-transition: all 0.3s; @@ -850,19 +851,19 @@ input[type="text"].sheet-linkname { margin-left: 0; } .sheet-flipswitch-cb1:checked+ .sheet-flipswitch-label1 .sheet-flipswitch-switch1 { - right: 784px; + left: 41px; } .sheet-flipswitch-cb2:checked+ .sheet-flipswitch-label2 .sheet-flipswitch-inner2 { margin-left: 0; } .sheet-flipswitch-cb2:checked+ .sheet-flipswitch-label2 .sheet-flipswitch-switch2 { - right: 784px; + left: 41px; } .sheet-flipswitch-cb3:checked+ .sheet-flipswitch-label3 .sheet-flipswitch-inner3 { margin-left: 0; } .sheet-flipswitch-cb3:checked+ .sheet-flipswitch-label3 .sheet-flipswitch-switch3 { - right: 784px; + left: 41px; } .sheet-checkboxes2 .sheet-collapsible2.sheet-section2 { display: none; @@ -899,4 +900,4 @@ div.sheet-test label { button.sheet-btn.sheet-tochat.sheet-rollharm.btn.ui-draggable { float: left; font-size: 1.3em !important; -} +} \ No newline at end of file diff --git a/The Sprawl/thesprawl_sheet.html b/The Sprawl/thesprawl_sheet.html index 51e60c609a27..a91e950681bb 100644 --- a/The Sprawl/thesprawl_sheet.html +++ b/The Sprawl/thesprawl_sheet.html @@ -1 +1 @@ -
    Operator nameOPERATOR FILEfile imageRolls CoolDiceForwardRolls EdgeRolls MindRolls StyleRolls SynthRolls HarmHarm SufferedHarm Clockharm clockTimecyberware imageUserRolls links withDirectiveProduct IDgear imageEquipmentVehiclevehicle imagedrone imagecyberdeck imageProgramgang imagecrew image

    Act Under Pressure
    Apply First Aid

    Assess
    Play Hardball

    Mix It Up
    Acquire Agri Property

    Research

    Fast Talk
    Hit The Street

    Use Cyberware
     
    12:00
      
    15:00
      
    18:00
      
    21:00
      
    22:00
      
    23:00
      
    00:00
     
    Name
    Notes
    Name
    Notes
    Name
    Notes
    Img Url
    Name
    Notes
    Img Url
    Name
    Details
    Name
    Details
    Name
    Tags
    Harm
    Img Url
    Name
    Tags
    Harm
    Img Url
    Name
    Frame
    Design
    Profile
    Strengths
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    Weapons
    Img Url
    Name
    Style
    Frame
    Strengths
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    Armed
    Img Url
    Name
    Hardening
    /
    Firewall
    /
    Processor
    /
    Stealth
    /
    Programs Loaded
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    Character
    Leader
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    {{#roll_harm1}}{{/roll_harm1}}{{#roll_harm2}}{{/roll_harm2}}{{#roll_harm3}}{{/roll_harm3}}{{#roll_harm4}}{{/roll_harm4}}{{#roll_harm5}}{{/roll_harm5}}{{#roll_harm6}}{{/roll_harm6}}{{#roll_harm7}}{{/roll_harm7}}{{#roll_imageurl}}{{/roll_imageurl}}{{#roll_value1value}}{{/roll_value1value}}{{#roll_value2value}}{{/roll_value2value}}{{#roll_value3value}}{{/roll_value3value}}{{#roll_value4value}}{{/roll_value4value}}{{#roll_value5value}}{{/roll_value5value}}{{#roll_value6value}}{{/roll_value6value}}{{#roll_value7value}}{{/roll_value7value}}
    {{roll_tabledescname}}
    {{roll_tabledescvalue}}
    [roll_harmimagedesc}}](http://i.imgur.com/aJQbMCV.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/r7DeZid.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/U3HQbtc.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/chNCCfx.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/Xtbv4tF.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/cFWDwj7.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/HhmjEZs.jpg)
    [{{roll_imagedesc}}]({{roll_imageurl}})
    {{roll_value1name}}{{roll_value1value}}
    {{roll_value2name}}{{roll_value2value}}
    {{roll_value3name}}{{roll_value3value}}
    {{roll_value4name}}{{roll_value4value}}
    {{roll_value5name}}{{roll_value5value}}
    {{roll_value6name}}{{roll_value6value}}
    {{roll_value7name}}{{roll_value7value}}
    \ No newline at end of file +
    Operator nameOPERATOR FILEfile imageRolls CoolDiceForwardRolls EdgeRolls MindRolls StyleRolls SynthRolls HarmHarm SufferedHarm Clockharm clockTimecyberware imageUserRolls links withDirectiveProduct IDgear imageEquipmentVehiclevehicle imagedrone imagecyberdeck imageProgramgang imagecrew image

    Act Under Pressure
    Apply First Aid

    Assess
    Play Hardball

    Mix It Up
    Acquire Agri Property

    Research

    Fast Talk
    Hit The Street

    Use Cyberware
    12:00
    15:00
    18:00
    21:00
    22:00
    23:00
    00:00
    Name
    Notes
    Name
    Notes
    Name
    Notes
    Img Url
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    Img Url
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    /
    Firewall
    /
    Processor
    /
    Stealth
    /
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    Type
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    Tags
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    {{#roll_harm1}} {{/roll_harm1}} {{#roll_harm2}} {{/roll_harm2}} {{#roll_harm3}} {{/roll_harm3}} {{#roll_harm4}} {{/roll_harm4}} {{#roll_harm5}} {{/roll_harm5}} {{#roll_harm6}} {{/roll_harm6}} {{#roll_harm7}} {{/roll_harm7}} {{#roll_imageurl}} {{/roll_imageurl}} {{#roll_value1value}} {{/roll_value1value}} {{#roll_value2value}} {{/roll_value2value}} {{#roll_value3value}} {{/roll_value3value}} {{#roll_value4value}} {{/roll_value4value}} {{#roll_value5value}} {{/roll_value5value}} {{#roll_value6value}} {{/roll_value6value}} {{#roll_value7value}} {{/roll_value7value}}
    {{roll_tabledescname}}
    {{roll_tabledescvalue}}
    [roll_harmimagedesc}}](http://i.imgur.com/aJQbMCV.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/r7DeZid.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/U3HQbtc.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/chNCCfx.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/Xtbv4tF.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/cFWDwj7.jpg)
    [roll_harmimagedesc}}](http://i.imgur.com/HhmjEZs.jpg)
    [{{roll_imagedesc}}]({{roll_imageurl}})
    {{roll_value1name}}{{roll_value1value}}
    {{roll_value2name}}{{roll_value2value}}
    {{roll_value3name}}{{roll_value3value}}
    {{roll_value4name}}{{roll_value4value}}
    {{roll_value5name}}{{roll_value5value}}
    {{roll_value6name}}{{roll_value6value}}
    {{roll_value7name}}{{roll_value7value}}
    \ No newline at end of file diff --git a/The Sprawl/thesprawl_style.css b/The Sprawl/thesprawl_style.css index b16c43d53bcb..7a6be7c20aa0 100644 --- a/The Sprawl/thesprawl_style.css +++ b/The Sprawl/thesprawl_style.css @@ -1 +1 @@ -.charsheet *{box-sizing:border-box} .charsheet div{white-space:nowrap} .charsheet::-webkit-scrollbar{width:8px; background-color:#19867e !important; border:none} .charsheet::-webkit-scrollbar-corner{background-color:#19867e !important; border:none} .charsheet::-webkit-scrollbar-track{background-color:#041012 !important; border-left:1px solid #ccc; border:none} .charsheet::-webkit-scrollbar-thumb{background-color:#19867e !important; border-radius:0px !important; border:none} .charsheet::-webkit-scrollbar-thumb:hover{background-color:#19867e !important; border:none} input[type=number]::-webkit-inner-spin-button, input[type=number]::-webkit-outer-spin-button{-webkit-appearance:none; margin:0} span.sheet-translate{padding:0px 0px 0px 0px; margin:0px 0px 0px 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border-top:1px solid #146D69 !important; box-shadow:0px -5px 8px -7px #2FFFE2 !important; padding-bottom:20px !important} .charsheet .sheet-2colrow .sheet-col{padding-bottom:20px !important} .charsheet .sheet-2colrow{min-height:165px} .sheet-row{height:15px} .sheet-row1{height:auto; width:100%; display:inline-block} .sheet-column5, .sheet-column6{border-top:1px solid #146D69 !important; box-shadow:0px -5px 8px -7px #2FFFE2 !important} .sheet-column5{height:52px} .sheet-column6{height:127px; background-color:#0b2729; border-top:11px #0e3133 solid !important} .sheet-column4{height:65px !important} label{width:auto !important; display:inline-block !important; padding-top:20px !important} input, textarea{background-color:#123138; border:solid #43E6CF; border-width:0px 0px 1px 0px; border-radius:0px; font-family:"Lucida Console", Monaco, monospace; color:#f0fffc; text-shadow:0px 0px 14px rgb(0, 255, 187); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.8em} input[type="text"]{width:80% !important} input[type="text"].sheet-playbookinput{width:64% !important} textarea{resize:vertical !important; min-height:100px; text-transform:none !important; letter-spacing:0px !important} .sheet-orange{color:#ffc109; text-shadow:0px 0px 7px rgb(255, 167, 77); font-size:93%} .sheet-repeating input[type="text"], .sheet-repeating textarea{margin-bottom:10px; width:100% !important; min-height:20px} .sheet-repeating textarea{height:80px} .sheet-harmclock{width:408px; height:68px; background-image:url("http://i.imgur.com/aJQbMCV.jpg")} .sheet-harmon1, .sheet-harmon2, .sheet-harmon3, .sheet-harmon4, .sheet-harmon5, .sheet-harmon6, .sheet-harmon7{float:right; display:none} input.sheet-harm1[type="radio"]:checked~ button.sheet-harmon1{display:inline; font-size:1.3em !important} input.sheet-harm2[type="radio"]:checked~ button.sheet-harmon2{display:inline; font-size:1.3em !important} input.sheet-harm3[type="radio"]:checked~ button.sheet-harmon3{display:inline; 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label.sheet-radiolabel7{width:10px !important; height:10px !important; border-radius:0 !important; border:1px #44E6CF solid !important; display:inline-block !important; line-height:10px !important; text-align:center !important; color:black !important; font-size:40pt !important; cursor:pointer !important; background:none !important; position:relative !important; padding-top:13px !important; padding:0px 0px 0px 13px; margin:0; box-shadow:0px 0px 24px -3px #43E6CF !important; left:-12px} input.sheet-harm1:checked+ label.sheet-radiolabel1:before{opacity:1 !important} input.sheet-harm2:checked+ label.sheet-radiolabel2:before{opacity:1 !important} input.sheet-harm3:checked+ label.sheet-radiolabel3:before{opacity:1 !important} input.sheet-harm4:checked+ label.sheet-radiolabel4:before{opacity:1 !important} input.sheet-harm5:checked+ label.sheet-radiolabel5:before{opacity:1 !important} input.sheet-harm6:checked+ label.sheet-radiolabel6:before{opacity:1 !important} input.sheet-harm7:checked+ label.sheet-radiolabel7:before{opacity:1 !important} label.sheet-radiolabel1:before, label.sheet-radiolabel2:before, label.sheet-radiolabel3:before, label.sheet-radiolabel4:before, label.sheet-radiolabel5:before, label.sheet-radiolabel6:before, label.sheet-radiolabel7:before{position:absolute !important; top:1px !important; left:1px !important; height:11px !important; width:11px !important; background:#229A91 !important; content:'' !important; opacity:0 !important; box-shadow:0px 0px 24px -3px #43E6CF !important} .sheet-clockbox{display:inline-block; padding-left:0px; width:18px; /* padding-right:5px; */ position:relative; left:-14px} input[type="text"].sheet-linkname{width:79% !important; margin-right:20px !important; margin-bottom:10px !important} .sheet-linksmargin{margin-bottom:10px !important} .sheet-column6 span{font-family:"Lucida Console", Monaco, monospace; color:#3f8e83; text-shadow:0px 0px 20px rgb(107, 152, 144); text-transform:uppercase; line-height:34%; letter-spacing:1px; font-weight:100; font-size:0.7em; white-space:nowrap} .sheet-column5 .sheet-col input{width:64% !important} .sheet-btn{background-color:#0a2328; border:1px solid #ffffff} .sheet-topcol1{width:25% !important; padding-left:0 !important; padding-right:0 !important} .sheet-topcol2{width:22% !important; padding-right:0 !important; padding-left:15px !important} .charsheet .sheet-topcol2 input[type="text"].sheet-playbookinput{width:50% !important} .sheet-topcol3{width:19% !important; padding-right:0 !important; padding-left:6px !important} .charsheet .sheet-topcol3 input[type="text"].sheet-playbookinput{width:26% !important} .sheet-topcol4{width:34% !important; padding-right:0 !important; padding-left:0 !important} .charsheet .sheet-topcol4 input[type="text"].sheet-playbookinput{width:45% !important} .charsheet button.sheet-tochat, .charsheet button.repcontrol_edit, .charsheet button.repcontrol_add{font-size:74% !important; text-transform:uppercase !important; letter-spacing:1px !important; text-shadow:none !important; padding:6px !important; font-family:"Lucida Console", Monaco, monospace !important; color:#94cac2 !important; text-shadow:0px 0px 14px rgb(0, 255, 187) !important; border-color:#4e948b !important; -webkit-transition:all 0.2s; -moz-transition:all 0.2s; -ms-transition:all 0.2s; -o-transition:all 0.2s; transition:all 0.2s} .charsheet button.sheet-tochat:hover, .charsheet button.repcontrol_edit:hover, .charsheet button.repcontrol_add:hover{color:#c3fdf4 !important; border-color:#c3fdf4 !important} .charsheet button.sheet-tochat:before{content:"" !important} .charsheet button{text-shadow:none !important} .sheet-column_header{padding-bottom:4px; font-family:"Lucida Console", Monaco, monospace; color:#4fb7a4; text-shadow:0px 0px 12px rgb(3, 255, 150); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.7em} .sheet-column_titles div{display:inline-block} .sheet-column_titles div input{font-size:1.2em} .sheet-column_titles .sheet-gear0{width:15%} .sheet-column_titles .sheet-gear0b{width:15%; margin-top:11px; margin-bottom:20px} .sheet-column_titles .sheet-gear0c{width:21%} .sheet-column_titles .sheet-gear0d{width:21%; margin-top:11px; margin-bottom:20px} .sheet-column_titles .sheet-gear0e{width:12%; margin-left:3px} .sheet-column_titles .sheet-gear0f{width:14%!important} .sheet-column_titles .sheet-gear0g{width:17%; margin-left:3px} .sheet-column_titles .sheet-gear0h{width:2%; margin-left:3px} .sheet-column_titles .sheet-gear0i{width:15%; margin-left:20px} .sheet-column_titles .sheet-gear1b{width:82%} .sheet-column_titles .sheet-gear1{width:25%} .sheet-column_titles .sheet-gear2{width:82% !important; margin-top:6px} .sheet-column_titles .sheet-gear2b{width:79% !important; margin-top:6px} .sheet-column_titles .sheet-gear2c{width:28%; margin-top:6px} .sheet-column_titles .sheet-gear2d{width:36%; margin-top:6px} .sheet-column_titles .sheet-gear2e{width:10%; margin-top:6px} .sheet-column_titles .sheet-gear2.sheet-long_gear2 input[type="text"]{text-transform:none; letter-spacing:0px} .sheet-column_titles .sheet-gear3{width:10%; margin-right:14px} .sheet-column_titles .sheet-gear4{width:66%} .sheet-column_titles .sheet-gear4b{width:36%} .sheet-column_titles .sheet-gear4c{width:62%} .sheet-column_titles .sheet-gear4d{width:67%} .sheet-column_titles .sheet-gear4e{width:83%} .sheet-column_titles .sheet-gear5{margin-left:1px; text-align:left} .sheet-column_titles input[type="text"], .sheet-column_titles input[type=number]{margin-bottom:0px !important; width:99% !important} .sheet-column_titles textarea{font-size:1.2em} .sheet-programs{vertical-align:middle; line-height:10px} .sheet-twoarea .repcontrol{padding-bottom:23px; border-bottom:1px solid #146D69 !important; box-shadow:inset 0px -7px 8px -10px #2FFFE2 !important} .charsheet .repcontrol{margin-top:10px !important} /* ROLL TEMPLATE */ .sheet-rolltemplate-aw, .sheet-rolltemplate-spr_desc{margin-left:-42px; margin-right:-1px} .sheet-rolltemplate-spr_desc{height:auto; padding:2px; /* background:url(http://i.imgur.com/xBk4U1p.jpg) top left; */ background-color:#0a2328; font-family:"Lucida Console", Monaco, monospace; color:#8ed6d3; text-shadow:0px 0px 14px rgb(0, 255, 187); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.8em} .sheet-rolltemplate-spr_desc table{border-collapse:separate; border-spacing:0; padding:10px; min-width:100%} .sheet-rolltemplate-spr_desc table td.sheet-desc_leftcol{width:67px} .sheet-rolltemplate-spr_desc table td.sheet-desc_rightcol{color:#ffc53d; text-shadow:0px 0px 14px rgb(255, 210, 44); padding-left:14px; line-height:1.3em; padding-top:2px; padding-bottom:2px} .sheet-rolltemplate-spr_desc table td.sheet-desc_rightcol span{font-size:1.2em !important; padding:0; font-weight:100; border:0 !important; background-color:#0a2328 } .sheet-rolltemplate-spr_desc td{border-top:1px solid #146D69 !important; box-shadow:0px -5px 8px -7px #2FFFE2 !important} .sheet-rolltemplate-spr_desc th{font-size:1.5em; padding-top:0px; padding-bottom:4px; font-weight:100; color:#ffc53d; text-shadow:0px 0px 14px rgb(255, 210, 44); text-align:left} .sheet-rolltemplate-spr_desc table td.sheet-desc_leftcollongoff{vertical-align:top; padding-top:5px} .sheet-rolltemplate-spr_desc table td.sheet-desc_rightcollongoff{font-size:1.1em; padding-top:5px; padding-bottom:5px; text-transform:none; letter-spacing:0px} .sheet-links_icon{padding-left:26px; background:url('http://i.imgur.com/OhmAI1U.png') no-repeat scroll -12% 211% transparent} .sheet-links-cred{padding-left:29px; background:url('http://i.imgur.com/zFl101X.png') no-repeat scroll -14% 211% transparent} .sheet-links-intel{padding-left:26px; background:url('http://i.imgur.com/cGFPzoi.png') no-repeat scroll -4% 211% transparent} .sheet-links-harm{padding-left:26px; background:url('http://i.imgur.com/YCaQ6c4.png') no-repeat scroll -17% 211% transparent} .sheet-links-moves{padding-left:28px; background:url('http://i.imgur.com/V0oFE72.png') no-repeat scroll -12% 211% transparent} .sheet-links-contacts{padding-left:26px; background:url('http://i.imgur.com/Iw98XMM.png') no-repeat scroll -12% 211% transparent} .sheet-links-cyberware{padding-left:31px; background:url('http://i.imgur.com/aHaAvKB.png') no-repeat scroll -5% 164% transparent} .sheet-links-directives{padding-left:29px; background:url('http://i.imgur.com/LXgrgJh.png') no-repeat scroll -8% 272% transparent} .sheet-links-equipment{padding-left:32px; background:url('http://i.imgur.com/5oql03z.png') no-repeat scroll -2% 190% transparent} .sheet-links-weapons{padding-left:64px; background:url('http://i.imgur.com/7lBrJFV.png') no-repeat scroll -12% 240% transparent} .sheet-links-vehicles{padding-left:42px; background:url('http://i.imgur.com/c5eIsbh.png') no-repeat scroll -3% 392% transparent} .sheet-links-drones{padding-left:52px; background:url('http://i.imgur.com/cLgCqBT.png') no-repeat scroll -2% 166% transparent} .sheet-links-cyberdeck{padding-left:36px; background:url('http://i.imgur.com/Jhmglku.png') no-repeat scroll -4% 219% transparent} .sheet-links-programs{padding-left:38px; background:url('http://i.imgur.com/IlCNIed.png') no-repeat scroll -0% 217% transparent} .sheet-links-gangs{padding-left:38px; background:url('http://i.imgur.com/0UhtFtz.png') no-repeat scroll -6% 240% transparent} .sheet-links-crews{padding-left:39px; background:url('http://i.imgur.com/CcaKNRE.png') no-repeat scroll 5% 165% transparent} .sheet-links-notes{padding-left:34px; background:url('http://i.imgur.com/qOu4PMD.png') no-repeat scroll -2% 225% transparent} /* FLIP SWITCH STUFF */ .sheet-flipswitch{position:relative; width:100%; height:auto; -webkit-user-select:none; -moz-user-select:none; -ms-user-select:none} .sheet-flipswitch input[type=checkbox]{opacity:0; position:absolute; width:68px; height:27px; z-index:10} .sheet-flipswitch-label1, .sheet-flipswitch-label2, .sheet-flipswitch-label3{display:block; overflow:hidden; cursor:pointer; border:1px solid #4e948b; border-radius:50px; padding:0px !important; margin:0px !important; box-shadow:0px 0px 10px -3px #43E6CF !important} .sheet-flipswitch-inner1, .sheet-flipswitch-inner2, .sheet-flipswitch-inner3{width:200%; margin-left:-100%; -webkit-transition:all 0.3s; -moz-transition:all 0.3s; -ms-transition:all 0.3s; -o-transition:all 0.3s; transition:all 0.3s} .sheet-flipswitch-inner1:before, .sheet-flipswitch-inner1:after, .sheet-flipswitch-inner2:before, .sheet-flipswitch-inner2:after, .sheet-flipswitch-inner3:before, .sheet-flipswitch-inner3:after{float:left; width:50%; height:24px; padding:0; padding-right:7px; padding-top:3px; -moz-box-sizing:border-box; -webkit-box-sizing:border-box; box-sizing:border-box; font-family:"Lucida Console", Monaco, monospace; color:#97ADAA; text-shadow:0px 0px 14px rgb(0, 255, 187); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.8em; text-shadow:0px 0px 14px rgb(0, 255, 187) !important; -webkit-transition:all 0.3s; -moz-transition:all 0.3s; -ms-transition:all 0.3s; -o-transition:all 0.3s; transition:all 0.3s} .sheet-flipswitch-inner1:before, .sheet-flipswitch-inner2:before, .sheet-flipswitch-inner3:before{content:"ON"; padding-left:12px; background-color:#28c7c0; color:#0a2328} .sheet-flipswitch-inner1:after, .sheet-flipswitch-inner2:after, .sheet-flipswitch-inner3:after{content:"OFF"; padding-right:12px; background-color:#0a2328; color:#97ADAA; text-align:right} .sheet-flipswitch-switch1, .sheet-flipswitch-switch2, .sheet-flipswitch-switch3{width:28px; height:27px; margin:-0.5px; background:#FFFFFF; border:2px solid #26928d; border-radius:50px; position:absolute; top:0; bottom:0; right:823px; box-shadow:0px 0px 24px -3px #43E6CF !important; -webkit-transition:all 0.3s; -moz-transition:all 0.3s; -ms-transition:all 0.3s; -o-transition:all 0.3s; transition:all 0.3s} .sheet-flipswitch-cb1:checked+ .sheet-flipswitch-label1 .sheet-flipswitch-inner1{margin-left:0} .sheet-flipswitch-cb1:checked+ .sheet-flipswitch-label1 .sheet-flipswitch-switch1{right:784px} .sheet-flipswitch-cb2:checked+ .sheet-flipswitch-label2 .sheet-flipswitch-inner2{margin-left:0} .sheet-flipswitch-cb2:checked+ .sheet-flipswitch-label2 .sheet-flipswitch-switch2{right:784px} .sheet-flipswitch-cb3:checked+ .sheet-flipswitch-label3 .sheet-flipswitch-inner3{margin-left:0} .sheet-flipswitch-cb3:checked+ .sheet-flipswitch-label3 .sheet-flipswitch-switch3{right:784px} .sheet-checkboxes2 .sheet-collapsible2.sheet-section2{display:none} .sheet-flipswitch-cb1:checked~ .sheet-collapsible2.sheet-section2{display:inline} .sheet-checkboxes3 .sheet-collapsible3.sheet-section2{display:none} .sheet-flipswitch-cb2:checked~ .sheet-collapsible3.sheet-section2{display:inline} .sheet-checkboxes4 .sheet-collapsible4.sheet-section2{display:none} .sheet-flipswitch-cb3:checked~ .sheet-collapsible4.sheet-section2{display:inline} .sheet-test{height:auto; padding-top:5px} div.sheet-test .sheet-row1, div.sheet-test .sheet-2colrow, div.sheet-block{border-top:1px solid #f3a332 !important; box-shadow:0px -5px 10px -7px #ff935f !important} div.sheet-test label{color:#f3a332; text-shadow:0px 0px 15px #ff935f !important} button.sheet-btn.sheet-tochat.sheet-rollharm.btn.ui-draggable{float:left; font-size:1.3em !important} \ No newline at end of file +.charsheet *{box-sizing:border-box} .charsheet div{white-space:nowrap} .charsheet::-webkit-scrollbar{width:8px; background-color:#19867e !important; border:none} .charsheet::-webkit-scrollbar-corner{background-color:#19867e !important; border:none} .charsheet::-webkit-scrollbar-track{background-color:#041012 !important; border-left:1px solid #ccc; border:none} .charsheet::-webkit-scrollbar-thumb{background-color:#19867e !important; border-radius:0px !important; border:none} .charsheet::-webkit-scrollbar-thumb:hover{background-color:#19867e !important; border:none} input[type=number]::-webkit-inner-spin-button, input[type=number]::-webkit-outer-spin-button{-webkit-appearance:none; margin:0} span.sheet-translate{padding:0px 0px 0px 0px; margin:0px 0px 0px 0px} .sheet-line{display:block; white-space:nowrap} .sheet-clock_numbers{font-family:"Lucida Console", Monaco, monospace; color:#44E6CF !important; text-shadow:0px 0px 15px rgb(0, 255, 187) !important; text-transform:uppercase !important; letter-spacing:1px !important; font-weight:100 !important; font-size:.65em !important} .sheet-label, input{font-family:"Lucida Console", Monaco, monospace; color:#fffdff; text-shadow:0px 0px 14px rgb(0, 255, 187); text-transform:uppercase; letter-spacing:2px; font-weight:100} .sheet-attrInput{font-size:30px; height:50px; width:50px } .sheet-bar{width:100%; background-color:rgba(102, 102, 102, .4); padding:10px; overflow:hidden} .sheet-attribute{width:20%; float:left} .sheet-column{width:33%; float:left; padding:15px} .sheet-column5 .sheet-col{width:20%; float:left} .sheet-column6{padding:13px 0px 58px 0px; margin-top:8px} .sheet-column6 .sheet-col{width:16.5%; float:left; padding:0px; padding-bottom:24px; text-align:center} .sheet-column6 .sheet-col input{width:35%; font-size:1.2em} .sheet-column6 .sheet-col label{padding-right:5px} .sheet-col{width:25%; float:left; padding:0px} .charsheet{min-width:852px; max-width:1024px; height:auto !important; background-color:#0a2328; overflow:hidden; height:100%; padding:30px; background-image:url("http://i.imgur.com/xnJF9GH.gif"), url("http://i.imgur.com/7F69J5e.gif"); background-position:left top, right top; background-repeat:no-repeat, no-repeat} select{position:relative; top:4px} .charsheet button{background-color:#0a2328 !important; box-shadow:none !important; background-image:none !important; color:white !important; border:1px solid white !important} label, p, h1, h2, h3{font-family:"Lucida Console", Monaco, monospace; color:#74ffe6; text-shadow:0px 0px 12px rgb(3, 255, 150); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.76em; padding-top:6px} .element{color:#FFFFFF; font-size:50px} .sheet-row, .sheet-2colrow, .sheet-3colrow, .sheet-row1{margin-top:10px !important; border-top:1px solid #146D69 !important; box-shadow:0px -5px 8px -7px #2FFFE2 !important; padding-bottom:20px !important} .charsheet .sheet-2colrow .sheet-col{padding-bottom:20px !important} .charsheet .sheet-2colrow{min-height:165px} .sheet-row{height:15px} .sheet-row1{height:auto; width:100%; display:inline-block} .sheet-column5, .sheet-column6{border-top:1px solid #146D69 !important; box-shadow:0px -5px 8px -7px #2FFFE2 !important} .sheet-column5{height:52px} .sheet-column6{height:127px; background-color:#0b2729; border-top:11px #0e3133 solid !important} .sheet-column4{height:65px !important} label{width:auto !important; display:inline-block !important; padding-top:20px !important} input, textarea{background-color:#123138; border:solid #43E6CF; border-width:0px 0px 1px 0px; border-radius:0px; font-family:"Lucida Console", Monaco, monospace; color:#f0fffc; text-shadow:0px 0px 14px rgb(0, 255, 187); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.8em} input[type="text"]{width:80% !important} input[type="text"].sheet-playbookinput{width:64% !important} textarea{resize:vertical !important; min-height:100px; text-transform:none !important; letter-spacing:0px !important} .sheet-orange{color:#ffc109; text-shadow:0px 0px 7px rgb(255, 167, 77); font-size:93%} .sheet-repeating input[type="text"], .sheet-repeating textarea{margin-bottom:10px; width:100% !important; min-height:20px} .sheet-repeating textarea{height:80px} .sheet-harmclock{width:408px; height:68px; background-image:url("http://i.imgur.com/aJQbMCV.jpg")} .sheet-harmon1, .sheet-harmon2, .sheet-harmon3, .sheet-harmon4, .sheet-harmon5, .sheet-harmon6, .sheet-harmon7{float:right; display:none} input.sheet-harm1[type="radio"]:checked~ button.sheet-harmon1{display:inline; font-size:1.3em !important} input.sheet-harm2[type="radio"]:checked~ button.sheet-harmon2{display:inline; font-size:1.3em !important} input.sheet-harm3[type="radio"]:checked~ button.sheet-harmon3{display:inline; font-size:1.3em !important} input.sheet-harm4[type="radio"]:checked~ button.sheet-harmon4{display:inline; font-size:1.3em !important} input.sheet-harm5[type="radio"]:checked~ button.sheet-harmon5{display:inline; font-size:1.3em !important} input.sheet-harm6[type="radio"]:checked~ button.sheet-harmon6{display:inline; font-size:1.3em !important} input.sheet-harm7[type="radio"]:checked~ button.sheet-harmon7{display:inline; font-size:1.3em !important} input.sheet-harm1[type="radio"]:checked~ .sheet-harmclock{background-image:url("http://i.imgur.com/aJQbMCV.jpg")} input.sheet-harm2[type="radio"]:checked~ .sheet-harmclock{background-image:url("http://i.imgur.com/aJQbMCV.jpg"); background-image:url("http://i.imgur.com/r7DeZid.jpg")} input.sheet-harm3[type="radio"]:checked~ .sheet-harmclock{background-image:url("http://i.imgur.com/aJQbMCV.jpg"); background-image:url("http://i.imgur.com/U3HQbtc.jpg")} input.sheet-harm4[type="radio"]:checked~ .sheet-harmclock{background-image:url("http://i.imgur.com/aJQbMCV.jpg"); background-image:url("http://i.imgur.com/chNCCfx.jpg")} input.sheet-harm5[type="radio"]:checked~ .sheet-harmclock{background-image:url("http://i.imgur.com/aJQbMCV.jpg"); background-image:url("http://i.imgur.com/Xtbv4tF.jpg")} input.sheet-harm6[type="radio"]:checked~ .sheet-harmclock{background-image:url("http://i.imgur.com/aJQbMCV.jpg"); background-image:url("http://i.imgur.com/cFWDwj7.jpg")} input.sheet-harm7[type="radio"]:checked~ .sheet-harmclock{background-image:url("http://i.imgur.com/aJQbMCV.jpg"); background-image:url("http://i.imgur.com/HhmjEZs.jpg")} input.sheet-harm1, input.sheet-harm2, input.sheet-harm3, input.sheet-harm4, input.sheet-harm5, input.sheet-harm6, input.sheet-harm7{opacity:0; position:relative; top:-6px; left:0px; z-index:10} label.sheet-radiolabel1, label.sheet-radiolabel2, label.sheet-radiolabel3, label.sheet-radiolabel4, label.sheet-radiolabel5, label.sheet-radiolabel6, label.sheet-radiolabel7{width:10px !important; height:10px !important; border-radius:0 !important; border:1px #44E6CF solid !important; display:inline-block !important; line-height:10px !important; text-align:center !important; color:black !important; font-size:40pt !important; cursor:pointer !important; background:none !important; position:relative !important; padding-top:13px !important; padding:0px 0px 0px 13px; margin:0; box-shadow:0px 0px 24px -3px #43E6CF !important; left:-12px} input.sheet-harm1:checked+ label.sheet-radiolabel1:before{opacity:1 !important} input.sheet-harm2:checked+ label.sheet-radiolabel2:before{opacity:1 !important} input.sheet-harm3:checked+ label.sheet-radiolabel3:before{opacity:1 !important} input.sheet-harm4:checked+ label.sheet-radiolabel4:before{opacity:1 !important} input.sheet-harm5:checked+ label.sheet-radiolabel5:before{opacity:1 !important} input.sheet-harm6:checked+ label.sheet-radiolabel6:before{opacity:1 !important} input.sheet-harm7:checked+ label.sheet-radiolabel7:before{opacity:1 !important} label.sheet-radiolabel1:before, label.sheet-radiolabel2:before, label.sheet-radiolabel3:before, label.sheet-radiolabel4:before, label.sheet-radiolabel5:before, label.sheet-radiolabel6:before, label.sheet-radiolabel7:before{position:absolute !important; top:1px !important; left:1px !important; height:11px !important; width:11px !important; background:#229A91 !important; content:'' !important; opacity:0 !important; box-shadow:0px 0px 24px -3px #43E6CF !important} .sheet-clockbox{display:inline-block; padding-left:0px; width:18px; /* padding-right:5px; */ position:relative; left:-14px} input[type="text"].sheet-linkname{width:79% !important; margin-right:20px !important; margin-bottom:10px !important} .sheet-linksmargin{margin-bottom:10px !important} .sheet-column6 span{font-family:"Lucida Console", Monaco, monospace; color:#3f8e83; text-shadow:0px 0px 20px rgb(107, 152, 144); text-transform:uppercase; line-height:34%; letter-spacing:1px; font-weight:100; font-size:0.7em; white-space:nowrap} .sheet-column5 .sheet-col input{width:64% !important} .sheet-btn{background-color:#0a2328; border:1px solid #ffffff} .sheet-topcol1{width:25% !important; padding-left:0 !important; padding-right:0 !important} .sheet-topcol2{width:22% !important; padding-right:0 !important; padding-left:15px !important} .charsheet .sheet-topcol2 input[type="text"].sheet-playbookinput{width:50% !important} .sheet-topcol3{width:19% !important; padding-right:0 !important; padding-left:6px !important} .charsheet .sheet-topcol3 input[type="text"].sheet-playbookinput{width:26% !important} .sheet-topcol4{width:34% !important; padding-right:0 !important; padding-left:0 !important} .charsheet .sheet-topcol4 input[type="text"].sheet-playbookinput{width:45% !important} .charsheet button.sheet-tochat, .charsheet button.repcontrol_edit, .charsheet button.repcontrol_add{font-size:74% !important; text-transform:uppercase !important; letter-spacing:1px !important; text-shadow:none !important; padding:6px !important; font-family:"Lucida Console", Monaco, monospace !important; color:#94cac2 !important; text-shadow:0px 0px 14px rgb(0, 255, 187) !important; border-color:#4e948b !important; -webkit-transition:all 0.2s; -moz-transition:all 0.2s; -ms-transition:all 0.2s; -o-transition:all 0.2s; transition:all 0.2s} .charsheet button.sheet-tochat:hover, .charsheet button.repcontrol_edit:hover, .charsheet button.repcontrol_add:hover{color:#c3fdf4 !important; border-color:#c3fdf4 !important} .charsheet button.sheet-tochat:before{content:"" !important} .charsheet button{text-shadow:none !important} .sheet-column_header{padding-bottom:4px; font-family:"Lucida Console", Monaco, monospace; color:#4fb7a4; text-shadow:0px 0px 12px rgb(3, 255, 150); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.7em} .sheet-column_titles div{display:inline-block} .sheet-column_titles div input{font-size:1.2em} .sheet-column_titles .sheet-gear0{width:15%} .sheet-column_titles .sheet-gear0b{width:15%; margin-top:11px; margin-bottom:20px} .sheet-column_titles .sheet-gear0c{width:21%} .sheet-column_titles .sheet-gear0d{width:21%; margin-top:11px; margin-bottom:20px} .sheet-column_titles .sheet-gear0e{width:12%; margin-left:3px} .sheet-column_titles .sheet-gear0f{width:14%!important} .sheet-column_titles .sheet-gear0g{width:17%; margin-left:3px} .sheet-column_titles .sheet-gear0h{width:2%; margin-left:3px} .sheet-column_titles .sheet-gear0i{width:15%; margin-left:20px} .sheet-column_titles .sheet-gear1b{width:82%} .sheet-column_titles .sheet-gear1{width:25%} .sheet-column_titles .sheet-gear2{width:82% !important; margin-top:6px} .sheet-column_titles .sheet-gear2b{width:79% !important; margin-top:6px} .sheet-column_titles .sheet-gear2c{width:28%; margin-top:6px} .sheet-column_titles .sheet-gear2d{width:36%; margin-top:6px} .sheet-column_titles .sheet-gear2e{width:10%; margin-top:6px} .sheet-column_titles .sheet-gear2.sheet-long_gear2 input[type="text"]{text-transform:none; letter-spacing:0px} .sheet-column_titles .sheet-gear3{width:10%; margin-right:14px} .sheet-column_titles .sheet-gear4{width:66%} .sheet-column_titles .sheet-gear4b{width:36%} .sheet-column_titles .sheet-gear4c{width:62%} .sheet-column_titles .sheet-gear4d{width:67%} .sheet-column_titles .sheet-gear4e{width:83%} .sheet-column_titles .sheet-gear5{margin-left:1px; text-align:left} .sheet-column_titles input[type="text"], .sheet-column_titles input[type=number]{margin-bottom:0px !important; width:99% !important} .sheet-column_titles textarea{font-size:1.2em} .sheet-programs{vertical-align:middle; line-height:10px} .sheet-twoarea .repcontrol{padding-bottom:23px; border-bottom:1px solid #146D69 !important; box-shadow:inset 0px -7px 8px -10px #2FFFE2 !important} .charsheet .repcontrol{margin-top:10px !important} /* ROLL TEMPLATE */ .sheet-rolltemplate-aw, .sheet-rolltemplate-spr_desc{margin-left:-42px; margin-right:-1px} .sheet-rolltemplate-spr_desc{height:auto; padding:2px; /* background:url(http://i.imgur.com/xBk4U1p.jpg) top left; */ background-color:#0a2328; font-family:"Lucida Console", Monaco, monospace; color:#8ed6d3; text-shadow:0px 0px 14px rgb(0, 255, 187); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.8em} .sheet-rolltemplate-spr_desc table{border-collapse:separate; border-spacing:0; padding:10px; min-width:100%} .sheet-rolltemplate-spr_desc table td.sheet-desc_leftcol{width:67px} .sheet-rolltemplate-spr_desc table td.sheet-desc_rightcol{color:#ffc53d; text-shadow:0px 0px 14px rgb(255, 210, 44); padding-left:14px; line-height:1.3em; padding-top:2px; padding-bottom:2px} .sheet-rolltemplate-spr_desc table td.sheet-desc_rightcol span{font-size:1.2em !important; padding:0; font-weight:100; border:0 !important; background-color:#0a2328 } .sheet-rolltemplate-spr_desc td{border-top:1px solid #146D69 !important; box-shadow:0px -5px 8px -7px #2FFFE2 !important} .sheet-rolltemplate-spr_desc th{font-size:1.5em; padding-top:0px; padding-bottom:4px; font-weight:100; color:#ffc53d; text-shadow:0px 0px 14px rgb(255, 210, 44); text-align:left} .sheet-rolltemplate-spr_desc table td.sheet-desc_leftcollongoff{vertical-align:top; padding-top:5px} .sheet-rolltemplate-spr_desc table td.sheet-desc_rightcollongoff{font-size:1.1em; padding-top:5px; padding-bottom:5px; text-transform:none; letter-spacing:0px} .sheet-links_icon{padding-left:26px; background:url('http://i.imgur.com/OhmAI1U.png') no-repeat scroll -12% 211% transparent} .sheet-links-cred{padding-left:29px; background:url('http://i.imgur.com/zFl101X.png') no-repeat scroll -14% 211% transparent} .sheet-links-intel{padding-left:26px; background:url('http://i.imgur.com/cGFPzoi.png') no-repeat scroll -4% 211% transparent} .sheet-links-harm{padding-left:26px; background:url('http://i.imgur.com/YCaQ6c4.png') no-repeat scroll -17% 211% transparent} .sheet-links-moves{padding-left:28px; background:url('http://i.imgur.com/V0oFE72.png') no-repeat scroll -12% 211% transparent} .sheet-links-contacts{padding-left:26px; background:url('http://i.imgur.com/Iw98XMM.png') no-repeat scroll -12% 211% transparent} .sheet-links-cyberware{padding-left:31px; background:url('http://i.imgur.com/aHaAvKB.png') no-repeat scroll -5% 164% transparent} .sheet-links-directives{padding-left:29px; background:url('http://i.imgur.com/LXgrgJh.png') no-repeat scroll -8% 272% transparent} .sheet-links-equipment{padding-left:32px; background:url('http://i.imgur.com/5oql03z.png') no-repeat scroll -2% 190% transparent} .sheet-links-weapons{padding-left:64px; background:url('http://i.imgur.com/7lBrJFV.png') no-repeat scroll -12% 240% transparent} .sheet-links-vehicles{padding-left:42px; background:url('http://i.imgur.com/c5eIsbh.png') no-repeat scroll -3% 392% transparent} .sheet-links-drones{padding-left:52px; background:url('http://i.imgur.com/cLgCqBT.png') no-repeat scroll -2% 166% transparent} .sheet-links-cyberdeck{padding-left:36px; background:url('http://i.imgur.com/Jhmglku.png') no-repeat scroll -4% 219% transparent} .sheet-links-programs{padding-left:38px; background:url('http://i.imgur.com/IlCNIed.png') no-repeat scroll -0% 217% transparent} .sheet-links-gangs{padding-left:38px; background:url('http://i.imgur.com/0UhtFtz.png') no-repeat scroll -6% 240% transparent} .sheet-links-crews{padding-left:39px; background:url('http://i.imgur.com/CcaKNRE.png') no-repeat scroll 5% 165% transparent} .sheet-links-notes{padding-left:34px; background:url('http://i.imgur.com/qOu4PMD.png') no-repeat scroll -2% 225% transparent} /* FLIP SWITCH STUFF */ .sheet-flipswitch{position:relative; width:100%; height:auto; -webkit-user-select:none; -moz-user-select:none; -ms-user-select:none} .sheet-flipswitch input[type=checkbox]{opacity:0; position:absolute; width:68px; height:27px; z-index:10} .sheet-flipswitch-label1, .sheet-flipswitch-label2, .sheet-flipswitch-label3{display:block; overflow:hidden; cursor:pointer; border:1px solid #4e948b; border-radius:50px; padding:0px !important; margin:0px !important; box-shadow:0px 0px 10px -3px #43E6CF !important} .sheet-flipswitch-inner1, .sheet-flipswitch-inner2, .sheet-flipswitch-inner3{width:200%; margin-left:-100%; -webkit-transition:all 0.3s; -moz-transition:all 0.3s; -ms-transition:all 0.3s; -o-transition:all 0.3s; transition:all 0.3s} .sheet-flipswitch-inner1:before, .sheet-flipswitch-inner1:after, .sheet-flipswitch-inner2:before, .sheet-flipswitch-inner2:after, .sheet-flipswitch-inner3:before, .sheet-flipswitch-inner3:after{float:left; width:50%; height:24px; padding:0; padding-right:7px; padding-top:3px; -moz-box-sizing:border-box; -webkit-box-sizing:border-box; box-sizing:border-box; font-family:"Lucida Console", Monaco, monospace; color:#97ADAA; text-shadow:0px 0px 14px rgb(0, 255, 187); text-transform:uppercase; letter-spacing:2px; font-weight:100; font-size:0.8em; text-shadow:0px 0px 14px rgb(0, 255, 187) !important; -webkit-transition:all 0.3s; -moz-transition:all 0.3s; -ms-transition:all 0.3s; -o-transition:all 0.3s; transition:all 0.3s} .sheet-flipswitch-inner1:before, .sheet-flipswitch-inner2:before, .sheet-flipswitch-inner3:before{content:"ON"; padding-left:12px; background-color:#28c7c0; color:#0a2328} .sheet-flipswitch-inner1:after, .sheet-flipswitch-inner2:after, .sheet-flipswitch-inner3:after{content:"OFF"; padding-right:12px; background-color:#0a2328; color:#97ADAA; text-align:right} .sheet-flipswitch-switch1, .sheet-flipswitch-switch2, .sheet-flipswitch-switch3{width:28px; height:27px; margin:-0.5px; background:#FFFFFF; border:2px solid #26928d; border-radius:50px; position:absolute; top:0; bottom:0; left:2px; box-shadow:0px 0px 24px -3px #43E6CF !important; -webkit-transition:all 0.3s; -moz-transition:all 0.3s; -ms-transition:all 0.3s; -o-transition:all 0.3s; transition:all 0.3s} .sheet-flipswitch-cb1:checked+ .sheet-flipswitch-label1 .sheet-flipswitch-inner1{margin-left:0} .sheet-flipswitch-cb1:checked+ .sheet-flipswitch-label1 .sheet-flipswitch-switch1{left:41px} .sheet-flipswitch-cb2:checked+ .sheet-flipswitch-label2 .sheet-flipswitch-inner2{margin-left:0} .sheet-flipswitch-cb2:checked+ .sheet-flipswitch-label2 .sheet-flipswitch-switch2{left:41px} .sheet-flipswitch-cb3:checked+ .sheet-flipswitch-label3 .sheet-flipswitch-inner3{margin-left:0} .sheet-flipswitch-cb3:checked+ .sheet-flipswitch-label3 .sheet-flipswitch-switch3{left:41px} .sheet-checkboxes2 .sheet-collapsible2.sheet-section2{display:none} .sheet-flipswitch-cb1:checked~ .sheet-collapsible2.sheet-section2{display:inline} .sheet-checkboxes3 .sheet-collapsible3.sheet-section2{display:none} .sheet-flipswitch-cb2:checked~ .sheet-collapsible3.sheet-section2{display:inline} .sheet-checkboxes4 .sheet-collapsible4.sheet-section2{display:none} .sheet-flipswitch-cb3:checked~ .sheet-collapsible4.sheet-section2{display:inline} .sheet-test{height:auto; padding-top:5px} div.sheet-test .sheet-row1, div.sheet-test .sheet-2colrow, div.sheet-block{border-top:1px solid #f3a332 !important; box-shadow:0px -5px 10px -7px #ff935f !important} div.sheet-test label{color:#f3a332; text-shadow:0px 0px 15px #ff935f !important} button.sheet-btn.sheet-tochat.sheet-rollharm.btn.ui-draggable{float:left; font-size:1.3em !important} \ No newline at end of file diff --git a/The Sprawl/translation.json b/The Sprawl/translation.json index af4646392801..f3ed5812ca42 100644 --- a/The Sprawl/translation.json +++ b/The Sprawl/translation.json @@ -24,6 +24,7 @@ "directives": "Directives", "disaster": "Disaster", "drone-image": "drone image", + "drone-style": "Style", "drones": "Drones", "edge": "Edge", "equipment": "Equipment", @@ -99,4 +100,4 @@ "weaknesses": "Weaknesses", "weapons": "Weapons", "wear": "Wear" -} +} \ No newline at end of file diff --git a/The Sprawl/translations/af.json b/The Sprawl/translations/af.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/af.json +++ b/The Sprawl/translations/af.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/cs.json b/The Sprawl/translations/cs.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/cs.json +++ b/The Sprawl/translations/cs.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/da.json b/The Sprawl/translations/da.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/da.json +++ b/The Sprawl/translations/da.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/de.json b/The Sprawl/translations/de.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/de.json +++ b/The Sprawl/translations/de.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/el.json b/The Sprawl/translations/el.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/el.json +++ b/The Sprawl/translations/el.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/en.json b/The Sprawl/translations/en.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/en.json +++ b/The Sprawl/translations/en.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/es.json b/The Sprawl/translations/es.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/es.json +++ b/The Sprawl/translations/es.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/fr.json b/The Sprawl/translations/fr.json index b32a3a71f2b3..b65439084bb3 100644 --- a/The Sprawl/translations/fr.json +++ b/The Sprawl/translations/fr.json @@ -1,102 +1,103 @@ { - "acquire-agri-property":"Acquire Agri Property", - "act-under-pressure":"Act Under Pressure", - "apply-first-aid":"Apply First Aid", - "armed":"Armed", - "assess":"Assess", - "avatar-img":"Avatar Img", - "body":"Body", - "broadcast":"Broadcast", - "character":"Character", + "acquire-agri-property":"Concession funér.", + "act-under-pressure":"Agir sous pression", + "apply-first-aid":"Premiers soins", + "armed":"Armement", + "assess":"Évaluer", + "avatar-img":"URL Avatar", + "body":"Corps", + "broadcast":"Montrer", + "character":"Attitude", "contacts":"Contacts", - "cool":"Cool", + "cool":"Cran", "cred":"Cred", - "crew-image":"crew image", - "crews":"Crews", - "cyberdeck":"Cyberdeck", - "cyberdeck-image":"cyberdeck image", - "cyberware":"Cyberware", - "cyberware-image":"cyberware image", - "design":"Design", - "details":"Details", - "dice":"Dice", + "crew-image":"URL", + "crews":"Bandes", + "cyberdeck":"Console", + "cyberdeck-image":"URL", + "cyberware":"Cybernétique", + "cyberware-image":"URL", + "design":"Modèle", + "details":"Détails", + "dice":"Dés", "directive":"Directive", "directives":"Directives", - "disaster":"Disaster", - "drone-image":"drone image", + "disaster":"Désastre", + "drone-image":"URL", + "drone-style":"Mode Locomot.", "drones":"Drones", - "edge":"Edge", - "equipment":"Equipment", - "experience":"Experience", - "eyes":"Eyes", - "face":"Face", - "fast-talk":"Fast Talk", - "file-image":"file image", - "firewall":"Firewall", - "forward":"Forward", - "frame":"Frame", - "gang-image":"gang image", + "edge":"Pro", + "equipment":"Équipement", + "experience":"XP", + "eyes":"Regard", + "face":"Visage", + "fast-talk":"Baratiner", + "file-image":"Image", + "firewall":"Pare-feu", + "forward":"Modificateur", + "frame":"Châssis", + "gang-image":"URL", "gangs":"Gangs", - "gangs-and-crews":"Gangs and Crews", - "gear-image":"gear image", - "hardening":"Hardening", - "harm":"Harm", - "harm-clock":"harm clock", - "harm-clock-t":"Harm Clock", - "harm-suffered":"Harm Suffered", - "hit-the-street":"Hit The Street", - "img-url":"Img Url", - "img-url-u":"IMG URL", - "intel-and-gear":"[Intel] & [Gear]", - "leader":"Leader", - "links":"Links", - "looks":"Looks", - "main-gigs":"Main Gigs", - "meat":"Meat", - "mind":"Mind", - "mix-it-up":"Mix It Up", - "moves":"Moves", - "name":"Name", + "gangs-and-crews":"Gangs et bandes", + "gear-image":"URL", + "hardening":"Résistance", + "harm":"Dégâts", + "harm-clock":"compte à rebours blessure", + "harm-clock-t":"Compte à rebours Blessure", + "harm-suffered":"Dégâts subis", + "hit-the-street":"Battre le pavé", + "img-url":"URL", + "img-url-u":"URL", + "intel-and-gear":"[Infos]\/[Matos]", + "leader":"Chef", + "links":"Liens", + "looks":"Apparence", + "main-gigs":"Activités", + "meat":"Chair", + "mind":"Esprit", + "mix-it-up":"Employer manière forte", + "moves":"Manoeuvres", + "name":"Nom", "notes":"Notes", "operator-file-u":"OPERATOR FILE", - "operator-name":"Operator name", - "other-equipment":"Other Equipment", - "play-hardball":"Play Hardball", - "playbook":"Playbook", - "processor":"Processor", - "product-id":"Product ID", - "profile":"Profile", + "operator-name":"Opérateur", + "other-equipment":"Autres équipements", + "play-hardball":"Montrer les dents", + "playbook":"Livret", + "processor":"Processeur", + "product-id":"Identification du produit", + "profile":"Profil", "profit":"Profit", - "program":"Program", - "programs-loaded":"Programs Loaded", - "programs-owned":"Programs Owned", - "research":"Research", - "roll-harm":"Roll Harm", - "rolls-cool":"Rolls Cool", - "rolls-edge":"Rolls Edge", - "rolls-harm":"Rolls Harm", - "rolls-links-with":"Rolls links with", - "rolls-mind":"Rolls Mind", - "rolls-style":"Rolls Style", - "rolls-synth":"Rolls Synth", - "sensors":"Sensors", - "size":"Size", - "skin":"Skin", - "stealth":"Stealth", - "strengths":"Strengths", + "program":"Programme", + "programs-loaded":"En mémoire", + "programs-owned":"Programmes possédés", + "research":"Rechercher", + "roll-harm":"Jet de Blessure", + "rolls-cool":"lance Cran", + "rolls-edge":"lance Pro", + "rolls-harm":"lance Blessure", + "rolls-links-with":"lance Liens avec", + "rolls-mind":"lance Esprit", + "rolls-style":"lance Style", + "rolls-synth":"lance Synth", + "sensors":"Senseurs", + "size":"Taille", + "skin":"Carnation", + "stealth":"Furtivité", + "strengths":"Avantages", "style":"Style", "synth":"Synth", - "tags":"Tags", - "territory":"Territory", - "time":"Time", - "type":"Type", - "use-cyberware":"Use Cyberware", - "user":"User", - "vehicle":"Vehicle", - "vehicle-image":"vehicle image", - "vehicles":"Vehicles", - "vehicles-and-drones":"Vehicles and Drones", - "weaknesses":"Weaknesses", - "weapons":"Weapons", - "wear":"Wear" + "tags":"Étiquettes", + "territory":"Territoire", + "time":"État", + "type":"Genre", + "use-cyberware":"Utiliser cybernétique", + "user":"Possesseur", + "vehicle":"Véhicule", + "vehicle-image":"URL", + "vehicles":"Véhicules", + "vehicles-and-drones":"Véhicules et drones", + "weaknesses":"Défauts", + "weapons":"Armes", + "wear":"Tenue" } \ No newline at end of file diff --git a/The Sprawl/translations/he.json b/The Sprawl/translations/he.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/he.json +++ b/The Sprawl/translations/he.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/it.json b/The Sprawl/translations/it.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/it.json +++ b/The Sprawl/translations/it.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/ja.json b/The Sprawl/translations/ja.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/ja.json +++ b/The Sprawl/translations/ja.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/ko.json b/The Sprawl/translations/ko.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/ko.json +++ b/The Sprawl/translations/ko.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/nl.json b/The Sprawl/translations/nl.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/nl.json +++ b/The Sprawl/translations/nl.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/pt.json b/The Sprawl/translations/pt.json index b32a3a71f2b3..5cd216a03b1d 100644 --- a/The Sprawl/translations/pt.json +++ b/The Sprawl/translations/pt.json @@ -2,7 +2,7 @@ "acquire-agri-property":"Acquire Agri Property", "act-under-pressure":"Act Under Pressure", "apply-first-aid":"Apply First Aid", - "armed":"Armed", + "armed":"Armado", "assess":"Assess", "avatar-img":"Avatar Img", "body":"Body", @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/ru.json b/The Sprawl/translations/ru.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/ru.json +++ b/The Sprawl/translations/ru.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/sv.json b/The Sprawl/translations/sv.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/sv.json +++ b/The Sprawl/translations/sv.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/tr.json b/The Sprawl/translations/tr.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/tr.json +++ b/The Sprawl/translations/tr.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/zh.json b/The Sprawl/translations/zh.json index b32a3a71f2b3..9995cede1770 100644 --- a/The Sprawl/translations/zh.json +++ b/The Sprawl/translations/zh.json @@ -24,6 +24,7 @@ "directives":"Directives", "disaster":"Disaster", "drone-image":"drone image", + "drone-style":"Style", "drones":"Drones", "edge":"Edge", "equipment":"Equipment", diff --git a/The Sprawl/translations/zu.json b/The Sprawl/translations/zu.json index ce551aef0417..02b8c909b432 100644 --- a/The Sprawl/translations/zu.json +++ b/The Sprawl/translations/zu.json @@ -24,6 +24,7 @@ "directives":"crwdns41122:0crwdne41122:0", "disaster":"crwdns41123:0crwdne41123:0", "drone-image":"crwdns41124:0crwdne41124:0", + "drone-style":"crwdns42692:0crwdne42692:0", "drones":"crwdns41125:0crwdne41125:0", "edge":"crwdns41126:0crwdne41126:0", "equipment":"crwdns41127:0crwdne41127:0", diff --git a/The Veil/TheVeil.css b/The Veil/TheVeil.css index caa1bef2f300..49da9d9ac34a 100644 --- a/The Veil/TheVeil.css +++ b/The Veil/TheVeil.css @@ -59,29 +59,29 @@ /* Colorize the color selector buttons */ -input.sheet-colorSelector[name="attr_WorldColors"][value="orange"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="orange"] + span { background-color: orange; } -input.sheet-colorSelector[name="attr_WorldColors"][value="green"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="green"] + span { background-color: green; } -input.sheet-colorSelector[name="attr_WorldColors"][value="purple"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="purple"] + span { background-color: purple; } -input.sheet-colorSelector[name="attr_WorldColors"][value="blue"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="blue"] + span { background-color: blue; } -input.sheet-colorSelector[name="attr_WorldColors"][value="grey"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="grey"] + span { background-color: grey; } -input.sheet-colorSelector[name="attr_WorldColors"][value="antiquewhite"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="antiquewhite"] + span { background-color: antiquewhite; } -input.sheet-colorSelector[name="attr_WorldColors"][value="red"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="red"] + span { background-color: red; } -input.sheet-colorSelector[name="attr_WorldColors"][value="yellow"] { +input.sheet-colorSelector[name="attr_WorldColors"][value="yellow"] + span { background-color: yellow; } @@ -127,10 +127,10 @@ input[name="attr_WorldTexture"]:checked ~ input[name="attr_WorldColors"][value=" /*background-color: #840b2a;*/ background-attachment: fixed; background-color: midnightblue; - opacity: 0.6; + opacity: 0.3; } input[name="attr_WorldTexture"]:not(:checked) ~ input[name="attr_WorldColors"][value="purple"]:checked ~ div.sheet-container:after { - background-color: midnightblue; + background-color: #c2a3c2; /* light lavender */ opacity: 1; } @@ -140,10 +140,11 @@ input[name="attr_WorldColors"][value="purple"]:checked ~ div h2, input[name="attr_WorldColors"][value="purple"]:checked ~ div h3, input[name="attr_WorldColors"][value="purple"]:checked ~ div textarea, input[name="attr_WorldColors"][value="purple"]:checked ~ div select, -input[name="attr_WorldColors"][value="purple"]:checked ~ div input { +input[name="attr_WorldColors"][value="purple"]:checked ~ div input, +input[name="attr_WorldColors"][value="purple"]:checked ~ div button { border-color: magenta; - color: cyan; - text-shadow: 0px 2px 1px darkmagenta; + color: black; + /* text-shadow: 0px 2px 1px darkmagenta; */ } @@ -248,16 +249,19 @@ input[name="attr_WorldColors"][value="antiquewhite"]:checked ~ div button { } input[name="attr_WorldTexture"]:checked ~ input[name="attr_WorldColors"][value="red"]:checked ~ div.sheet-container:after { - background-color: firebrick; - opacity: 0.33; - background-image: url('http://i.imgur.com/lsM9DDT.jpg'); + background-color: dimgrey; + + background: url('http://i.imgur.com/lsM9DDT.jpg'), rgba(65, 29, 29, 0.5); background-size: 100% 100%; background-attachment: fixed; + + background-blend-mode: luminosity; + opacity: 0.2; } input[name="attr_WorldTexture"]:not(:checked) ~ input[name="attr_WorldColors"][value="red"]:checked ~ div.sheet-container:after { - background-color: cadetblue; - opacity: 1; + background-color: rgb(209, 203, 199); + opacity: 0.4; } input[name="attr_WorldColors"][value="red"]:checked ~ div.sheet-container, @@ -267,8 +271,15 @@ input[name="attr_WorldColors"][value="red"]:checked ~ div textarea, input[name="attr_WorldColors"][value="red"]:checked ~ div input, input[name="attr_WorldColors"][value="red"]:checked ~ div select, input[name="attr_WorldColors"][value="red"]:checked ~ div button { - border-color: firebrick; - color: black; + /* + border-color: firebrick; + color: black; + */ + + border-color: #a22425; + color: #543535; + + /* text-shadow: 9px 3px 0px rgba(96, 128, 96, .2); */ } @@ -276,7 +287,14 @@ input[name="attr_WorldColors"][value="red"]:checked ~ div h2, input[name="attr_WorldColors"][value="red"]:checked ~ div h3, input[name="attr_WorldColors"][value="red"]:checked ~ div h2 input, input[name="attr_WorldColors"][value="red"]:checked ~ select.sheet-playbookSelector { - text-shadow: 4px 0px 10px orangered, -1px -1px 1px yellow; + /* text-shadow: 4px 0px 10px orangered, -1px -1px 1px yellow; */ + text-shadow: 4px 0px 10px #a56e6a, -1px -1px 1px white; +} + +input[name="attr_WorldColors"][value="red"]:checked ~ div textarea, +input[name="attr_WorldColors"][value="red"]:checked ~ div input { + /* background: rgba(128, 128, 128, 0.75) !important; */ + background: rgba(185, 175, 175, 0.75) !important; } input[name="attr_WorldTexture"]:checked ~ input[name="attr_WorldColors"][value="yellow"]:checked ~ div.sheet-container:after { @@ -340,6 +358,7 @@ input[name="attr_WorldColors"][value="yellow"]:checked ~ div button { */ div.sheet-LogLine { + pointer-events: none; font-family: "Teko Semibold", "Arial Black", "Helvetica", sans-serif; font-weight: bold; border-top: 10px solid; @@ -348,7 +367,7 @@ div.sheet-LogLine { border-left: 10px solid transparent !important; border-right: 10px solid transparent !important; border-bottom-color: inherit; - z-index: 0; + z-index: 3; display: inline-block; text-align: center; @@ -376,30 +395,68 @@ div.sheet-tabs { } +div.sheet-colorSelectorWidgetContainer { + display: inline-block; + position: relative; + + z-index: 2; + width: 18px; + height: 18px; + box-shadow: 2px 2px 2px black; + border: 0; + margin: 1px; + +} + input.sheet-colorSelector { - width: 18px; - height: 18px; + position: absolute; + top: 0; + left: 0; + + width: 100%; + height: 100%; + /* -webkit-appearance: none; - margin: 1px; - border: 0; - box-shadow: 2px 2px 2px black; + -moz-appearance: none; + appearance: none; + */ + z-index: 1; +} + +input.sheet-colorSelector + span { + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + z-index: 2; + pointer-events: none; } input.sheet-textureSelector { - width: 18px; - height: 18px; + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; -webkit-appearance: none; - margin: 1px; - box-shadow: 1px 1px 2px black; + -moz-appearance: none; + appearance: none; + z-index: 4; + border: 0; } input.sheet-textureSelector:checked::after { content: "⛆"; - padding-bottom: 9px; + vertical-align: top; font-size: medium; text-align: center; + border: 0; + color: black; + background-color: grey; } + input.sheet-textureSelector:not(:checked)::after { content: ""; } @@ -409,13 +466,21 @@ div.sheet-titleSmallBoxesTop { display: block; margin-right: 30px; box-shadow: none; + line-height: 10px; } -div.sheet-titleSmallBoxes { +div.sheet-titleSmallBoxesMiddle { + text-align: right; + display: block; + margin-right: 30px; + box-shadow: none; +} +div.sheet-titleSmallBoxesBottom { text-align: left; display: block; box-shadow: none; margin-left: 14px; + line-height: 10px; } div.sheet-titleSmallBoxes input { @@ -423,7 +488,8 @@ div.sheet-titleSmallBoxes input { } div.sheet-titleSmallBoxesTop div, -div.sheet-titleSmallBoxes div { +div.sheet-titleSmallBoxesMiddle div, +div.sheet-titleSmallBoxesBottom div { height: 18px; width: 18px; display: inline-block; @@ -465,19 +531,22 @@ div.sheet-titleSmallBoxes div { width: 90%; } -.sheet-container div.repitem:nth-of-type(even) h2 { +.sheet-container div.sheet-tab1 div.repitem:nth-of-type(even) h2, +.sheet-container div.sheet-tab2 div.repitem:nth-of-type(even) h2 { text-align: right; border-bottom: 6px solid; border-left: 12px solid transparent !important; border-right: 0; /* margin-right: -30%; */ } -.sheet-container div.repitem:nth-of-type(even) h2 input[type="text"] { +.sheet-container div.sheet-tab1 div.repitem:nth-of-type(even) h2 input[type="text"], +.sheet-container div.sheet-tab2 div.repitem:nth-of-type(even) h2 input[type="text"] { text-align: right; } -.sheet-container div.repitem:nth-of-type(odd) h2 { +.sheet-container div.sheet-tab1 div.repitem:nth-of-type(odd) h2, +.sheet-container div.sheet-tab2 div.repitem:nth-of-type(odd) h2 { border-bottom: 6px solid; border-right: 12px solid transparent !important; border-left: 0; @@ -485,7 +554,8 @@ div.sheet-titleSmallBoxes div { } -.sheet-container h2.sheet-AlternateElement { +.sheet-container div.sheet-tab1 h2.sheet-AlternateElement, +.sheet-container div.sheet-tab2 h2.sheet-AlternateElement { left: 35%; text-align: right; @@ -526,6 +596,7 @@ div.sheet-Title { display: inline-block; margin-left: -25px; font-size: smaller; + text-align: right; } @@ -544,7 +615,8 @@ div.sheet-2columns div.sheet-sidebar { } div.sheet-majorMainColumn { - width: calc(100% - 130px); + width: calc(100% - 75px); + margin-right: -100px; vertical-align: top; display: inline-block; @@ -566,6 +638,17 @@ div.sheet-columnThirds { text-align: center; } +div.sheet-tab-content > div.sheet-columnHalves { + display: inline-block; + width: calc(50% - 5px); + vertical-align: top; + /* text-align: center; */ + text-align: center; +} + +div.sheet-columnHalves div { + width: 100%; +} div.sheet-verticalStates { width: 64px; @@ -583,9 +666,9 @@ div.sheet-verticalStates { -moz-column-count: 3; /* Firefox */ column-count: 3; - -webkit-column-gap: 40px; /* Chrome, Safari, Opera */ - -moz-column-gap: 40px; /* Firefox */ - column-gap: 40px; + -webkit-column-gap: 10px; /* Chrome, Safari, Opera */ + -moz-column-gap: 10px; /* Firefox */ + column-gap: 10px; -webkit-column-rule: 4px outset; /* Chrome, Safari, Opera */ -moz-column-rule: 4px outset; /* Firefox */ @@ -596,6 +679,18 @@ div.sheet-verticalStates { } +.sheet-columnHalves div.sheet-miscNotes div.repitem { + width: 50%; +} +.sheet-columnHalves div.sheet-miscNotes div.repitem textarea { + width: calc(100% - 4px); + margin-bottom: 2px; +} + +.sheet-columnHalves h2 { + text-align: center; +} + img.sheet-spanColumns { -webkit-column-span: 2; column-span: 2; @@ -623,15 +718,26 @@ _/ _/_/_/_/ _/ _/ _/ _/ _/ _/ _/ _/_/_/_/ _/ _/ textarea { height: 50px; - width: 150px; - margin-top: 4px; - margin-bottom: 4px; + width: calc(100% - 11px); + + resize: both; + min-width: 20px; + max-width: 100%; + min-height: 50px; + margin-top: 1px; + margin-bottom: 1px; + margin-left: 2px; + margin-right: 2px; font-size: x-small; line-height: 1.25em; background: rgba(128, 128, 128, 0.3) !important; } - +.sheet-columnHalves div.sheet-miscNotes textarea { + resize: vertical; + padding: 0; + margin: 0; +} input.sheet-narrowInput { @@ -656,7 +762,25 @@ input.sheet-narrowInput { .sheet-improvements div, .sheet-miscNotes div { display: inline-block; - margin-bottom: 3px; + line-height: 0px; + vertical-align: top; +} + +.sheet-miscNotes > div h2 { + min-width: 75px; + width: 100px; +} + +div.sheet-tab3 div.sheet-miscNotes h2 { + width: 175px; + text-align: left; + border-bottom: 6px solid; + border-right: 12px solid transparent !important; + border-left: 0 !important; +} + +div.sheet-tab3 div.sheet-miscNotes h2 input[type="text"] { + text-align: left !important; } @@ -732,6 +856,20 @@ input.sheet-inputHider:not(:checked) + div div.repcontrol { } +input[type="checkbox"][name="attr_simplifyStates"]:not(:checked) ~ div.sheet-simpleStates, +input[type="checkbox"][name="attr_simplifyStates"]:checked ~ div.sheet-complexStates { + display: none; +} + +input[type="checkbox"][name="attr_simplifyStates"]:checked ~ div.sheet-simpleStates, +input[type="checkbox"][name="attr_simplifyStates"]:not(:checked) ~ div.sheet-complexStates { + width: 125px; + font-family: "Teko Semibold", "Arial Black", "Helvetica", sans-serif; + display: inline-block; + /*margin-left: -25px;*/ + font-size: smaller; +} + /* @@ -744,7 +882,14 @@ input.sheet-inputHider:not(:checked) + div div.repcontrol { */ -div.sheet-statesSidebar div.sheet-stateInput { + +div.sheet-statesSidebar div.sheet-complexStates, +div.sheet-statesSidebar div.sheet-simpleStates { + text-align: right; + margin-left: -25px; +} + +div.sheet-statesSidebar div.sheet-statesSidebar { display: inline-block; text-align: right; padding-right: 5px; @@ -755,7 +900,9 @@ div.sheet-statesSidebar div.sheet-stateInput { .sheet-stateInput input[type=number], -.sheet-stateVerticalInput input[type=number] { +.sheet-stateVerticalInput input[type=number], +.sheet-simpleStates input[type=number], +.sheet-complexStates input[type=number] { text-align: center; border: none; background: none; @@ -774,7 +921,7 @@ div.sheet-statesSidebar div.sheet-stateInput { } -.sheet-stateInput input.sheet-numberFieldBig[type=number] { +input.sheet-numberFieldBig[type=number] { width: 25px; height: 25px; font-size: 15px; @@ -789,24 +936,37 @@ div.sheet-stateInput div.sheet-EmotionSpikes { width: 23px; background-color: azure; border: 0; + } + .sheet-stateInput input.sheet-numberArrowsOnly[type=number]::-webkit-inner-spin-button, .sheet-stateInput input.sheet-numberArrowsOnly[type=number]::-webkit-outer-spin-button { /* -webkit-appearance:button; */ } -.sheet-stateInput input.sheet-numberFieldBig[type=number]::-webkit-inner-spin-button, -.sheet-stateInput input.sheet-numberFieldBig[type=number]::-webkit-outer-spin-button, -.sheet-stateVerticalInput input.sheet-numberFieldBig[type=number]::-webkit-inner-spin-button, -.sheet-stateVerticalInput input.sheet-numberFieldBig[type=number]::-webkit-outer-spin-button { +input.sheet-numberFieldBig[type=number] { + -moz-appearance: textfield; +} + +input.sheet-numberFieldBig[type=number]::-webkit-inner-spin-button, +input.sheet-numberFieldBig[type=number]::-webkit-outer-spin-button { -webkit-appearance: none; + appearance: none; margin: 0; } -.sheet-stateInput button.sheet-rollButton[type=roll], -.sheet-stateVerticalInput button.sheet-rollButton[type=roll], -.sheet-Spike button.sheet-rollButton[type=roll] { + +div.sheet-simpleStates button[type="roll"] { + width: auto; + margin: auto; + text-align: center; + background: linear-gradient(rgba(128, 128, 128, 0.66), rgba(128, 128, 128, 0.33), rgba(128, 128, 128, 0.8) ); + margin-top: 10px; + margin-bottom: 10px; +} + +button.sheet-rollButton[type=roll] { background-color: transparent; font-size: 14px; text-align: center; @@ -844,6 +1004,86 @@ div.sheet-stateInput div.sheet-EmotionSpikes { } + +/* + + _/_/_/ _/_/_/ _/_/_/ _/ _/ _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/_/ _/_/_/_/ _/_/_/ _/_/_/ + _/ _/ _/ _/ _/ _/ _/ _/_/ _/_/ _/ _/ _/ _/ _/ _/ + _/_/ _/_/_/ _/ _/_/ _/_/_/ _/ _/ _/ _/_/_/ _/ _/_/_/ _/_/_/ _/_/ + _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ +_/_/_/ _/ _/_/_/ _/ _/ _/_/_/_/ _/ _/ _/_/_/_/ _/ _/_/_/_/ _/ _/ _/_/_/ + +*/ + + +div.sheet-simpleStates div.sheet-emotionSpikeWidgetContainer { + position: relative; + width: 30px; + height: 25px; + display: inline-block; + vertical-align: middle; +} + +input[type="checkbox"].sheet-emotionSpikeIncrementor { + position: absolute; + /* top: 0; */ + left: 0; + width: 15px; + height: 15px; + z-index: 1; + -webkit-appearance: none; + -moz-appearance: none; + -appearance: none; + border: 0; + box-shadow: none; +} + +input[type="checkbox"].sheet-emotionSpikeIncrementor + span { + position: absolute; + /* top: 0; */ + left: 0; + width: 15px; + height: 15px; + border: 2px solid; + border-radius: 8px; + + z-index: 2; + pointer-events: none; + background-color: grey; + box-shadow: inset 2px 2px 2px white; +} + + + +input.sheet-emotionSpikeIncrementor[type="checkbox"] + span + span { + width: 6px; + display: inline-block; + position: absolute; + z-index: 2; + bottom: 0; + margin-left: -5px; + background-color: grey; + border: 0; +} + +div.sheet-stateSimpleDisplay input.sheet-emotionSpike[type="checkbox"][value="1"]:checked ~ div input.sheet-emotionSpikeIncrementor[type="checkbox"] + span + span { + height: 5px; +} +div.sheet-stateSimpleDisplay input.sheet-emotionSpike[type="checkbox"][value="2"]:checked ~ div input.sheet-emotionSpikeIncrementor[type="checkbox"] + span + span { + height: 10px; +} +div.sheet-stateSimpleDisplay input.sheet-emotionSpike[type="checkbox"][value="3"]:checked ~ div input.sheet-emotionSpikeIncrementor[type="checkbox"] + span + span { + height: 15px; +} +div.sheet-stateSimpleDisplay input.sheet-emotionSpike[type="checkbox"][value="4"]:checked ~ div input.sheet-emotionSpikeIncrementor[type="checkbox"] + span + span { + height: 20px; +} +div.sheet-stateSimpleDisplay input.sheet-emotionSpike[type="checkbox"][value="5"]:checked ~ div input.sheet-emotionSpikeIncrementor[type="checkbox"] + span + span { + height: 25px; + background-color: black; + border: 2px solid white; +} + /* .sheet-stateInput button.sheet-rollButton[type=roll] { display: inline-block; @@ -985,6 +1225,11 @@ input.sheet-emotionSpike[type="radio"]:first-child + span::before { */ +div.sheet-tabs { + margin: auto; + text-align: center; +} + div.sheet-tab-content { /* Hide the tabs until one is selected */ display: none; @@ -1000,30 +1245,60 @@ input.sheet-tab4:checked ~ div.sheet-container div.sheet-tab4 { top: 0; } +div.sheet-tab-widget-container { + display: inline-block; + position: relative; + width: 20%; + height: 95px; + margin-top: -80px; + /* border: 2px solid blue; */ + text-align: center; +} + input.sheet-tab { + position: absolute; font-size: larger; font-weight: bold; letter-spacing: 0.1em; - width: 20%; - margin-top: 0; - margin-left: 10px; - height: 0px; - z-index: 2; + width: 100%; + height: 100%; + top: 0; + left: 0; + z-index: 0; + + + opacity: 0; + } -input.sheet-tab::before + + +input.sheet-tab + span::before { - font-family: "Teko Semibold", "Arial Black", "Helvetica", sans-serif; content: attr(title); - + width: 100%; +} + +/* Fake tab widget floating on top of the actual radio widget */ +input.sheet-tab + span { + display: inline-block; + pointer-events: none; + font-family: "Teko Semibold", "Arial Black", "Helvetica", sans-serif; + width: calc(100% - 30px); + height: calc(100% - 30px); + position: absolute; + left: 0; + top: 0; border-top: 15px solid; border-right: 15px solid transparent !important; border-left: 15px solid transparent !important; - padding-top: 52px; + + /* padding-top: 52px; */ + z-index: 2; } -input.sheet-tab:checked::before +input.sheet-tab:checked + span { border-top: 15px solid; border-top-color: inherit; @@ -1039,8 +1314,8 @@ div.sheet-tab-content border-top-color: inherit; border-left: 5px solid transparent !important; border-right: 5px solid transparent !important; - margin: 4px 0 0 5px; - padding: 5px; + margin: 0; + padding: 0; padding-top: 15px; font-family: "Arial", "Helvetica", sans-serif; letter-spacing: 0.05em; @@ -1067,13 +1342,16 @@ div.sheet-tab-content } .repcontrol .btn { - visibility: hidden; + /* visibility: hidden; */ /* Doesn't work in Firefox! */ border: medium none; - color: white !important; + color: transparent !important; background: none; box-shadow: none; float: none; display: inline-block; + text-shadow: none !important; + + } .repcontrol .btn:focus { diff --git a/The Veil/TheVeil.html b/The Veil/TheVeil.html index 366689d1efcd..3d6c3b591051 100644 --- a/The Veil/TheVeil.html +++ b/The Veil/TheVeil.html @@ -5,6 +5,12 @@ -- Thanks to Jakob for pointing out that whitespace screws up inline-block alignment. +TODO: + - change the name of the "Other" state, based on the playbook selected. + or make it a user entry field + + - add a basic moves list reference + --> @@ -18,9 +24,9 @@ - + - + @@ -42,6 +48,7 @@ +
    @@ -71,23 +78,65 @@
    -
    -
    -
    T
    H
    E
    -
    V
    E
    I
    L
    -
    -
    -
    + + + + + + + + + + + +
    T
    H
    E
    V
    E
    I
    L
    YOU'RE HERE BECAUSE THERE'S SOMETHING WRONG...
    - - - - +
    + +
    +
    + +
    +
    + +
    +
    + +
    @@ -109,268 +158,402 @@
    -
    - -
    MAD =
    - - - - + - - -
    - - - - - - + Simplify: +
    +
    + +
    MAD =
    + + + + + + + +
    + + + + + + +
    -
    -
    -
    PEACEFUL =
    - - - - + - - -
    - - - - - - -
    -
    +
    +
    PEACEFUL =
    + + + + + + + +
    + + + + + + +
    +
    -
    -
    SAD =
    - - - - + - +
    +
    SAD =
    + + + + + + + +
    + + + + + + +
    +
    -
    - - - - - - -
    -
    - - -
    -
    JOYFUL =
    - - - - + - -
    - - - - - - -
    -
    +
    +
    JOYFUL =
    + + + + + + + +
    + + + + + + +
    +
    -
    -
    SCARED =
    - - - - + - - -
    - - - - - - -
    -
    +
    +
    SCARED =
    + + + + + + + +
    + + + + + + +
    +
    -
    -
    POWERFUL =
    - - - - + - +
    +
    POWERFUL =
    + + + + + + + +
    + + + + + + +
    +
    -
    - - - - - - -
    +
    +
    OTHER =
    + + + + + + + +
    + + + + + + +
    +
    -
    -
    OTHER =
    - - - - + - + + + +
    +
    + +
    +
    + + + + + + + +
    + MAD +
    + +
    +
    +
    + +
    + + + + + + + +
    + PEACEFUL +
    + +
    +
    +
    +
    + + + + + + + +
    + SAD +
    + +
    +
    +
    -
    - - - - - - +
    + + + + + + + +
    + JOYFUL +
    + +
    +
    -
    +
    + + + + + + + +
    + SCARED + +
    + +
    +
    +
    +
    + + + + + + + +
    + POWERFUL +
    + +
    +
    +
    +
    + + + + + + + +
    + OTHER +
    + +
    +
    +
    +
    - +
    @@ -394,6 +577,8 @@

    @@ -682,10 +868,35 @@

    _/_/_/_/ _/_/_/_/ _/ _/_/_/_/ _/_/_/_/ --> -
    +

    IMPROVEMENT

    -
    +
    + + + + + + + + +
    + +
    + ? + + Advancement +

    At the end of the session, you’ll go around the table and talk about if + a belief was tested or challenged; if so, you mark 1 XP. When a belief + gets you into trouble, you’ll mark 2 XP. Finally, when a belief is resolved, + you’ll mark 3 XP

    +

    Also, whenever you fail a roll with an emotional state, you gain 1 XP.

    +

    When you have 5 XP, you may purchase an advancement.

    +
    +
    + + +
    +1 MAD +1 PEACEFUL +1 SAD @@ -694,7 +905,7 @@

    IMPROVEMENT

    +1 POWERFUL
    -
    +
    @@ -832,7 +1043,12 @@

    Notes

    - +
    +

    + +

    + +
    @@ -854,61 +1070,101 @@

    Notes

    -
    -

    ENVIRONMENT

    +
    - - -
    -
    - -
    +
    +

    ASSUMPTIONS

    +
    +
    + +
    +
    - -

    ASSUMPUTIONS

    -
    -
    - -
    + +
    +

    ENVIRONMENT

    +
    +
    + +
    +
    + +
    +

    CULTURE & SOCIETY

    +
    +
    + +
    +
    +
    + -

    LINKED PEOPLE

    -
    -
    - -
    +
    + +

    TECHNOLOGY

    +
    +
    + +
    +
    +
    + +
    + +

    QUESTIONS

    +
    +
    + +
    +
    -

    CULTURE & SOCIETY

    -
    -
    - -
    +
    + +
    +
    +

    LINKED PEOPLE

    +
    +
    + +
    +
    +
    + +
    +

    THREATS / ANTAGONISTS

    +
    +
    + +
    +
    -

    TECHNOLOGY

    -
    -
    - -
    +
    +

    EVENTS

    +
    +
    + +
    +
    -

    NOTES

    +
    -
    - -
    -
    +

    NOTES

    +
    +
    + + +
    +
    +
    + +
    -
    @@ -935,6 +1191,8 @@

    NOTES

    diff --git a/The Veil/dev/TheVeil.html b/The Veil/dev/TheVeil.html index 8bffa7bb002e..ed12b3ce6d67 100644 --- a/The Veil/dev/TheVeil.html +++ b/The Veil/dev/TheVeil.html @@ -158,7 +158,7 @@
    - Simplify: + Simplify:
    diff --git a/Torg Eternity/README.md b/Torg Eternity/README.md new file mode 100644 index 000000000000..150adb8a1f92 --- /dev/null +++ b/Torg Eternity/README.md @@ -0,0 +1,7 @@ +Version 1.0 of Torg Eternity character sheet. + +This is loosely based on the original torg sheet, which was in turn based on the basic Fantasy Craft character sheet (thanks to Jason Miller who created it). I've also cobbled together some code from other projects, including the Mongoose Traveller 2nd Ed sheets (for tabs). + +I do not claim to be the best sheet deisgner around, by any stretch, and would be glad to hand this project off to anyone who thinks they have a higher level of competence. + +- GM Matt \ No newline at end of file diff --git a/Torg Eternity/Torg Eternity.css b/Torg Eternity/Torg Eternity.css new file mode 100644 index 000000000000..122d86665961 --- /dev/null +++ b/Torg Eternity/Torg Eternity.css @@ -0,0 +1,268 @@ +div.sheet-tab-content { display: none; } + +input.sheet-tab1:checked ~ div.sheet-tab1, +input.sheet-tab3:checked ~ div.sheet-tab3, +input.sheet-tab4:checked ~ div.sheet-tab4, +input.sheet-tab5:checked ~ div.sheet-tab5, +input.sheet-tab6:checked ~ div.sheet-tab6 +{ + display: block; +} + +input.sheet-tab +{ + width: 150px; + height: 20px; + position: relative; + top: 5px; + left: 6px; + margin: -1.5px; + cursor: pointer; + z-index: 1; +} + +input.sheet-tab::before +{ + content: attr(title); + + + border: solid 1px #a8a8a8; + border-bottom-color: black; + text-align: center; + display: inline-block; + + background: #fff; + background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -webkit-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -ms-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -o-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + + width: 150px; + height: 20px; + font-size: 18px; +} + +input.sheet-tab:checked::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -webkit-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -ms-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -o-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + border-bottom-color: #fff; +} + +input.sheet-tab:not(:first-child)::before +{ + border-left: none; +} + +/* +input.sheet-tab2::before +{ + background: #fee; + background: -moz-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -webkit-linear-gradient(to top, #f8c8c8, #fee, #f8c8c8); + background: -ms-linear-gradient(to top, #f8c8c8, #fee, #f8c8c8); + background: -o-linear-gradient(to top, #f8c8c8, #fee, #f8c8c8); + background: linear-gradient(to top, #f8c8c8, #fee, #f8c8c8); +} + +input.sheet-tab2:checked::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: -webkit-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: -ms-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: -o-linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + background: linear-gradient(to top, #fcecec, #f8c8c8, #fcecec); + border-bottom-color: #fcecec; +} +*/ +div.sheet-tab-content +{ + border: 1px solid #a8a8a8; + border-top-color: #000; + margin: 2px 0 0 5px; + padding: 5px; +} +/* +div.sheet-tab2 +{ + background-color: #fcecec; +} +*/ +@font-face { + font-family: 'Play'; + font-style: normal; + font-weight: 700; + src: local('Play-Bold'), url(http://themes.googleusercontent.com/static/fonts/play/v4/ZzUearZLklGfoL18Ti0GaQ.woff) format('woff'); +} + +.charsheet { + background-image: url(""); + background-color: white; +} + +.charsheet h3 { + margin-bottom:0; +} + +.charsheet .sheet-small { + font-size: 10px; + line-height:9px; +} + +.charsheet label { + display: inline-block; + text-align: right; + font-size:14px; + width: auto; +} + +.charsheet label.sheet-long { + width: 80px; +} + +.charsheet label.sheet-short { + width: 40px; +} + +.charsheet input { + border-left: 1px solid black; + border-right: 1px solid black; + border-bottom: 1px solid black; + display: inline-block; +} + +.charsheet input.sheet-header { + width: 160px; +} + +.charsheet input.sheet-skills{ + width:42px !important; +} + +.charsheet select { + display: inline-block; + +} + +.charsheet select.sheet-modtype { + width: 65px; +} + +.charsheet div.sheet-textHead { + background-color: black; + color: white; + font-size: 15px; + font-weight: bold; + text-align:center; + -webkit-border-radius: 5px; + -moz-border-radius: 5px; /*[top-left] [top-right] [bottom-right] [bottom-left] */ + border-radius: 5px; + width:100%; + padding:1px 2px; + border-spacing: 0px 4px; +} + +.charsheet div.sheet-textHeadsm { + background-color: black; + color: white; + font-size: 12px; + font-weight: bold; + text-align:center; + -webkit-border-radius: 5px; + -moz-border-radius: 5px; /*[top-left] [top-right] [bottom-right] [bottom-left] */ + border-radius: 5px; + width:100%; + padding:1px 2px; + border-spacing: 0px 4px; +} +.charsheet div.sheet-record { + color: black; + font-size: 14px; + font-weight: bold; + text-align:center; + font-family: 'play'; + width:100%; +} +.charsheet table{ + text-align: center; + width: 100%; +} +.charsheet table td.sheet-col1, .charsheet table td.sheet-skillsCol1,.charsheet table td.sheet-skillsCrewCol1 { + font-size: 13px; + font-weight: bold; + text-align: left; + margin-left: 5px; + text-indent: -5px; + padding-left: 10px + +} +.charsheet table td.sheet-col1{ + background-color: #C4C4C4; + -webkit-border-radius: 5px; + -moz-border-radius: 5px; /*[top-left] [top-right] [bottom-right] [bottom-left] */ + border-radius: 5px; +} +.charsheet table td.sheet-skillsCol1{ + width: 150px; +} + +.charsheet table th { + font-size: 13px; + font-weight: bold; + text-align: Center; +} +.charsheet table th.sheet-lheader{ + font-size: 13px; + font-weight: bold; + text-align: left; +} + +.charsheet table.sheet-spacing { + border-spacing: 1px 1px; + border-collapse: separate; + padding: 0px 1px; +} + +.charsheet textarea { + width: 98%; + border-left: 1px solid black; + border-right: 1px solid black; + border-bottom: 1px solid black; + margin-bottom:0; +} +.charsheet textarea.sheet-atkNotes { + font-size: 12px; + height: 30px; +} +.charsheet textarea.sheet-ActionNotes { + font-size: 12px; + height:60px; +} +.charsheet div.sheet-clear { clear:both; } + +.charsheet button[type=roll] { + padding: 5px 10px 5px !important; + font-size: 20px !important; + background-color: #C4C4C4; + font-weight: bold; + text-shadow: 1px 1px #D0D0D0; + color: #000000; + border-radius: 100px; + -moz-border-radius: 100px; + -webkit-border-radius: 100px; + border: 1px solid #D0D0D0; + cursor: pointer; + box-shadow: 0 1px 0 rgba(255, 255, 255, 0.5) inset; + -moz-box-shadow: 0 1px 0 rgba(255, 255, 255, 0.5) inset; + -webkit-box-shadow: 0 1px 0 rgba(255, 255, 255, 0.5) inset; +} + +.charsheet select{ + margin:0; +} \ No newline at end of file diff --git a/Torg Eternity/Torg Eternity.html b/Torg Eternity/Torg Eternity.html new file mode 100644 index 000000000000..0e67382e6ed5 --- /dev/null +++ b/Torg Eternity/Torg Eternity.html @@ -0,0 +1,423 @@ +

    +Eternity + +
    + + + + + +
    +
    +
    + + + + + + + + + + + + +
    Character Name Race Home Cosm
    + + + + + + + + + + + + + + +
    Possibilities ClearanceXP Unspent/TotalMovement/RunToughness/Armor Magic SocialSpiritualTech
    ///
    +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Attributes
    Value
    CHARISMA
    DEXTERITY
    MIND
    SPIRIT
    STRENGTH
    +
    +
    + + + + + + + +
    Damage
    Shock: / +
    + + +
    + + + + + + +
    Wounds: /
    + + +
    +
    +
    Armor
    + + +
    + + + + + + + + + + + + + + + + +
    Armor Modifier
    Value
    Axiom
    Level
    + +
    +
    + + + + + + + + + + + + + + + + + + + +
    Defenses
    Value
    Dodge
    Melee
    Unarmed
    +
    +
    +
    +
    +
    + +
    Combat Skills
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    SkillAddsAttrValue
    Energy Weapons
    Fire Combat
    Melee Combat
    Missile Weapons
    Unarmed Combat
    +
    +
    Interaction Skills
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + +
    +
    SkillAddsAttrValue
    Intimidate
    Taunt
    Trick
    Maneuver
    +
    Other Skills
    + + + + + + + + + + + + + + + + + + + + + + + + + + +
    SkillAddsAttrValue
    Reality
    Dodge
    +
    + + + + + + + + + +
    +
    +
    +
    +
    +
    + +
    Weapons
    +
    + + + + + + + + + + + + +
    WeaponAxiomDamage FormulaDamageAmmoRangeNotes
    +
    + + + + + + + + + + + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Name:
    + Description
    +
    +
    +
    +
    +
    +
    + Name: + Type: +
    + Description
    + +
    +
    +
    +
    +
    +
    + Name: + Axiom:

    + Description
    +

    +
    +
    \ No newline at end of file diff --git a/Torg Eternity/Torg Eternity.jpg b/Torg Eternity/Torg Eternity.jpg new file mode 100644 index 000000000000..891136f12c7d Binary files /dev/null and b/Torg Eternity/Torg Eternity.jpg differ diff --git a/Torg Eternity/sheet.json b/Torg Eternity/sheet.json new file mode 100644 index 000000000000..8e45047350e2 --- /dev/null +++ b/Torg Eternity/sheet.json @@ -0,0 +1,6 @@ +{"html":"Torg Eternity.html", + "css":"Torg Eternity.css", + "authors":"GM Matt", + "roll20userid":"395349", + "preview":"Torg Eternity.jpg", + "instructions":"No automation support at the present time."} \ No newline at end of file diff --git a/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.css b/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.css index a0168145c77c..ff25fbc97eed 100644 --- a/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.css +++ b/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.css @@ -1,4 +1,31 @@ - +/* ==== ==== === */ +input.sheet-new:checked ~ div.sheet-all { + background: white; + width:840px; + height: 800px; +} +input.sheet-old:checked ~ div.sheet-all { + background: + linear-gradient(-90deg, rgba(0, 0, 0, .03) 1px, transparent 1px), + linear-gradient(rgba(0, 0, 0, .03) 1px, transparent 1px), + linear-gradient(-90deg, rgba(0, 0, 0, .03) 1px, transparent 1px), + linear-gradient(rgba(0, 0, 0, .03) 1px, transparent 1px), + linear-gradient(transparent 3px, transparent 3px, transparent 78px, transparent 78px), + linear-gradient(-90deg, transparent 1px, transparent 1px), + linear-gradient(-90deg, transparent 3px, transparent 3px, transparent 78px, transparent 78px), + linear-gradient(transparent 1px, transparent 1px), transparent; + background-size: + 16px 16px, + 16px 16px, + 16px 16px, + 16px 16px, + 16px 16px, + 16px 16px, + 16px 16px, + 16px 16px; + width:840px; + height: 800px; +} .charsheet { background:white; } @@ -9,6 +36,7 @@ font-weight: normal; font-style: normal; } +/* ==== ==== === */ /*============= TABS =============*/ div.sheet-tab-content @@ -79,31 +107,31 @@ div.sheet-tab-content padding: 5px; } -div.sheet-tab1 { +input.sheet-new:checked ~ div.sheet-tab1 { background: url('http://cdn.obsidianportal.com/assets/47485/BloodSplatter.png') no-repeat; background-position: right; } -div.sheet-tab2 { +input.sheet-new:checked ~ div.sheet-tab2 { background: url('http://2.bp.blogspot.com/-zZ9ZOA0bpF4/U11yJA5BK9I/AAAAAAAAMTw/XlVFtPdiZoI/s1600/PNG+-+Vampiro+sangue+7.png') no-repeat; background-position: right; } -div.sheet-tab3 { +input.sheet-new:checked ~ div.sheet-tab3 { background: url('http://cdn.obsidianportal.com/assets/47485/BloodSplatter.png') no-repeat; background-position: right; } -div.sheet-tab4 { +input.sheet-new:checked ~ div.sheet-tab4 { background: url('http://4.bp.blogspot.com/-NmRjgJI0FZA/UYgtnt9haPI/AAAAAAAANGU/gM9aoCNljh4/s1600/BETTER-BLOOD-SPLATTER-psd11647.png'); } -div.sheet-tab5 { +input.sheet-new:checked ~ div.sheet-tab5 { background: url('http://cdn.obsidianportal.com/assets/47485/BloodSplatter.png') no-repeat; background-position: right; } -.sheet-col { +input.sheet-new:checked ~ .sheet-col { background: url('http://4.bp.blogspot.com/-NmRjgJI0FZA/UYgtnt9haPI/AAAAAAAANGU/gM9aoCNljh4/s1600/BETTER-BLOOD-SPLATTER-psd11647.png') no-repeat; background-size: 100%; @@ -306,6 +334,51 @@ input.sheet-arrow { input.sheet-arrow:checked ~ div.sheet-body { display: block; +} + /* -----Hide actual radio----- */ +input.sheet-gore[type="radio"] +{ + opacity: 0; + width: 30px; + height: 15px; + position: relative; + top: 0px; + left: 15px; + margin: -15px; + cursor: pointer; + z-index: 1; + box-shadow: inset 0px 0px 5px green; +} + + /* -----Fake radio----- */ +input.sheet-gore[type="radio"] + span::before +{ + margin-right: 2px; + border: solid 1px #a8a8a8; + width: 30px; + height: 15px; + text-align: center; + display: inline-block; + vertical-align: middle; + + border:1px solid black; + -moz-box-shadow: 0 0 5px black; + -webkit-box-shadow: 0 0 5px black; + box-shadow: inset 0 0 5px black; + + background:white; + + content: ""; + width: 30px; + height: 15px; + + -moz-border-radius: 5px; + -webkit-border-radius: 5px; + border-radius: 5px; +} +input.sheet-gore[type="radio"]:checked + span::before { + background:black; + } /*-----radio boxes-----*/ diff --git a/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.html b/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.html index ce0693fcf28a..46df558adbe4 100644 --- a/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.html +++ b/Unisystem-All Flesh Must Be Eaten/All Flesh Must Be Eaten.html @@ -1,913 +1,929 @@ - - - - - + + +
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    Rate of Fire /DamageRange
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    DiceMultiplierModifierEVAuto
    Encumbered
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    Rate of Fire /DamageRange
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    Encumbered
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    @@ -994,4 +1010,39 @@

    Notes

    + + diff --git a/Urban_Shadows/sheet.html b/Urban_Shadows/sheet.html index 35d9a84aa1ff..3d792e632df4 100644 --- a/Urban_Shadows/sheet.html +++ b/Urban_Shadows/sheet.html @@ -18,10 +18,16 @@ + + + +
    + + Base Playbooks
    @@ -31,11 +37,27 @@
    - - - - - + + + + + +
    +
    +
    + +
    + Dark Streets
    + + + + +
    +
    + + + +
    @@ -110,13 +132,17 @@ + + + +
      Advances available at beginning of play:
    • -
    • +
    • @@ -140,7 +166,7 @@
        Advances available at beginning of play:
      • -
      • +
      • @@ -164,7 +190,7 @@
          Advances available at beginning of play:
        • -
        • +
        • @@ -188,7 +214,7 @@
            Advances available at beginning of play:
          • -
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          • @@ -211,9 +237,9 @@
              Advances available at beginning of play: -
            • -
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            • @@ -235,16 +261,16 @@
                Advances available at beginning of play: -
              • -
              • -
              • +
              • +
              • +
              • After 5 advances you may select: -
              • +
              • @@ -258,10 +284,10 @@
                  Advances available at beginning of play: -
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                • @@ -283,9 +309,9 @@
                    Advances available at beginning of play: -
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                      Advances available at beginning of play: -
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                        Advances available at beginning of play: -
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                      • @@ -352,6 +378,99 @@
                      +
                      +
                        + Advances available at beginning of play: +
                      • +
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                      • + After 5 advances you may select: +
                      • +
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                        + Advances available at beginning of play: +
                      • +
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                      • + After 5 advances you may select: +
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                        + Advances available at beginning of play: +
                      • +
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                      • + After 5 advances you may select: +
                      • +
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                        + Advances available at beginning of play: +
                      • +
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                      • + After 5 advances you may select: +
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                @@ -374,6 +493,10 @@ + + + +
                @@ -459,6 +582,41 @@
              • End Move
                When you die or retire your character, anyone in the scene you wish to protect escapes and reaches safety, no matter the odds.
              +
              +
                +
              • Scholar Corruption Move
                When you exploit someone's ignorance of the arcane for personal gain, mark corruption.
              • +
              • Intimacy Move
                When you share a moment of intimacy—physical or emotional—with another person, they get a Debt on you...and you have what they desire. + Ask them to name an item they have been seeking; that item has recently turned up in your arcane network.
              • +
              • End Move
                When you die or retire your character, choose one character to inherit your collection of tomes and artifacts. + They gain the Private Collection move so long as they care for and protect these arcane holdings.
              • +
              +
              +
              +
                +
              • Revenant Corruption Move
                When you kill someone not marked by your caul, mark corruption
              • +
              • Intimacy Move
                When you share a moment of intimacy—physical or emotional—with another person, ask them if you should be an agent of justice or vengeance. If they say + justice, ask them how you could relieve the burdens they carry and take +1 ongoing to actions toward that end; if they say vengeance, mark corruption.
              • +
              • End Move
                When you fill up on harm, your body ceases to function, but you do not die. Anyone who views your corpse with supernatural senses knows that you still + live and how to bring you back, e.g., sprinkling graveyard dirt on your body, performing a lost ritual, etc. Your daemon may attempt to enlist someone else to facilitate your return.
              • +
              +
              +
              +
                +
              • Hallowed Corruption Move
                When you violate the tenants of your faith (or through inaction allow them to be violated), mark corruption
              • +
              • Intimacy Move
                When you share a moment of intimacy—physical or emotional—with another person, you choose whether or not their intimacy move triggers. If it doesn’t, tell them what mark or aspect of your faith keeps you distant from them.
              • +
              • End Move
                When you die, you perform a powerful miracle of your faith. The innocent may rise, the wicked may fall, so on and so forth. You cannot prevent your own death.
              • +
              +
              +
              +
                +
              • Vessel Redemption Move
                When you resist serving your instincts to attend to your mortal relationships or responsibilities, mark redemption.
              • +
              • Intimacy Move
                When you share a moment of intimacy—physical or emotional—with another person, ask them an invasive question about being human. If they answer the question honestly, mark redemption. If they deflect the inquiry or offer falsehoods, they must give you a Debt.
              • +
              • End Move
                When you die, change playbooks, or retire your character, you leave something of your old body behind, containing a remnant of your instincts, as a permanent mark on the city. + Tell the MC which instinct became most central to your identity; the city will take that instinct into itself. Add the following option to let it out for all PCs:
                + »»Call upon the city to obey its instinct.
              • +
              +
              +
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            + + You don’t have a corruption track. Instead, you have the opportunity for redemption. + Each time your redemption track fills, mark a redemption advance. When your redemption track fills and you have no more redemption advances to mark, retire your character to safety or change to a Mortality Archetype. + If a move asks you to mark corruption, mark 1-harm (ap) instead. + + + + +
            +
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            @@ -693,18 +1101,7 @@
    - - - - - - - - - - - - + @@ -728,6 +1125,10 @@ + + + +
    @@ -790,13 +1191,73 @@

    Followers

    -
    -
    -
    +
    + Arcane Network Features and Members + When you cash in a Debt with a member of your arcane network to obtain a worthy and useful gift without cost, they must offer you three things. Pick the one you want, but the others will never be “free†again.
    + When you
    hit the streets
    to consult your arcane network, you can roll with Mind instead of Mortality. Mark Mortality as normal. In addition, add this option to the 7-9 list:
    + »»You owe them an object you haven’t yet acquired
    + When you
    refuse to honor a Debt to someone to whom you’ve previously sold arcane objects, add this option to the 7-9 list:
    + »»Promise to secure a valuable object for them
    + Your Private Collection + What is your most prized possession? + When you retreat to your private collection to research an occult occurrence, object, or individual, roll with Mind. On a 10+, pick 3. On a 7-9, pick 1.
    + »»You discover a previously unknown weakness or vulnerability
    + »»You discover a previously unknown resource or ally
    + »»You don’t attract any supernatural attention to your research
    + On a miss, you discover something terrible in your research that spells doom for you, your friends...or the city itself. +
    +
    + Your Caul
    + On whom do you seek revenge? + When you punish one of them absolutely—however you see fit—strike their + name from the list. Your daemon will tell you if the punishment is fitting; if it is, + advance. If it isn’t, you owe your daemon a Debt.
    + When you ask your daemon to add someone who has wronged you to + your caul, roll with Spirit. On a hit, your daemon acquiesces to your request. + On a 10+, your daemon reveals how you might attack their vulnerabilities or + weaknesses. On a miss, that person is beyond your reach; take -1 ongoing + against them until you offer them forgiveness for the wrongs they have done + to you. + When you cross out all the names in your caul, your connection to the land + of the dead is severed. Your daemon returns to the spirit realm; you are no + longer able to avoid the land of the dead if you are killed. You can lay your + own soul to rest by returning your physical form to its final resting place.
    + Your Daemon
    + Describe your daemon + When your daemon stands with you in battle, take armor+1. Your daemon will only follow you in the pursuit of your caul or to fulfill a Debt. - +
    +
    + Your Flock
    + Describe your flock: the community, your meeting place, your rituals and traditions, their stats, your starting choices.
    + Your flock is connected to you through a psychic link that offers you unparalleled access: + you can let it out to try to listen in on specific members’ thoughts; cash in Debts as if a member of your flock was right in front of you; call your flock to action at a distance; + or even mark corruption to take on the physical appearance of a member of your flock for a scene.
    + At the start of each session, take one Debt against your flock as a whole, provided you were available to perform your religious duties; + you can cash the Debt in with any member of your flock, even other PCs.
    + Tenants of Your Faith
    + List the tenants of your faith:
    +
    +
    + Violating any tenet of your faith in the presence of your flock—or if they find out later that you violated one of the tenets— + immediately gives them a Debt over you. Any member of the flock can cash in the Debt with you, even if they weren’t the one who witnessed or discovered the violation.
    +
    + +
    + Materials
    + What material makes up your component parts?
    + Once per session, you can heal up to 2-harm by consuming a copious quantity of the materials of which you are made. Anyone who witnesses the consumption sees your true form.
    + Instincts
    + List your instincts:
    + Resisting an opportunity to fulfill your instinct counts as keeping your cool. + If a redemption advance allows you to rewrite an instinct, cross it out and write a new instinct of your own choosing. The old one no longer bothers you. +
    +
    +
    + +
    diff --git a/Urban_Shadows/sheet.json b/Urban_Shadows/sheet.json index 58460ea2222e..3ef0340a8812 100644 --- a/Urban_Shadows/sheet.json +++ b/Urban_Shadows/sheet.json @@ -2,7 +2,7 @@ "html": "sheet.html", "css": "style.css", "authors": "Changes for Urban Shadows made by Adam Brenner(@tuxtradamus), Original Apocalypse World sheet and most of the hard work done by Ryan Sigg (@ryansigg), Steve K.", - "roll20userid": "229266,13601,5047", - "preview": "preview.png", - "instructions": "Select your class, then check 'Lock/Unlock Class'. Drama Moves, improvements, corruption, and special playbook features will appear, then simply fill everything out per the Character Creation in the Playbook. Feature requests or suggestions, pls add them to the [issue tracker](https://github.com/tuxtradamus/roll20-character-sheets/issues)." + "roll20userid": "229266,13601,5047", + "preview": "preview.png", + "instructions": "Version: 1.1 - Cleaned up some divs, now updated with Dark Streets playbooks. Select your class, then check 'Lock/Unlock Class'. Drama Moves, improvements, corruption, and special playbook features will appear, then simply fill everything out per the Character Creation in the Playbook. Please add feature requests or suggestions to the [issue tracker](https://github.com/tuxtradamus/roll20-character-sheets/issues)." } diff --git a/Urban_Shadows/style.css b/Urban_Shadows/style.css index ca510909ffea..58a24df54ccf 100644 --- a/Urban_Shadows/style.css +++ b/Urban_Shadows/style.css @@ -164,7 +164,11 @@ input[name="attr_movedesc"]{ .sheet-vamp, .sheet-veteran, .sheet-wizard, -.sheet-wolf, { +.sheet-wolf, +.sheet-scholar, +.sheet-revenant, +.sheet-hallowed, +.sheet-vessel, { display: none; } @@ -207,7 +211,11 @@ input.sheet-showhide:checked ~ .sheet-subbox {display: none;} .sheet-isvamp:checked ~ .sheet-vamp, .sheet-isveteran:checked ~ .sheet-veteran, .sheet-iswizard:checked ~ .sheet-wizard, -.sheet-iswolf:checked ~ .sheet-wolf, { +.sheet-iswolf:checked ~ .sheet-wolf, +.sheet-isscholar:checked ~ .sheet-scholar, +.sheet-isrevenant:checked ~ .sheet-revenant, +.sheet-ishallowed:checked ~ .sheet-hallowed, +.sheet-isvessel:checked ~ .sheet-vessel, { display: block; } diff --git a/WFRP2E-Havoc/README.md b/WFRP2E-Havoc/README.md new file mode 100644 index 000000000000..5534514bb0c1 --- /dev/null +++ b/WFRP2E-Havoc/README.md @@ -0,0 +1,21 @@ +# Warhammer Fantasy Roleplay 2e Character Sheet +version 0.1-Havoc + +Complete rewrite by Paul "Havoc" Stein! + +## API Scripting Required + +If you are a player, you enjoy the benefits of your GM's Pro account. If your GM does not have a Pro account, consider gifting him/her one. + +### Installing API scripts +As a Pro, do the following: +1. From the My Campaigns, select View Details. +2. From the View Details page, select API Scripts +3. For each script listed below, copy and paste the contents into a New Script window. + +Scripts +1. wfrp2e-api.js +2. splitArgs.js + +Please submit bugs and feature requests to https://github.com/timothystone/roll20-character-sheets. Pull requests are +welcome. diff --git a/WFRP2E-Havoc/preview.png b/WFRP2E-Havoc/preview.png new file mode 100644 index 000000000000..25aa80fc8b42 Binary files /dev/null and b/WFRP2E-Havoc/preview.png differ diff --git a/WFRP2E-Havoc/sheet.json b/WFRP2E-Havoc/sheet.json new file mode 100644 index 000000000000..fccbcbf85828 --- /dev/null +++ b/WFRP2E-Havoc/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "wfrp2e-sheet.html", + "css": "wfrp2e-sheet.css", + "authors": "Paul \"Havoc\" Stein", + "roll20userid": "55273", + "preview": "preview.png", + "instructions": "A WFRP2E Character Sheet by Paul Stein. Requires the the wfrp2e-api script (available under the System Toolbox subsection in the Roll20 API Script Library)." +} diff --git a/WFRP2E-Havoc/splitArgs.js b/WFRP2E-Havoc/splitArgs.js new file mode 100644 index 000000000000..f9ba5e6d0f64 --- /dev/null +++ b/WFRP2E-Havoc/splitArgs.js @@ -0,0 +1,56 @@ +var bshields = bshields || {}; +bshields.splitArgs = (function() { + 'use strict'; + + var version = 1.1; + + function splitArgs(input, separator) { + var singleQuoteOpen = false, + doubleQuoteOpen = false, + tokenBuffer = [], + ret = [], + arr = input.split(''), + element, i, matches; + separator = separator || /\s/g; + + for (i = 0; i < arr.length; i++) { + element = arr[i]; + matches = element.match(separator); + if (element === '\'') { + if (!doubleQuoteOpen) { + singleQuoteOpen = !singleQuoteOpen; + continue; + } + } else if (element === '"') { + if (!singleQuoteOpen) { + doubleQuoteOpen = !doubleQuoteOpen; + continue; + } + } + + if (!singleQuoteOpen && !doubleQuoteOpen) { + if (matches) { + if (tokenBuffer && tokenBuffer.length > 0) { + ret.push(tokenBuffer.join('')); + tokenBuffer = []; + } + } else { + tokenBuffer.push(element); + } + } else if (singleQuoteOpen || doubleQuoteOpen) { + tokenBuffer.push(element); + } + } + if (tokenBuffer && tokenBuffer.length > 0) { + ret.push(tokenBuffer.join('')); + } + + return ret; + } + + return splitArgs; +}()); + +String.prototype.splitArgs = String.prototype.splitArgs || function(separator) { + return bshields.splitArgs(this, separator); +}; \ No newline at end of file diff --git a/WFRP2E-Havoc/wfrp2e-api.js b/WFRP2E-Havoc/wfrp2e-api.js new file mode 100644 index 000000000000..642044c70f71 --- /dev/null +++ b/WFRP2E-Havoc/wfrp2e-api.js @@ -0,0 +1,1633 @@ +//Properties + +var skillBackgroundImage = "http://i.imgur.com/Vqi7PFt.png"; +var parryBackgroundImage = "http://i.imgur.com/Vqi7PFt.png"; +var magicBackgroundImage = "http://i.imgur.com/Vqi7PFt.png"; +var combatBackgroundImage = "http://i.imgur.com/Vqi7PFt.png"; +var parryBackgroundImage = "http://i.imgur.com/Vqi7PFt.png"; +var initBackgroundImage = "http://i.imgur.com/Vqi7PFt.png"; + +var skillLineImage = "http://i.imgur.com/M0MBhn2.png"; +var parryLineImage = "http://i.imgur.com/M0MBhn2.png"; +var magicLineImage = "http://i.imgur.com/M0MBhn2.png"; +var combatLineImage = "http://i.imgur.com/M0MBhn2.png"; +var parryLineImage = "http://i.imgur.com/M0MBhn2.png"; +var initLineImage = "http://i.imgur.com/M0MBhn2.png"; + +var critSucCombat = 1; //set to 0 to turn off crit success +var critFailCombat = 96; //set to 101 to turn off crit failure + +var attackSymbol = "http://i.imgur.com/ncLRrhy.png"; +var shootSymbol = "http://i.imgur.com/fhnbmUs.png"; +var ulricSymbol = "http://i.imgur.com/Sbr3wLn.png"; + +var critSucParry = 1; //set to 0 to turn off crit success +var critFailParry = 96; //set to 101 to turn off crit failure +var parrySymbol = "http://i.imgur.com/cdUERe3.png"; + +var critSucSkill = 1; //set to 0 to turn off crit success +var critFailSkill = 96; //set to 101 to turn off crit failure +var skillSymbol = "http://i.imgur.com/yDOLx2R.png"; + +var magicSymbol = "http://i.imgur.com/pusXx1U.png"; + +var initSymbol = "http://i.imgur.com/wQRmIcp.png"; + +var fortunePointBackground = "http://i.imgur.com/B8isZnB.png"; + +/// Templates + +var warhammerCombatTableTemplate = "
    " + +'' + +'' + +'' + +'' + + + '' + +'' + +'' + +'' + + + +'' + +'' + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'<>' + +'' + +'' + +'<>' + +'' + +'<>' + +'<>' + +'' + + +'
    Attack Test<>
    ' + +'' + +'
    <>
    ' + +'' + +'
    Stat : <> %
    Attack : <>
    '; +var warhammerCombatSuccessTemplate = "Success!"; +var warhammerCombatCriticalSuccessTemplate = "Critical Success!"; +var warhammerCombatFailureTemplate = "Failure!"; +var warhammerCombatCriticalFailureTemplate = "Critical Failure!"; +var warhammerCombatDoSTemplate = "Degree of Success: <>"; +var warhammerCombatDoFTemplate = "Degree of Failure: <>"; +var warhammerCombatHitTemplate = '' + +'' + +'' + +'' + +'' + + '' + +'Hit Location : <> (<>)' + +'' + + '' + +'Damage Modifier : <>' + +'' + + '' + +'Damage : <> (<>)' + +'' + +'<>' + +'<>'; +var warhammerCombatImpactTemplate = '' + +'Damage Impact : <> (<>)' + +''; +var warhammerCombatUlricFuryTemplate = '' + +'' + +'' + +'' + +'' + + + '' + +'' + +"ULRIC'S FURY!" + +'' + + '' + +'Crit Confirm : <>' + +'' + +'<>'; +var warhammerCombatCriticalDamage = '' + +'Crit Damage : <> <>' + +'' + + '' + +'Total Damage : <>' + +''; +var warhammerCombatQualitiesTemplate = '' + +'' + +'' + +'' + +'' + + '' + +'Qualities : <>' + +''; +var warhammerCombatRetryTemplate = "Use Fortune Point!"; + +var warhammerCombatUlricRetryTableTemplate = "" + + + +"" + + +'' + +'' + +'' + + + '' + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + +'<>' + +'' + + +'
    Ulric's Fury Fortune Point
    ' + +'' + +'
    <>
    ' + +'' + +'
    Stat : <> %
    Crit Confirm : <>
    '; + + +var warhammerParryTableTemplate = "" + + +"" + + +'' + +'' + +'' + + + '' + +'' + +'' + +'' + + +'' + +'' + +'' + + '' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'<>' + +'' + +'' + +'<>' + +'' + +'<>' + +'' + + +'
    Parry Test<>
    ' + +'' + +'
    <>
    ' + +'' + +'
    Stat : <> %
    Roll : <>
    '; +var warhammerParrySuccessTemplate = "Success!"; +var warhammerParryCriticalSuccessTemplate = "Critical Success!"; +var warhammerParryFailureTemplate = "Failure!"; +var warhammerParryCriticalFailureTemplate = "Critical Failure!"; +var warhammerParryDoSTemplate = "Degree of Success: <>"; +var warhammerParryDoFTemplate = "Degree of Failure: <>"; +var warhammerParryRetryTemplate = "Use Fortune Point!"; + +var warhammerSkillTableTemplate = "" + +'' + +'' + +'' + +'' + + + '' + +'' + +'' + +'' + +'' + +'' + +'' + + '' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'<>' + +'' + +'' + +'<>' + +'' + +'<>' + +'' + + +'
    Simple Test<>
    ' + +'' + +'
    <>
    ' + +'' + +'
    Stat : <> %
    Roll : <>
    '; +var warhammerSkillSuccessTemplate = "Success!"; +var warhammerSkillCriticalSuccessTemplate = "Critical Success!"; +var warhammerSkillFailureTemplate = "Failure!"; +var warhammerSkillCriticalFailureTemplate = "Critical Failure!"; +var warhammerSkillDoSTemplate = "Degree of Success: <>"; +var warhammerSkillDoFTemplate = "Degree of Failure: <>"; +var warhammerSkillRetryTemplate = "Use Fortune Point!"; + +var warhammerMagicTableTemplate = "" + +'' + + +'' + +'' + +'' + + + '' + +'' + +'' + +'' + + +'' + +'' + +'' + + +'<>' + + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + + +'' + +'' + +'' + +'' + +"" + +'' + + +'' + +"" + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'<>' + +'' + +'<>' + +'' + + +'
    Casting Roll
    ' + +'' + +'
    <>
    ' + +'' + +'
    Casting Number : <>
    Magic Characteristic : <>
    Magic Used : <>
    Channel Used : <>
    Additional Dice : <>
    Modifier to Total : <>
    Modifier to Dice : <>
    Penalty for Armor : <>
    Chaos Dice : <>
    Using Dhar : <>
    ' + +'' + +'
    Roll
    <>
    ' + +'' + +'
    Casting Number : <>
    Total : <>
    With Component (+<>) : <>
    '; + +var warhammerMagicTextTemplate = '' + +"Description" + +'' + +'' + +"<>" + +'' + + +'' + +"Ingredients" + +'' + +'' + +"<>" + +'' + +'' + + +'' + +"Range" + +'' + +'' + +"<>" + +'' + +'' + + +'' + +"Casting Time" + +'' + +'' + +"<>" + +'' + +'' + + + +'' + +"Duration" + +'' + +'' + +"<>" + +'' + +'' + + +'' + +'' + +'' + +'' + +''; + +var warhammerMagicSuccessTemplate = "Success!"; +var warhammerMagicFailureTemplate = "Failure!"; + +var warhammerMagicDiceTemplate = "<> (<>) <>"; +var warhammerChaosDiceTemplate = "<> <>"; + +var warhammerMagicBadStuffTemplate = '' + +"BAD STUFF HAPPENS!
    TZEENTCH'S CURSE / WRATH OF THE GODS!" + +'' + +'' + +'Bad Stuff Roll : <>' + +'' + +'<>'; +var warhammerMagicBadStuffDoublesTemplate = '' + +"DOUBLES!" + +''; + + +var warhammerInitiativeTableTemplate = "" + +'' + +'' + +'' + +'' + + + '' + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + +'' + +'' + + +'' + + +'
    Initiative Roll
    ' + +'' + +'
    <>
    ' + +'' + +'
    Agility : <> %
    Additional Dice : <> (<>d10)
    Modifier : <>
    Roll : <>
    ' + +'' + +'
    Total : <>
    '; + +///Functions + +function WarhammerCombatDice(char, player, targetnum, mod, moddamage, impact, symbolTest, hidden, title, qualities, whoSent, retried, playerid, lastId) +{ + if (isNaN(symbolTest)) symbolTest = 0; + var addTitle = false; + if (title != null) + { + if (title != "") + { + addTitle = true; + } + } + + var addQualities = false; + if (qualities != null) + { + if (qualities != "") + { + addQualities = true; + } + } + + + if (impact != 0 && impact != 1) + { + impact = 0; + } + var target = Number(targetnum) + Number(mod); + var targetNumber = Number(target); + + if (targetNumber > 99) targetNumber = 99; + if (targetNumber < 1) targetNumber = 1; + + + var tableCreation = warhammerCombatTableTemplate; + if (addTitle == true) + { + tableCreation = tableCreation.replace("<>", title + " "); + } + else + { + tableCreation = tableCreation.replace("<>", "Custom Attack"); + } + tableCreation = tableCreation.replace("<>", targetNumber); + + if (symbolTest == 0) + { + tableCreation = tableCreation.replace("<>", attackSymbol); + } + else + { + tableCreation = tableCreation.replace("<>", shootSymbol); + } + + if (retried == true) + { + tableCreation = tableCreation.replace("<>", " (Fortune Point)"); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + var resulttemp = warhammerCombatFailureTemplate; + + var rollOne = randomInteger(10) - 1; + var rollTwo = randomInteger(10) - 1; + + var sum = (rollOne * 10) + rollTwo; + if (sum == 0) sum = 100; + var succ = false; + var color = "red"; + if (sum <= targetNumber) + { + succ = true; + color = "green"; + resulttemp = warhammerCombatSuccessTemplate; + } + if (sum <= critSucCombat) + { + resulttemp = warhammerCombatCriticalSuccessTemplate; + } + if (sum >= critFailCombat) + { + succ = false; + color = "red"; + resulttemp = warhammerCombatCriticalFailureTemplate; + } + + tableCreation = tableCreation.replace("<>", color); + tableCreation = tableCreation.replace("<>", sum); + + var MoS = 0; + if (sum > targetNumber) + { + MoS = sum - targetNumber; + } + else + { + MoS = targetNumber - sum; + } + + if (succ == true) + { + tableCreation = tableCreation.replace("<>", warhammerCombatDoSTemplate); + } + else + { + tableCreation = tableCreation.replace("<>", warhammerCombatDoFTemplate); + } + tableCreation = tableCreation.replace("<>", Math.floor(MoS/10)); + + tableCreation = tableCreation.replace("<>", resulttemp); + + if (succ == false) + { + if (retried == false) + { + tableCreation = tableCreation.replace("<>", warhammerCombatRetryTemplate); + if (addQualities == false) qualities = "None"; + if (addTitle == false) title = "Custom Attack"; + tableCreation = tableCreation.replace("<>", "!wardmgrollretryattack ;" + char + ";" + player + ";" + targetnum + ";" + mod + ";" + moddamage + ";" + impact + ";" + symbolTest + ";" + hidden + ";" + title + ";" + qualities + ";" + whoSent + ";" + true + ";" + playerid + ";" + lastId); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + } + + if (succ == true) + { + tableCreation = tableCreation.replace("<>", warhammerCombatHitTemplate); + + var sum2 = (rollTwo * 10) + rollOne; + if (sum2 == 0) sum2 = 100; + + var locationHit = ""; + if (sum2 >= 91) + { + locationHit = "Left Leg"; + } + else if (sum2 >= 81) + { + locationHit = "Right Leg"; + } + else if (sum2 >= 56) + { + locationHit = "Body"; + } + else if (sum2 >= 36) + { + locationHit = "Left Arm"; + } + else if (sum2 >= 16) + { + locationHit = "Right Arm"; + } + else + { + locationHit = "Head"; + } + + tableCreation = tableCreation.replace("<>", locationHit); + tableCreation = tableCreation.replace("<>", sum2); + + + var damage1 = randomInteger(10); + var damage2 = -1; + if (impact == 1) + { + damage2 = randomInteger(10); + } + var main_damage = damage1; + if (damage2 > damage1) + { + main_damage = damage2; + } + + main_damage = main_damage + Number(moddamage); + + var ulric = false; + if (damage1 == 10 || damage2 == 10) + { + ulric = true; + } + + var tempdamage = damage1 + Number(moddamage); + + if (Number(moddamage) > 0) + { + tableCreation = tableCreation.replace("<>", "+<>"); + } + else if (Number(moddamage) < 0) + { + tableCreation = tableCreation.replace("<>", "-<>"); + } + + tableCreation = tableCreation.replace("<>", moddamage); + + tableCreation = tableCreation.replace("<>", tempdamage); + tableCreation = tableCreation.replace("<>", damage1); + + if (impact == 1) + { + tableCreation = tableCreation.replace("<>", warhammerCombatImpactTemplate); + + tempdamage = damage2 + Number(moddamage); + + tableCreation = tableCreation.replace("<>", tempdamage); + tableCreation = tableCreation.replace("<>", damage2); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + if (ulric == true) + { + tableCreation = tableCreation.replace("<>", warhammerCombatUlricFuryTemplate); + + if(damage1 == 10) tableCreation = tableCreation.replace("<>", "green"); + else tableCreation = tableCreation.replace("<>", "black"); + + if(damage2 == 10) tableCreation = tableCreation.replace("<>", "green"); + else tableCreation = tableCreation.replace("<>", "black"); + + var rollConfirmCrit = randomInteger(100); + + var colorConfirm = "red"; + + if (rollConfirmCrit <= targetNumber) + { + colorConfirm = "green"; + + tableCreation = tableCreation.replace("<>", warhammerCombatCriticalDamage); + + var tempCritDamage = randomInteger(10); + var tempTotalCritDamage = tempCritDamage; + var rolledstr = "(" + tempCritDamage; + if (tempCritDamage == 10) rolledstr +="!"; + while(tempCritDamage == 10) + { + tempCritDamage = randomInteger(10); + tempTotalCritDamage = tempTotalCritDamage + tempCritDamage; + rolledstr += "," + tempCritDamage; + if (tempCritDamage == 10) rolledstr +="!"; + } + rolledstr += ")"; + main_damage = main_damage + tempTotalCritDamage; + + tableCreation = tableCreation.replace("<>", tempTotalCritDamage); + tableCreation = tableCreation.replace("<>", rolledstr); + tableCreation = tableCreation.replace("<>", main_damage); + } + else + { + tableCreation = tableCreation.replace("<>", warhammerCombatRetryTemplate); + tableCreation = tableCreation.replace("<>", "!wardmgrollretrycrit ;" + char + ";" + player + ";" + targetNumber + ";" + main_damage + ";" + hidden + ";" + whoSent + ";" + title + ";" + playerid + ";" + lastId); + } + + tableCreation = tableCreation.replace("<>", rollConfirmCrit); + tableCreation = tableCreation.replace("<>", colorConfirm); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + tableCreation = tableCreation.replace("<>", "black"); + tableCreation = tableCreation.replace("<>", "black"); + } + } + + if (addQualities == true) + { + tableCreation = tableCreation.replace("<>", warhammerCombatQualitiesTemplate); + tableCreation = tableCreation.replace("<>", qualities); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + if (hidden==2) + { + var tempText = "/w " + whoSent + " "+tableCreation; + if (player==1) sendChat("player|"+char, tempText); + else sendChat("character|"+char, tempText); + } + if (hidden >= 1) tableCreation = "/w gm " + tableCreation; + if (player==1) sendChat("player|"+char, tableCreation); + else sendChat("character|"+char, tableCreation); + +}; + +function WarhammerCombatDiceRetryCrit(char, player, targetNumber, main_damage, hidden, whoSent, title) +{ + var tableCreation = warhammerCombatUlricRetryTableTemplate; + var addTitle = false; + if (title != null) + { + if (title != "") + { + addTitle = true; + } + } + if (addTitle == true) + { + tableCreation = tableCreation.replace("<>", title + " "); + } + else + { + tableCreation = tableCreation.replace("<>", "Custom Attack"); + } + tableCreation = tableCreation.replace("<>", ulricSymbol); + tableCreation = tableCreation.replace("<>", targetNumber); + var rollConfirmCrit = randomInteger(100); + main_damage = Number(main_damage); + var colorConfirm = "red"; + + if (rollConfirmCrit <= targetNumber) + { + colorConfirm = "green"; + + tableCreation = tableCreation.replace("<>", warhammerCombatCriticalDamage); + + var tempCritDamage = randomInteger(10); + var tempTotalCritDamage = tempCritDamage; + var rolledstr = "(" + tempCritDamage; + if (tempCritDamage == 10) rolledstr +="!"; + while(tempCritDamage == 10) + { + tempCritDamage = randomInteger(10); + tempTotalCritDamage = tempTotalCritDamage + tempCritDamage; + rolledstr += "," + tempCritDamage; + if (tempCritDamage == 10) rolledstr +="!"; + } + rolledstr += ")" + main_damage = main_damage + tempTotalCritDamage; + + tableCreation = tableCreation.replace("<>", tempTotalCritDamage); + tableCreation = tableCreation.replace("<>", rolledstr); + tableCreation = tableCreation.replace("<>", main_damage); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + tableCreation = tableCreation.replace("<>", rollConfirmCrit); + tableCreation = tableCreation.replace("<>", colorConfirm); + + if (hidden==2) + { + var tempText = "/w " + whoSent + " "+tableCreation; + if (player==1) sendChat("player|"+char, tempText); + else sendChat("character|"+char, tempText); + } + if (hidden >= 1) tableCreation = "/w gm " + tableCreation; + if (player==1) sendChat("player|"+char, tableCreation); + else sendChat("character|"+char, tableCreation); + +}; + +function WarhammerParryDice(char, player, targetnum, mod, hidden, title, whoSent, retried, playerid, lastId) +{ + var addTitle = false; + if (title != null) + { + if (title != "") + { + addTitle = true; + } + } + var target = Number(targetnum) + Number(mod); + var targetNumber = Number(target); + + if (targetNumber > 99) targetNumber = 99; + if (targetNumber < 1) targetNumber = 1; + + + var tableCreation = warhammerParryTableTemplate; + if (addTitle == true) + { + tableCreation = tableCreation.replace("<>", title + " "); + } + else + { + tableCreation = tableCreation.replace("<>", "Custom Parry"); + } + if ( Boolean(retried) == true) + { + tableCreation = tableCreation.replace("<>", " (Fortune's Point)"); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + tableCreation = tableCreation.replace("<>", targetNumber); + var resulttemp = warhammerParryFailureTemplate; + + var rollOne = randomInteger(10) - 1; + var rollTwo = randomInteger(10) - 1; + + var sum = (rollOne * 10) + rollTwo; + if (sum == 0) sum = 100; + var succ = false; + var color = "red"; + if (sum <= targetNumber) + { + succ = true; + color = "green"; + resulttemp = warhammerParrySuccessTemplate; + } + if (sum <= critSucParry) + { + resulttemp = warhammerParryCriticalSuccessTemplate; + } + if (sum >= critFailParry) + { + succ = false; + color = "red"; + resulttemp = warhammerParryCriticalFailureTemplate; + } + + tableCreation = tableCreation.replace("<>", color); + tableCreation = tableCreation.replace("<>", sum); + + var MoS = 0; + if (sum > targetNumber) + { + MoS = sum - targetNumber; + } + else + { + MoS = targetNumber - sum; + } + + if (succ == true) + { + tableCreation = tableCreation.replace("<>", warhammerParryDoSTemplate); + } + else + { + tableCreation = tableCreation.replace("<>", warhammerParryDoFTemplate); + } + tableCreation = tableCreation.replace("<>", Math.floor(MoS/10)); + + tableCreation = tableCreation.replace("<>", resulttemp); + + if (succ == false && Boolean(retried) == false) + { + tableCreation = tableCreation.replace("<>", warhammerParryRetryTemplate); + tableCreation = tableCreation.replace("<>", "!warparryrollretry ;" + char + ";" + player + ";" + targetnum + ";" + mod + ";" + hidden + ";" + title + ";" + whoSent + ";true" + ";" + playerid + ";" + lastId); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + if (hidden==2) + { + var tempText = "/w " + whoSent + " "+tableCreation; + if (player==1) sendChat("player|"+char, tempText); + else sendChat("character|"+char, tempText); + } + if (hidden >= 1) tableCreation = "/w gm " + tableCreation; + if (player==1) sendChat("player|"+char, tableCreation); + else sendChat("character|"+char, tableCreation); + +}; + +function WarhammerDice(char, player, targetnum, mod, hidden, title, whoSent, retried, playerid, lastId) +{ + var addTitle = false; + if (title != null) + { + if (title != "") + { + addTitle = true; + } + } + var target = Number(targetnum) + Number(mod); + var targetNumber = Number(target); + + if (targetNumber > 99) targetNumber = 99; + if (targetNumber < 1) targetNumber = 1; + + + var tableCreation = warhammerSkillTableTemplate; + if (addTitle == true) + { + tableCreation = tableCreation.replace("<>", title + " "); + } + else + { + tableCreation = tableCreation.replace("<>", "Custom Roll"); + } + if ( Boolean(retried) == true) + { + tableCreation = tableCreation.replace("<>", " (Fortune's Point)"); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + tableCreation = tableCreation.replace("<>", targetNumber); + var resulttemp = warhammerSkillFailureTemplate; + + var rollOne = randomInteger(10) - 1; + var rollTwo = randomInteger(10) - 1; + + var sum = (rollOne * 10) + rollTwo; + if (sum == 0) sum = 100; + var succ = false; + var color = "red"; + if (sum <= targetNumber) + { + succ = true; + color = "green"; + resulttemp = warhammerSkillSuccessTemplate; + } + if (sum <= critSucSkill) + { + resulttemp = warhammerSkillCriticalSuccessTemplate; + } + if (sum >= critFailSkill) + { + succ = false; + color = "red"; + resulttemp = warhammerSkillCriticalFailureTemplate; + } + + tableCreation = tableCreation.replace("<>", color); + tableCreation = tableCreation.replace("<>", sum); + + var MoS = 0; + if (sum > targetNumber) + { + MoS = sum - targetNumber; + } + else + { + MoS = targetNumber - sum; + } + + if (succ == true) + { + tableCreation = tableCreation.replace("<>", warhammerSkillDoSTemplate); + } + else + { + tableCreation = tableCreation.replace("<>", warhammerSkillDoFTemplate); + } + tableCreation = tableCreation.replace("<>", Math.floor(MoS/10)); + + tableCreation = tableCreation.replace("<>", resulttemp); + + if (succ == false && retried == false) + { + tableCreation = tableCreation.replace("<>", warhammerSkillRetryTemplate); + tableCreation = tableCreation.replace("<>", "!warrollretry ;" + char + ";" + player + ";" + targetnum + ";" + mod + ";" + hidden + ";" + title + ";" + whoSent + ";true;" + playerid + ";" + lastId); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + if (hidden==2) + { + var tempText = "/w " + whoSent + " "+tableCreation; + if (player==1) sendChat("player|"+char, tempText); + else sendChat("character|"+char, tempText); + } + if (hidden >= 1) tableCreation = "/w gm " + tableCreation; + if (player==1) sendChat("player|"+char, tableCreation); + else sendChat("character|"+char, tableCreation); + +}; + +function WarhammerInitiative(char, player, agility, adddice, mod, hidden, name, whoSent) +{ + var addName = false; + if (name != null) + { + if (name != "") + { + addName = true; + } + } + + agility = Number(agility); + adddice = Number(adddice); + mod = Number(mod); + + if (adddice < 0) + { + adddice = 0; + } + + var tableCreation = warhammerInitiativeTableTemplate; + if (addName == true) + { + tableCreation = tableCreation.replace("<>", name); + } + else + { + tableCreation = tableCreation.replace("<>", "NPC"); + } + + tableCreation = tableCreation.replace("<>", agility); + + var initTotal = 0; + var initRoll = randomInteger(10); + initTotal += initRoll; + + tableCreation = tableCreation.replace("<>", initRoll); + var initSumAddSum = 0; + + if (adddice > 0) + { + for (i = 0; i < adddice; i++) + { + initSumAddSum += randomInteger(10); + } + } + + initTotal += initSumAddSum; + + tableCreation = tableCreation.replace("<>", adddice); + tableCreation = tableCreation.replace("<>", initSumAddSum); + + initTotal += mod; + tableCreation = tableCreation.replace("<>", mod); + + initTotal += agility; + tableCreation = tableCreation.replace("<>", initTotal); + + var turnorder; + if (Campaign().get("turnorder") == "") + { + turnorder = []; + } + else + turnorder = JSON.parse(Campaign().get("turnorder")); + + turnorder.push({ + id: "-1", + pr: initTotal, + custom: name + }); + + Campaign().set("turnorder", JSON.stringify(turnorder)); + + if (hidden==2) + { + var tempText = "/w " + whoSent + " "+tableCreation; + if (player==1) sendChat("player|"+char, tempText); + else sendChat("character|"+char, tempText); + } + if (hidden >= 1) tableCreation = "/w gm " + tableCreation; + if (player==1) sendChat("player|"+char, tableCreation); + else sendChat("character|"+char, tableCreation); + +}; + +function WarhammerMagicDice(char, player, magic, magicmax, channel, gooddice, modtototal, modtodice, armorpenal, chaosdice, dhar, componentvalue, hidden, spellnumber, includetext, spellname, spelldesc, spellcomponent, spelltime, spellduration, spellrange, spellimage, whoSent) +{ + if (!spellname) + { + spellname = "Custom Spell"; + } + if (!spelldesc) + { + spelldesc = "?"; + } + if (spelldesc == "") spelldesc = "?"; + + if (!spellcomponent) + { + spellcomponent = "?"; + } + if (spellcomponent == "") spellcomponent = "?"; + + if (!spellimage) + { + spellimage = magicSymbol; + } + + if (!spelltime) + { + spelltime = "?"; + } + if (spelltime == "") spelltime = "?"; + + if (!spellduration) + { + spellduration = "?"; + } + if (spellduration == "") spellduration = "?"; + + if (!spellrange) + { + spellrange = "?"; + } + if (spellrange == "") spellrange = "?"; + + dhar = Number(dhar); + if (dhar != 0 && dhar != 1) + { + dhar = 0; + } + + componentvalue = Number(componentvalue); + if (componentvalue < 0) + { + componentvalue = 0; + } + + magic = Number(magic); + if (magic < 1) magic = 1; + + magicmax = Number(magicmax); + if (magicmax < 0) magicmax = 1; + + if (magicmax < magic) magic = magicmax; + + if (channel != 1 && channel != 0) channel = 0; + if (includetext != 1 && includetext != 0) includetext = 0; + + modtototal = Number(modtototal); + modtodice = Number(modtodice); + armorpenal = Number(armorpenal); + gooddice = Number(gooddice); + if (gooddice < 0) gooddice = 0; + + chaosdice = Number(chaosdice); + if (chaosdice < 0) chaosdice = 0; + + spellnumber = Number(spellnumber); + if (spellnumber < 1) spellnumber = 1; + + var tableCreation = warhammerMagicTableTemplate; + + tableCreation = tableCreation.replace("<>", spellname); + tableCreation = tableCreation.replace("<>", spellimage); + + if (includetext == 1) + { + tableCreation = tableCreation.replace("<>", warhammerMagicTextTemplate); + tableCreation = tableCreation.replace("<>", spelldesc); + tableCreation = tableCreation.replace("<>", spellcomponent); + tableCreation = tableCreation.replace("<>", spellrange); + tableCreation = tableCreation.replace("<>", spelltime); + tableCreation = tableCreation.replace("<>", spellduration); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + tableCreation = tableCreation.replace("<>", spellnumber); + tableCreation = tableCreation.replace("<>", spellnumber); + tableCreation = tableCreation.replace("<>", magicmax); + tableCreation = tableCreation.replace("<>", magic); + tableCreation = tableCreation.replace("<>", gooddice); + + var channelstr = ""; + if (channel == 0) channelstr = "No"; + else channelstr = "Yes (+" + magicmax + ")"; + + tableCreation = tableCreation.replace("<>", channelstr); + tableCreation = tableCreation.replace("<>", modtototal); + tableCreation = tableCreation.replace("<>", modtodice); + tableCreation = tableCreation.replace("<>", armorpenal); + tableCreation = tableCreation.replace("<>", chaosdice); + if (dhar == 1) + { + tableCreation = tableCreation.replace("<>", "Yes"); + } + else + { + tableCreation = tableCreation.replace("<>", "No"); + } + + var diceResults = []; + var numberDice = gooddice + magic + dhar; + var rollSum = 0; + var lowestRoll = 0; + + for (var i = 0; i < numberDice; i++) + { + var roll = randomInteger(10); + diceResults.push(roll); + if (lowestRoll >= roll) lowestRoll = roll; + if (lowestRoll == 0) lowestRoll = roll; + rollSum += roll + modtodice; + tableCreation = tableCreation.replace("<>", warhammerMagicDiceTemplate); + tableCreation = tableCreation.replace("<>", (roll + modtodice)); + tableCreation = tableCreation.replace("<>", roll); + + if ((diceResults.length % 3) == 0) tableCreation = tableCreation.replace("<>", "
    <>"); + } + + if (dhar == 1) + { + rollSum -= lowestRoll; + tableCreation = tableCreation.replace("<>", "
    Dhar, not counting roll: " + lowestRoll.toString() + "<>"); + } + + if (chaosdice > 0) tableCreation = tableCreation.replace("<>", "
    <>"); + + for (var i = 0; i < chaosdice; i++) + { + var roll = randomInteger(10); + diceResults.push(roll); + tableCreation = tableCreation.replace("<>", warhammerChaosDiceTemplate); + tableCreation = tableCreation.replace("<>", roll); + if (((i+1) % 3) == 0) tableCreation = tableCreation.replace("<>", "
    <>"); + } + + tableCreation = tableCreation.replace("<>", ""); + + rollSum += armorpenal; + rollSum += modtototal; + if (channel == 1) rollSum += magicmax; + + var dup = false + if (diceResults.length > 1) + { + var sorted_arr = diceResults.slice().sort(); + for (var i = 0; i < diceResults.length - 1; i++) + { + if (sorted_arr[i + 1] == sorted_arr[i]) + { + dup = true; + break; + } + } + } + + if (dup == true) + { + tableCreation = tableCreation.replace("<>", warhammerMagicBadStuffTemplate); + var badroll = randomInteger(100); + tableCreation = tableCreation.replace("<>", badroll); + if ((badroll % 11) == 0) + { + tableCreation = tableCreation.replace("<>", warhammerMagicBadStuffDoublesTemplate); + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + } + else + { + tableCreation = tableCreation.replace("<>", ""); + } + + if (rollSum >= spellnumber) + { + tableCreation = tableCreation.replace("<>", warhammerMagicSuccessTemplate); + } + else + { + tableCreation = tableCreation.replace("<>", warhammerMagicFailureTemplate); + } + + tableCreation = tableCreation.replace("<>", rollSum); + + var sumcomponent = componentvalue + rollSum; + + tableCreation = tableCreation.replace("<>", componentvalue); + tableCreation = tableCreation.replace("<>", sumcomponent); + + if (hidden==2) + { + var tempText = "/w " + whoSent + " "+tableCreation; + if (player==1) sendChat("player|"+char, tempText); + else sendChat("character|"+char, tempText); + } + if (hidden >= 1) tableCreation = "/w gm " + tableCreation; + if (player==1) sendChat("player|"+char, tableCreation); + else sendChat("character|"+char, tableCreation); + +}; + +on("chat:message", function(msg) { + if ( msg.type != 'api' ) return; + var cmd = ""; + if (_.has(msg, 'inlinerolls')) { + cmd = _.chain(msg.inlinerolls) + .reduce(function(previous, current, index) { + previous['$[[' + index + ']]'] = current.results.total || 0; + return previous; + },{}) + .reduce(function(previous, current, index) { + return previous.replace(index, current); + }, msg.content) + .value(); + } else { + cmd = msg.content; + } + var cmd = cmd.toLowerCase().split(' '); + if ( cmd[0] == "!warroll" ) + { + var inputName = msg.who; + var list = findObjs( { + _type: "character", + name: inputName + }); + + var cmd2 = msg.content.split(' '); + var str = ""; + for (i = 4; i < cmd2.length; i++) + { + str = str + " " + cmd2[i]; + } + str = str.substring(1); + + var roll = 0; + if (isNaN(cmd[1]) == false) + { + roll = cmd[1]; + } + else + { + msg.inlinerolls + } + + if (_.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7);; + } + else + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid] = { LastRollId: (Math.random() + 1).toString(36).substring(7)} + } + + if (list.length == 0) + { + WarhammerDice( msg.playerid, 1, cmd[1], cmd[2], cmd[3], str, inputName, false, msg.playerid, state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId); + } + else + { + WarhammerDice( list[0].id, 0, cmd[1], cmd[2], cmd[3], str, inputName, false, msg.playerid, state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId); + } + } + else if ( cmd[0] == "!warmagicroll" ) + { + var inputName = msg.who; + var list = findObjs( { + _type: "character", + name: inputName + }); + + var cmd2 = msg.content.split(' '); + var str = ""; + for (i = 14; i < cmd2.length; i++) + { + str = str + " " + cmd2[i]; + } + str = str.substring(1); + + var spelldesc = str.splitArgs(); + + if (_.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7);; + } + else + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid] = { LastRollId: (Math.random() + 1).toString(36).substring(7)} + } + + var roll = 0; + if (isNaN(cmd[1]) == false) + { + roll = cmd[1]; + } + else + { + msg.inlinerolls + } + if (list.length == 0) + { + //magic, magicmax, channel, gooddice, modtototal, modtodice, armorpenal, chaosdice, dhar, componentvalue, hidden, spellnumber, spellname, spelldesc, spellcomponent, spelltime, spellduration, spellrange, spellimage, whoSent) + WarhammerMagicDice( msg.playerid, 1, cmd[1], cmd[2], cmd[3], cmd[4], cmd[5], cmd[6], cmd[7], cmd[8], cmd[9], cmd[10], cmd[11], cmd[12], cmd[13], spelldesc[0], spelldesc[1], spelldesc[2], spelldesc[3], spelldesc[4], spelldesc[5], spelldesc[6], inputName); + } + else + { + //magic, magicmax, channel, gooddice, modtototal, modtodice, armorpenal, chaosdice, dhar, componentvalue, hidden, spellnumber, spellname, spelldesc, spellcomponent, spelltime, spellduration, spellrange, spellimage, whoSent) + WarhammerMagicDice( list[0].id, 0, cmd[1], cmd[2], cmd[3], cmd[4], cmd[5], cmd[6], cmd[7], cmd[8], cmd[9], cmd[10], cmd[11], cmd[12], cmd[13], spelldesc[0], spelldesc[1], spelldesc[2], spelldesc[3], spelldesc[4], spelldesc[5], spelldesc[6], inputName); + } + } + else if ( cmd[0] == "!warinitroll" ) + { + var inputName = msg.who; + var list = findObjs( { + _type: "character", + name: inputName + }); + + var cmd2 = msg.content.split(' '); + var str = ""; + for (i = 5; i < cmd2.length; i++) + { + str = str + " " + cmd2[i]; + } + str = str.substring(1); + + + if (_.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7);; + } + else + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid] = { LastRollId: (Math.random() + 1).toString(36).substring(7)} + } + + var roll = 0; + if (isNaN(cmd[1]) == false) + { + roll = cmd[1]; + } + else + { + msg.inlinerolls + } + if (list.length == 0) + { + WarhammerInitiative( msg.playerid, 1, cmd[1], cmd[2], cmd[3], cmd[4], str, inputName); + } + else + { + WarhammerInitiative( list[0].id, 0, cmd[1], cmd[2], cmd[3], cmd[4], str, inputName); + } + } + else if ( cmd[0] == "!warparryroll" ) + { + var inputName = msg.who; + var list = findObjs( { + _type: "character", + name: inputName + }); + + var cmd2 = msg.content.split(' '); + var str = ""; + for (i = 4; i < cmd2.length; i++) + { + str = str + " " + cmd2[i]; + } + str = str.substring(1); + + if (_.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7);; + } + else + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid] = { LastRollId: (Math.random() + 1).toString(36).substring(7)} + } + var roll = 0; + if (isNaN(cmd[1]) == false) + { + roll = cmd[1]; + } + else + { + msg.inlinerolls + } + if (list.length == 0) + { + WarhammerParryDice( msg.playerid, 1, cmd[1], cmd[2], cmd[3], str, inputName, false, msg.playerid, state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId); + } + else + { + WarhammerParryDice( list[0].id, 0, cmd[1], cmd[2], cmd[3], str, inputName, false, msg.playerid, state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId); + } + } + else if ( cmd[0] == "!wardmgroll" ) + { + var inputName = msg.who; + var list = findObjs( { + _type: "character", + name: inputName + }); + + var cmd2 = msg.content.split(' '); + var str = ""; + for (i = 7; i < cmd2.length; i++) + { + str = str + " " + cmd2[i]; + } + str = str.substring(1); + + if (_.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7);; + } + else + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid] = { LastRollId: (Math.random() + 1).toString(36).substring(7)} + } + var attackNameAndQualities = str.splitArgs(); + + var roll = 0; + if (isNaN(cmd[1]) == false) + { + roll = cmd[1]; + } + else + { + msg.inlinerolls + } + if (list.length == 0) + { + WarhammerCombatDice( msg.playerid, 1, cmd[1], cmd[2], cmd[3], cmd[4], cmd[5], cmd[6], attackNameAndQualities[0], attackNameAndQualities[1], inputName, false, msg.playerid, state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId); + } + else + { + WarhammerCombatDice( list[0].id, 0, cmd[1], cmd[2], cmd[3], cmd[4], cmd[5], cmd[6], attackNameAndQualities[0], attackNameAndQualities[1], inputName, false, msg.playerid, state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId); + } + } + else if (cmd[0] == "!warrollretry" && _.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + var retryArgs = msg.content.splitArgs(";"); + if (retryArgs[9] == msg.playerid && state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId == retryArgs[10]) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7); + WarhammerDice( retryArgs[1], retryArgs[2], retryArgs[3], retryArgs[4], retryArgs[5], retryArgs[6], retryArgs[7], retryArgs[8]); + } + } + else if (cmd[0] == "!wardmgrollretryattack" && _.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + var retryArgs = msg.content.splitArgs(";"); + if (retryArgs[13] == msg.playerid && state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId == retryArgs[14]) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7); + WarhammerCombatDice( retryArgs[1], retryArgs[2], retryArgs[3], retryArgs[4], retryArgs[5], retryArgs[6], retryArgs[7], retryArgs[8], retryArgs[9], retryArgs[10], retryArgs[11], retryArgs[12]); + } + } + else if (cmd[0] == "!wardmgrollretrycrit" && _.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + var retryArgs = msg.content.splitArgs(";"); + if (retryArgs[8] == msg.playerid && state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId == retryArgs[9]) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7); + WarhammerCombatDiceRetryCrit( retryArgs[1], retryArgs[2], retryArgs[3], retryArgs[4], retryArgs[5], retryArgs[6], retryArgs[7]); + } + } + else if (cmd[0] == "!warparryrollretry" && _.has(state.WarhammerDiceStatus.playerDiceLastRoll, msg.playerid)) + { + var retryArgs = msg.content.splitArgs(";"); + if (retryArgs[9] == msg.playerid && state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId == retryArgs[10]) + { + state.WarhammerDiceStatus.playerDiceLastRoll[msg.playerid].LastRollId = (Math.random() + 1).toString(36).substring(7); + WarhammerParryDice( retryArgs[1], retryArgs[2], retryArgs[3], retryArgs[4], retryArgs[5], retryArgs[6], retryArgs[7], retryArgs[8]); + } + } + + +}); + +on('ready',function() { + "use strict"; + + if( ! state.WarhammerDiceStatus ) { + state.WarhammerDiceStatus = { + playerDiceLastRoll: {} + }; + } + +}); \ No newline at end of file diff --git a/WFRP2E-Havoc/wfrp2e-sheet.css b/WFRP2E-Havoc/wfrp2e-sheet.css new file mode 100644 index 000000000000..798062f0f218 --- /dev/null +++ b/WFRP2E-Havoc/wfrp2e-sheet.css @@ -0,0 +1,1685 @@ +.charsheet div.sheet-clear { + clear:both; +} + +input.sheet-tab:not(:first-child)::before{ + border-left: none; +} + +div.sheet-tab-content{ + /* border: 1px solid #a8a8a8; + border-top-color: #000;*/ + margin: -20px 0 0 5px; + padding: 5px 5px 15px 5px; +} + +.charsheet h1,h3 { + text-align: center; +} + +.charsheet label { + display: inline; + width: 88px; + padding-bottom: 0px; +} + +.charsheet input { + display: inline; + width: 150px; +} + + +.charsheet { + cursor: url(http://i.imgur.com/FaqICyL.png), auto; + font-family: TimesNewRoman, "Times New Roman", Times, Baskerville, Georgia, serif; + background-color: white; + background-image:url(http://i.imgur.com/tvL2wH0.png); + background-size: 25%; + background-repeat: repeat; + border-style: solid; +border-width: 20px; +-moz-border-image: url(http://i.imgur.com/ONlmPf7.png) 25 repeat; +-webkit-border-image: url(http://i.imgur.com/ONlmPf7.png) 25 repeat; +-o-border-image: url(http://i.imgur.com/ONlmPf7.png) 25 repeat; +border-image: url(http://i.imgur.com/ONlmPf7.png) 25 repeat; +} + +.charsheet select { + width: 40px; + height: 20px; + margin:0px 0px 0px 0px; + padding: 0px 0px 0px 0px; +} +div.sheet-all{ + width: 100% +} + +div.sheet-bname { + width: 11%; +} +div.sheet-binput { + width: 20%; +} + +input.sheet-binput { + width: 100%; +} + +.charsheet h4{ + margin-top: 3px; +} + +div.sheet-attname{ +} +div.sheet-attdots{ + margin:0px 0px 0px 10px; + line-height: 22px; +} + +div.sheet-abiname{ + line-height: 20px; +} +div.sheet-abidots{ + margin:0px 0px 0px 5px; + line-height: 21px; +} + +div.sheet-inputname { + width: 145px; + padding-left: 10px; +} +div.sheet-inputdots { + width: 120px; + text-align: right; + line-height:28px; +} +input.sheet-checkStory + span::before{ + margin-right: 1px; + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: center; + display: inline-block; + position: relative; + vertical-align: bottom; +} + +input.sheet-inputname{ + height: 20px; + width: 100%; +} + +div.sheet-spec{ + margin:0px 0px 0px -5px; + line-height: 20px; + width: 10%; +} +input.sheet-spec{ + height: 20px; + width: 100%; +} + +input.sheet-backname{ + height: 20px; + width: 66%; +} +input.sheet-othertraitname{ + height: 20px; + width: 150px; +} +div.sheet-back{ + margin:0px -10px 0px -10px; + line-height: 20px; +} + +/* Hide actual dot/checkbox */ +input[type="radio"], +input[type="checkbox"] { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + left: 6px; + margin: -10px; + cursor: url(http://i.imgur.com/FaqICyL.png), auto; + z-index: 1; +} + + +/* Styles common to fake dot and checkbox */ +input[type="radio"] + span::before{ + margin-right: 1px; + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: #000000; +} + +input[type="checkbox"] + span::before { + margin-right: 1px; + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + +} + +/* Fake dot */ +input[type="radio"] + span::before{ + content: ""; + width: 12px; + height: 12px; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} + +/* Fake checkbox */ +input[type="checkbox"] + span::before { + position:relative; + content: ""; + background-image:url(http://i.imgur.com/c8Cx2mg.png); + background-size: 100%; + background-repeat: no-repeat; + background-position: center; + opacity: 1; + width: 20px; + height: 20px; + font-size: 12px; + border:none; + + -moz-border-radius: 3px; + -webkit-border-radius: 3px; + border-radius: 3px; +} + +/* Styles unique to fake checkbox (checked) */ +input[type="checkbox"]:checked + span::before { + content: ""; + + border:none; + background-image:url(http://i.imgur.com/MOtYDyu.png); + background-size: 100%; + background-repeat: no-repeat; + background-position: center; + -moz-box-shadow: 0 0 2px transparent; + -webkit-box-shadow: 0 0 2px transparent; + box-shadow: 0 0 2px transparent; +} + +/* Remove dot from all radios _after_ selected one */ +input[type="radio"]:checked ~ input[type="radio"] + span::before { + content: ""; + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +input[type="checkbox"]:checked ~ input[type="checkbox"] + span::before { + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} +input[type=text], input[type=number] { + + /* Styles */ + border: 1px solid #4e3043; /* Fallback */ + border: 1px solid rgba(78,48,67, 0.8); + background: rgba(0,0,0,0.15); + border-radius: 2px; + box-shadow: + 0 1px 0 rgba(255,255,255,0.2), + inset 0 1px 1px rgba(0,0,0,0.1); + -webkit-transition: all 0.3s ease-out; + -moz-transition: all 0.3s ease-out; + -ms-transition: all 0.3s ease-out; + -o-transition: all 0.3s ease-out; + transition: all 0.3s ease-out; + + /* Font styles */ + font-weight: bold; + color: black; + font-size: 13px; +} + +input[type=number]::-webkit-outer-spin-button, +input[type=number]::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} + + +input[type=number] +{ + + text-align:center; + -moz-appearance:textfield; +} + +input[type=text], input[type=number], textarea +{ + cursor: url(http://i.imgur.com/pY2uaXd.png), auto; +} + +select:hover, button:hover, input[type=checkbox]:hover +{ + + cursor: url(http://i.imgur.com/OYpiryU.png) 10 10, auto; +} + + +select:disabled, button:disabled, input:disabled +{ + + cursor: url(http://i.imgur.com/B3IzNW1.png), auto; +} + + +textarea +{ + /* Styles */ + border: 1px solid #4e3043; /* Fallback */ + border: 1px solid rgba(78,48,67, 0.8); + background: rgba(0,0,0,0.15); + border-radius: 2px; + box-shadow: + 0 1px 0 rgba(255,255,255,0.2), + inset 0 1px 1px rgba(0,0,0,0.1); + -webkit-transition: all 0.3s ease-out; + -moz-transition: all 0.3s ease-out; + -ms-transition: all 0.3s ease-out; + -o-transition: all 0.3s ease-out; + transition: all 0.3s ease-out; + + /* Font styles */ + font-weight: bold; + color: black; + font-size: 13px; +} + + select +{ + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; + /* Styles */ + border: 1px solid #4e3043; /* Fallback */ + border: 1px solid rgba(78,48,67, 0.8); + background: rgba(0,0,0,0.15); + border-radius: 2px; + box-shadow: + 0 1px 0 rgba(255,255,255,0.2), + inset 0 1px 1px rgba(0,0,0,0.1); + -webkit-transition: all 0.3s ease-out; + -moz-transition: all 0.3s ease-out; + -ms-transition: all 0.3s ease-out; + -o-transition: all 0.3s ease-out; + transition: all 0.3s ease-out; + + /* Font styles */ + font-weight: bold; + color: black; + font-size: 13px; + text-align:center; + text-align-last:center; +} + +select::-ms-expand { + display: none; +} + +input.sheet-picture-input +{ + background:white; + color: black; +} + +h4.sheet-health{ + line-height: 26px; + z-index: 0; + margin: 0px 0px 0px -5px; +} +div.sheet-health{ + padding: 0px 40px 0px 40px; +} +select.sheet-health{ + margin: 3px 0px 0px 0px; + float: right; +} +input[type="radio"].sheet-Hbut{ + padding: 0px 0px 0px 0px; + margin: 5px 8px 0px -15px; + float: right; +} +input.sheet-Hbut:checked + span::before { + opacity: 1; +} +input.sheet-Hbut:hover + span::before { + opacity: 1; +} +input.sheet-Hbut + span::before { + margin: 5px -7px 0px 0px; + width: 14px; + height: 14px; + font-size: 14px; + font-weight: bold; + opacity: .25; + float: right; + + -moz-border-radius: 0%; + -webkit-border-radius: 0%; + border-radius: 0%; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} +input.sheet-Hbut1 + span::before { + content: "-1"; +} +input.sheet-Hbut2 + span::before { + content: "-2"; +} +input.sheet-Hbut5 + span::before { + content: "-5"; +} +input.sheet-HbutI + span::before { + content: "?"; +} + +div.sheet-res{ + margin:0px 0px 0px 0px; + line-height: 20px; + font-weight: bold; + font-size: 14px; + text-align: left; +} +input.sheet-resspec{ + height: 20px; + width: 35%; + float: right; +} + +input.sheet-used+span::before { + content: "X"; + width: 12px; + height: 12px; + font-size: 12px; + + -moz-border-radius: 0%; + -webkit-border-radius: 0%; + border-radius: 0%; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +input.sheet-zero:checked + span::before { + opacity: 0; +} +input.sheet-zero:hover + span::before { + opacity: 1; +} +input.sheet-zero + span::before { + opacity: .25; + font-size: 12px; + content: "X"; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +div.sheet-name { + width: 100px; + padding-left: 10px; +} +div.sheet-dots { + width: 160px; + text-align: right; +} + +select.sheet-DP{ + margin: 0px 0px 1px 0px; + padding: 0px 0px 0px 0px; + width: 43%; +} +button.sheet-DP{ + height: 20px; + width: 8%; +} +input.sheet-DPspace{ + opacity: 0; + width: 23%; +} + +div.sheet-qdot { + margin: -95px 0px 0px -175px; + font-size:20px; +} + +select.sheet-wheel{ + width: 20px; + + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; +} + +select.sheet-top { margin-top:-60px; } +select.sheet-mid-eighth { margin-top: -45px; } +select.sheet-mid-quarter { margin-top: -20px; } +select.sheet-mid-three-eighth { margin-top: 17px; } +select.sheet-middle { margin-top: 60px; } + +select.sheet-middle-2 { margin-top: -58px; } +select.sheet-mid-five-eighth { margin-top: -13px; } +select.sheet-mid-three-quarter { margin-top: 27px; } +select.sheet-mid-seven-eighth { margin-top: 55px; } +select.sheet-bottom { margin-top: 68px; } + +select.sheet-left-1 { margin-left: 0px; } +select.sheet-left-2 { margin-left: -16px; } +select.sheet-left-3 { margin-left: -10px; } +select.sheet-left-4 { margin-left: -6px; } +select.sheet-left-5 { margin-left: -3px; } +select.sheet-left-6 { margin-left: -1px; } +select.sheet-left-7 { margin-left: -3px; } +select.sheet-left-8 { margin-left: -6px; } +select.sheet-left-9 { margin-left: -10px; } +select.sheet-left-10 { margin-left: -16px; } + + +div.sheet-forms{ + width: 118px; + text-align: center; +} +input.sheet-formdots{ + width: 122px; +} +input.sheet-formdots:checked + span::before { + background: #000000; +} +input.sheet-formdots + span::before{ + position: relative; + left: -50px; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +/* ******** Start code for tabs ******* */ +div.sheet-tab-content{ + display: none; +} +input.sheet-tabPrimary:checked ~ div.sheet-tabPrimary, +input.sheet-tabTalents:checked ~ div.sheet-tabTalents, +input.sheet-tabBackground:checked ~ div.sheet-tabBackground, +input.sheet-tabEquipment:checked ~ div.sheet-tabEquipment, +input.sheet-tabSpells:checked ~ div.sheet-tabSpells, +input.sheet-tabHenchmen:checked ~ div.sheet-tabHenchmen, +input.sheet-tabCombat:checked ~ div.sheet-tabCombat, +input.sheet-tabWeapons:checked ~ div.sheet-tabWeapons, +input.sheet-tabSkills:checked ~ div.sheet-tabSkills, +input.sheet-tabCareerHistory:checked ~ div.sheet-tabCareerHistory{ + display: block; +} + +/* Tables */ +div.sheet-table{ + width: 100%; + display: block; + font-size: 1.25em; + font-weight: bold; + text-align: center; +} +/* Gear Tab */ +div.sheet-gear{ + width:100%; + text-align: center; +} +textarea.sheet-gear { + height:650px; + width:95%; +} + +/* expanded backgrounds */ +div.sheet-ebackname{ +} +div.sheet-ebackdesc{ + width:100% +} +textarea.sheet-ebackdesc{ + width:100%; + height:105px; +} +div.sheet-ebacks{ + display: inline; +} +input.sheet-ebacks { + width: 37px; +} +input.sheet-ebacks:checked ~ div.sheet-ebacks{ + display: none; +} +input.sheet-ebacks:checked + span::before { + content: "Show"; + color: #a00; + + -moz-box-shadow: 0 0 2px transparent; + -webkit-box-shadow: 0 0 2px transparent; + box-shadow: 0 0 2px transparent; +} +input.sheet-ebacks + span::before { + width: 36px; + content: "Hide"; + position: relative; + left: -22px; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +/*rotes tab*/ +div.sheet-rotesph, +input.sheet-rotesph{ + width: 400px; +} + +/* experience tab*/ +div.sheet-XPdesc{ + width: 70%; +} +div.sheet-XPspent{ + width: 22%; + right: 0px; +} +div.sheet-XPcomp{ + width: 6%; +} +input.sheet-XPdesc{ + width: 70%; +} +input.sheet-XPspent{ + width: 21%; +} +input.sheet-XPcomp{ + width: 6%; +} + +input.sheet-XPcomp + span::before{ + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +input.sheet-Dice{ + width: 16%; +} + +div.sheet-APIRollButton { + display: none; +} + +div.sheet-APINoRollButton{ + display: inline; +} + +input.sheet-APIcheck:checked ~ div.sheet-APIRollButton { + display: inline; +} + +input.sheet-APIcheck:checked ~ div.sheet-APINoRollButton { + display: none; +} + +select.sheet-dots +{ + width:100px; + height:18px; + font-weight: bold; + font-size:14px; + color:#000000; + padding: 0px 0px 0px 0px; +} + + +input:checked + label { + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); + background-image:url(http://i.imgur.com/XFKkFVL.png); + background-size: 100% 100%; + color: white; + border-radius: 10px; + text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black; +} + +label.sheet-tab{ + font-family: "Goudy Old Style", Garamond, "Big Caslon", "Times New Roman", serif; + text-align: center; + display: inline-block; + font-size: 14px; + background: transparent; + background-image:url(http://i.imgur.com/xiHjTBk.png); + background-size: 100% 100%; + color: black; + font-weight: bold; + border-radius: 10px; + line-height: 30px; + width: 14%; /*originally 87px*/ + height: 30px; /*originally 20px*/ + cursor: url(http://i.imgur.com/OYpiryU.png) 10 10, auto; + position: relative; + vertical-align: middle; + text-shadow: 4px 4px 5px rgba(150, 150, 150, 0.5); + margin-left: -12%; + text-indent: 10px; +} + +input.sheet-tab +{ + width: 14%; + height: 30px; + cursor: url(http://i.imgur.com/OYpiryU.png) 10 10, auto; + position: relative; + opacity: 0; + z-index: 9999; +} + + +select.sheet-wheel{ + width: 20px; + + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; +} + +select.sheet-top { margin-top:-60px; } +select.sheet-mid-eighth { margin-top: -45px; } +select.sheet-mid-quarter { margin-top: -20px; } +select.sheet-mid-three-eighth { margin-top: 17px; } +select.sheet-middle { margin-top: 60px; } + +select.sheet-middle-2 { margin-top: -58px; } +select.sheet-mid-five-eighth { margin-top: -13px; } +select.sheet-mid-three-quarter { margin-top: 27px; } +select.sheet-mid-seven-eighth { margin-top: 55px; } +select.sheet-bottom { margin-top: 68px; } + +select.sheet-left-1 { margin-left: 0px; } +select.sheet-left-2 { margin-left: -16px; } +select.sheet-left-3 { margin-left: -10px; } +select.sheet-left-4 { margin-left: -6px; } +select.sheet-left-5 { margin-left: -3px; } +select.sheet-left-6 { margin-left: -1px; } +select.sheet-left-7 { margin-left: -3px; } +select.sheet-left-8 { margin-left: -6px; } +select.sheet-left-9 { margin-left: -10px; } +select.sheet-left-10 { margin-left: -16px; } + +/* ======== Sheet-arrow to hide things========*/ +input.sheet-arrow2[type="checkbox"] { + + opacity: 0; + width: 25px; + height: 25px; + position: relative; + margin-bottom:-55px; + margin-left:-5px; + top: 0px; + left: 10px; + + cursor: url(http://i.imgur.com/xWcj86T.png) 10 10, auto; + z-index: 1; +} +/* -----Fake sheet-arrow checkbox----- */ + +input.sheet-arrow2[type="checkbox"] + span::before +{ + + background: url("http://i.imgur.com/0IZIz4n.png"); + background-size: 100%; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + margin-bottom:-55px; + margin-left:-5px; + border-radius: 10px; + width: 25px; + height: 25px;/* + content: "ˇ"; + transform: rotate(-90deg);*/ +} + +input.sheet-arrow2[type="checkbox"]:hover + span::before +{ + + background: url("http://i.imgur.com/39o8cLG.png"); + background-size: 100%; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + margin-bottom:-55px; + margin-left:-5px; + border-radius: 10px; + width: 25px; + height: 25px;/* + content: "ˇ"; + transform: rotate(-90deg);*/ +} + +input.sheet-arrow2[type="checkbox"]:checked + span::before { + background: url("http://i.imgur.com/BRsgwNU.png"); + background-size: 100%; + + width: 25px; + height: 25px; + margin-bottom:-55px; + margin-left:-5px; + /*content: "ˇ"; + transform: rotate(0deg);*/ +} + +div.sheet-body { + display: none; +} +div.sheet-body2 { + display: block; + height:40px; + background: url("http://i.imgur.com/VdGAir7.png"); + background-size: auto 100%; + background-position: left; + background-repeat: no-repeat; + text-align:center; +} +/* -----Hiding areas with sheet-arrow ----- */ + +input.sheet-arrow2 { + +} + +input.sheet-arrow2:checked ~ div.sheet-body { + display: block; +} +input.sheet-arrow2:checked ~ div.sheet-body2 { + display: none; +} + +/* ======== Sheet-arrow to hide things========*/ +input.sheet-arrow[type="checkbox"] { + + opacity: 0; + width: 25px; + height: 25px; + position: relative; + top: 0px; + left: 16px; + + cursor: url(http://i.imgur.com/xWcj86T.png) 10 10, auto; + z-index: 1; +} +/* -----Fake sheet-arrow checkbox----- */ + +input.sheet-arrow[type="checkbox"] + span::before +{ + background: url("http://i.imgur.com/0IZIz4n.png"); + background-size: 100%; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + border-radius: 10px; + width: 25px; + height: 25px;/* + content: "ˇ"; + transform: rotate(-90deg);*/ +} +input.sheet-arrow[type="checkbox"]:hover + span::before +{ + background: url("http://i.imgur.com/39o8cLG.png"); + background-size: 100%; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + border-radius: 10px; + + width: 25px; + height: 25px;/* + content: "ˇ"; + transform: rotate(-90deg);*/ +} + +input.sheet-arrow[type="checkbox"]:checked + span::before { + + background: url("http://i.imgur.com/BRsgwNU.png"); + background-size: 100%; + width: 25px; + height: 25px; + /*content: "ˇ"; + transform: rotate(0deg);*/ +} + +div.sheet-body { + display: none; +} +/* -----Hiding areas with sheet-arrow ----- */ + +input.sheet-arrow { + +} + +input.sheet-arrow:checked ~ div.sheet-body { + display: block; +} +/*-----radio boxes-----*/ + +span.sheet-text-h1{ + display: inline; + font-size: 2em; + margin-top: 0.67em; + margin-bottom: 0.67em; + margin-left: 0; + margin-right: 0; + font-weight: bold; + text-align: center; + width: 100% +} +span.sheet-text-h3{ + display: inline; + font-size: 1.5em; + margin-top: 0.83em; + margin-bottom: 0.83em; + margin-left: 0; + margin-right: 0; + font-weight: bold; + text-align: center; + width: 100% +} +span.sheet-text-h4{ + display: inline; + font-size: 1.0em; + margin-top: 0.83em; + margin-bottom: 0.83em; + margin-left: 0; + margin-right: 0; + font-weight: bold; + text-align: center; + width: 100% +} + +h1.sheet-header +{ + text-align: center; + background-image:url(http://i.imgur.com/2ehqX9K.png); + background-position:center; + background-repeat:no-repeat; + background-size: auto 100%; + text-shadow: -1px -1px 1px #fff, 1px 1px 1px #000; + margin-bottom:10px; + margin-top:10px; + color: white; + font-family: "Goudy Old Style", Garamond, "Big Caslon", "Times New Roman", serif; +} + +button.sheet-warhammernotext +{ + font-weight:bold; + font-family: "Goudy Old Style", Garamond, "Big Caslon", "Times New Roman", serif; + background-image:url(http://i.imgur.com/OkyPGF3.png); + min-height: 25px; + min-width: 25px; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + color:white; + vertical-align: middle; + background-color:transparent; + border: none; +} + +button.sheet-warhammernotext:before +{ + content: "" !important; + vertical-align: middle; +} + +button.sheet-warhammernotext:hover +{ + background-image:url(http://i.imgur.com/mLoPm0n.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; +} + +button.sheet-warhammernotext:disabled +{ + background-image:url(http://i.imgur.com/9fDFoXo.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; + +} +button.sheet-warhammernotext:active +{ + background-image:url(http://i.imgur.com/GVND4a3.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; + +} + +button.sheet-warhammerlongtext +{ + font-weight:bold; + font-family: "Goudy Old Style", Garamond, "Big Caslon", "Times New Roman", serif; + background-image:url(http://i.imgur.com/vm6boPI.png); + min-height: 25px; + min-width: 25px; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + color:white; + vertical-align: middle; + background-color:transparent; + border: none; +} + +button.sheet-warhammerlongtext:before +{ + content: "" !important; + vertical-align: middle; +} + +button.sheet-warhammerlongtext:hover +{ + background-image:url(http://i.imgur.com/E2F6oDU.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; 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+ min-height: 25px; + min-width: 75px; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + color:white; + vertical-align: middle; + background-color:transparent; + border: none; +} + +.charsheet .repcontrol_add:before, +.charsheet .repcontrol_edit:before +{ + content: "" !important; + vertical-align: middle; +} + +.charsheet .repcontrol_add:hover, +.charsheet .repcontrol_edit:hover +{ + background-image:url(http://i.imgur.com/ElJ2FLI.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; +} + +.charsheet .repcontrol_add:disabled, +.charsheet .repcontrol_edit:disabled +{ + background-image:url(http://i.imgur.com/SNxvcVL.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; + +} +.charsheet .repcontrol_add:active, +.charsheet .repcontrol_edit:active +{ + background-image:url(http://i.imgur.com/MtiI7s7.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; + +} +.charsheet .repcontrol_add:focus, +.charsheet .repcontrol_edit:focus, +.charsheet .repcontrol_move:focus +{ + outline:none; + +} + +.charsheet .repcontrol_move { + cursor: url(http://i.imgur.com/kw6l5Mk.png) 24 24, auto !important; + background-color: transparent; + background-image:url(http://i.imgur.com/QELak6s.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100%; + border:none; + color: transparent; +} + +.charsheet .repcontrol_del +{ + cursor: url(http://i.imgur.com/xWcj86T.png) 10 10, auto; + background-color: transparent; + background-image:url(http://i.imgur.com/Dpc1OKV.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100%; + color: transparent; + z-index:11; + position:absolute; + left:96%; + border:none; +} + +button.sheet-warhammer +{ + font-weight:bold; + font-family: "Goudy Old Style", Garamond, "Big Caslon", "Times New Roman", serif; + background-image:url(http://i.imgur.com/gpljc7M.png); + height: 35px; + width: 35px; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + color:white; + vertical-align: middle; + background-color:transparent; + border: none; +} + +button.sheet-warhammer:before +{ + content: "" !important; + vertical-align: middle; +} + +button.sheet-warhammer:hover +{ + background-image:url(http://i.imgur.com/7wekbC8.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; +} + +button.sheet-warhammer:disabled +{ + background-image:url(http://i.imgur.com/xcYaX94.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; + +} +button.sheet-warhammer:active +{ + background-image:url(http://i.imgur.com/i3Lv6fo.png); + -moz-background-size:100% 100%; +-webkit-background-size:100% 100%; +background-size:100% 100%; +background-position:center; + background-repeat: no-repeat; + vertical-align: middle; + border: none; + color:white; + background-color:transparent; + +} + +button.sheet-skill +{ + font-size:10px; + height:30px; + width:15% +} +button.sheet-simpledice +{ + font-size: 10px; + height:30px; + width:40px +} + +.sheet-img-center +{ + background-image:url(http://i.imgur.com/2jXkFLe.png); + background-size: 75%; + background-repeat: no-repeat; + background-position: center 250px; +} +.sheet-img-top +{ + background-image:url(http://i.imgur.com/Iur7VR7.png); + background-size: 50%; + background-repeat: no-repeat; + background-position: left 10px; + margin-right:0px; + margin-bottom:0px; + +} +.sheet-img-bottom +{ + background-image:url(http://i.imgur.com/0KvWUoM.png); + background-size: 50%; + background-repeat: no-repeat; + background-position: 101% 101%; + margin-right:-3px; + margin-bottom:-3px; + +} + +.sheet-main-textdiv +{ + + background-image:url(http://i.imgur.com/JnBHMsg.png); + background-size: auto 85%; + background-repeat: no-repeat; + background-position: center; + padding-bottom:10px; +} + +.sheet-main-divider +{ + margin-left:-5px; + margin-right:-5px; + margin-top: -5px; +border-style: solid; +border-width: 0px 51px 33px; +-moz-border-image: url(http://i.imgur.com/aKgzVZ7.png) 33 55 stretch; +-webkit-border-image: url(http://i.imgur.com/aKgzVZ7.png) 33 55 stretch; 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+ +} + +input.sheet-input-parchment +{ + background: transparent; + background-image:url(http://i.imgur.com/7Jwz3iA.png); + background-position:bottom; + background-repeat:no-repeat; + background-size: 100% 100%; + color: black; + border:none; + text-indent:10px; + box-shadow:none; + +} + +input.sheet-input-parchment:hover +{ + background-image:url(http://i.imgur.com/an6jUq6.png); + +} +input.sheet-input-parchment:focus +{ + background-image:url(http://i.imgur.com/pdElVOY.png); + +} + +input.sheet-input-parchmentbox +{ + background: transparent; + background-image:url(http://i.imgur.com/NzYD0nZ.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100% 100%; + color: black; + border:none; + box-shadow:none; + +} + +input.sheet-input-parchmentbox:hover +{ + background-color: rgba(255,255,255,0.50); + +} +input.sheet-input-parchmentbox:focus +{ + background-color: rgba(255,255,255,0.20); + background-image:url(http://i.imgur.com/oqnwG4y.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100% 100%; + border:none; + box-shadow:none; + +} + + +select.sheet-input-parchmentbox +{ + background: transparent; + background-image:url(http://i.imgur.com/NzYD0nZ.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100% 100%; + color: black; + border:none; + box-shadow:none; + +} + +select.sheet-input-parchmentbox:hover +{ + background-color: rgba(255,255,255,0.50); + +} +select.sheet-input-parchmentbox:focus +{ + background-image:url(http://i.imgur.com/oqnwG4y.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100% 100%; + border:none; + box-shadow:none; + outline:none; + +} + +textarea.sheet-input-parchmentarea +{ + font-size:10px; + box-sizing: border-box; + -moz-box-sizing: border-box; + -webkit-box-sizing: border-box; + background: transparent; + color: black; + box-shadow:none; + border-style: solid; +border-width: 10px; +-moz-border-image: url(http://i.imgur.com/M7liRTJ.png) 27 repeat; 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+ background-image:url(http://i.imgur.com/RvHCz7D.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100% 100%; + height:35px; + width:100%; + padding:7px; + color: white; + border:none; + box-shadow:none; + background-blend-mode: overlay; + +} + +input.sheet-input-parchmentboxbacksmall:hover +{ + background-color: rgba(255,255,255,0.20); + +} +input.sheet-input-parchmentboxbacksmall:focus +{ + background-color: rgba(255,255,255,0.05); + +} +input.sheet-input-parchmentboxbackarmor +{ + background-color: transparent; + background-image:url(http://i.imgur.com/D7ztepy.png); + background-position:center; + background-repeat:no-repeat; + background-size: 100% 100%; + background-blend-mode: overlay; + color: black; + border:none; + box-shadow:none; + +} + +input.sheet-input-parchmentboxbackarmor:hover +{ + background-color: rgba(255,255,255,0.20); + +} +input.sheet-input-parchmentboxbackarmor:focus +{ + background-color: rgba(255,255,255,0.05); + +} + +hr.sheet-warhammer-line +{ + height:5px; + margin-left:-10px; + margin-right:-7px; + background-image:url(http://i.imgur.com/IHzlYU4.png); + background-size: 100% 100%; + background-position:center; + background-repeat:repeat; + border:none; + background-color:transparent; +} + +button.sheet-custom-button-weaponsmagic +{ +background-size:100% 100%; +background-position:center; + height:27px; + width:70px; + background-repeat: no-repeat; + vertical-align: middle; + background-color:transparent; + border: none; +} + +button.sheet-custom-button-weaponsmagic:before +{ + content: "" !important; + vertical-align: middle; +} + +button.sheet-custom-button-weaponsmagic:focus +{ + outline:none; +} + +button.sheet-parry-button +{ + background-image:url(http://i.imgur.com/NPlZPnb.png); +} + + +button.sheet-parry-button:hover +{ + background-image:url(http://i.imgur.com/Ced0qd1.png); +} + +button.sheet-parry-button:disabled +{ + background-image:url(http://i.imgur.com/FnYcZDj.png); + +} + +button.sheet-parry-button:active +{ + background-image:url(http://i.imgur.com/6jrQIlf.png); + +} +button.sheet-ranged-button +{ + background-image:url(http://i.imgur.com/byFacCo.png); +} + +button.sheet-ranged-button:hover +{ + background-image:url(http://i.imgur.com/hOQMnws.png); +} + +button.sheet-ranged-button:disabled +{ + background-image:url(http://i.imgur.com/ahwfCXE.png); + +} + +button.sheet-ranged-button:active +{ + background-image:url(http://i.imgur.com/Owlbdk4.png); + +} +button.sheet-melee-button +{ + background-image:url(http://i.imgur.com/Aq9Uxc1.png); +} + +button.sheet-melee-button:hover +{ + background-image:url(http://i.imgur.com/0ntBNPc.png); +} + +button.sheet-melee-button:disabled +{ + background-image:url(http://i.imgur.com/aa8cNri.png); + +} + +button.sheet-melee-button:active +{ + background-image:url(http://i.imgur.com/dUbjsUr.png); + +} +button.sheet-magic-button +{ + background-image:url(http://i.imgur.com/YcvUge3.png); +} + +button.sheet-magic-button:hover +{ + background-image:url(http://i.imgur.com/f0oiU0u.png); +} + +button.sheet-magic-button:disabled +{ + background-image:url(http://i.imgur.com/gNoK7Zk.png); + +} + +button.sheet-magic-button:active +{ + background-image:url(http://i.imgur.com/EL18SbH.png); + +} \ No newline at end of file diff --git a/WFRP2E-Havoc/wfrp2e-sheet.html b/WFRP2E-Havoc/wfrp2e-sheet.html new file mode 100644 index 000000000000..6cb7183748a5 --- /dev/null +++ b/WFRP2E-Havoc/wfrp2e-sheet.html @@ -0,0 +1,3832 @@ + + +
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    +
    +
    +
    +
    +
    +
    + +
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    Money & Treasure

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    Gold Crowns (gc)

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    Desc.

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    Charm (Fel)

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    Command (Fel)

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    Consume Alcohol (T)

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    Evaluate (Int)

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    Gamble (Int)

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    Haggle (Fel)

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    Perception (Int)

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    Ride (Ag)

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    Training

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    Mod

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    Sum

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    Roll

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    +
    +
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    Animal Training (Fel)

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    Blather (Fel)

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    Channeling (WP)

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    Charm Animal (Fel)

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    Dodge Blow (Ag)

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    Follow Trail (Int)

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    Heal (Int)

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    Hypnotism (WP)

    +

    Lip Reading (Int)

    +

    Magical Sense (WP)

    +

    Navigation (Int)

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    Pick Lock (Ag)

    +

    Prepare Poison (Int)

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    Read/Write (Int)

    +

    Sail (Ag)

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    Set Trap (Ag)

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    Shadowing (Ag)

    +

    Sleight of Hand (Ag)

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    Torture (Fel)

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    Ventriloquism (Fel)

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    + Other Skills +
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    Name

    +
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    +

    Short Desc.

    +
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    Char.

    +
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    Training

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    Mod

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    Sum

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    Roll

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    + +
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    +
    + + +
    +

    Background

    +
    + Information +
    + +
    +
    +
    +

    Player Name:

    +
    +
    + +
    +
    +
    +
    +

    Campaign:

    +
    +
    + +
    +
    +
    +
    +

    Star Sign:

    +
    +
    + +
    +

    +

    Personality

    +
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    Contacts/Friends

    + +
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    +
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    +

    Game Master:

    +
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    +
    +
    +
    +

    Campaign Year:

    +
    +
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    +
    +
    +
    +

    Doom:

    +
    +
    + +
    +

    +

    Description

    +
    +

    Enemies

    + +
    +
    +
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    + History +
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    Combat

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    +
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    Weapon SkillBallistic SkillStrengthToughnessAgilityIntelligenceWillpowerFellowshipAttacksWoundsStrength BonusToughness BonusMovementMagicInsanity PointsFate Points
    WSBSSTAgIntWPFelAWSBTBMMagIPFP
    Temp.:
    Current:
    +

    Current Wounds:

    +
    +

    +
    + Movement +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    M
    Armoured M
    Move/ Disengage
    Charge Attack
    Run
    Running Leap
    Standing Leap
    Flying
    M x 2
    M x 4
    M x 6
    M x SB
    (M+SB)/2
    +
    +
    +

    Hampered Movement

    +
    +
    Yards Per Minute
    +
    Miles Per Hour
    +
    +
    +
    + +
    +
    +
    +

    Standard Movement

    +
    +
    Yards Per Minute
    +
    Miles Per Hour
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    + Action Summary +
    +
    +
    Basic Action
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    + Cast
    + Charge
    + Disengage
    + Move
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    + Reload
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    + Standard Attack
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    + Use a Skill
    +
    +
    +
    Type
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    + Varies
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    + Full
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    + Half
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    + Half
    + Full
    + Varies
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    +
    +
    +
    +
    Advanced Action
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    +
    +
    Type
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    + Full
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    + Half
    + Half
    + Full
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    +
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    Advanced Armour

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    Armour TypeLocationsEnc.AP
    +
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    +
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    Armour Points

    +
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    +
    +
    +
    +
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    Spells

    +
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    +
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    Casting

    +
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    Channeling

    + +
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    +

    Armor

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    +
    +
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    Additional Dice

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    Modifier to Total

    + +
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    Modifier to Each Dice

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    Chaos Dice

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    Spell Grimoire

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    Range
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    Ingredients
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    Value
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    Include Text?
    +
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    +
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    Craftmanship
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    SB?
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    Type
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    Craftmanship
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    SB?
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    +
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    + Qualities: +
    +
    +
    +
    +
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    +

    Career History

    +
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    +
    +
    +
    +
    Name:
    +
    +
    + +
    +
    +
    +
    +
    Exp. Used:
    +
    +
    + +
    +
    +
    +
    +
    Exp. To Finish:
    +
    +
    + +
    +
    +
    +
    +
    Finished?
    +
    +
    + +
    +
    + +
    +
    +
    +
    Description:
    +
    +
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    +
    +
    +
    +
    Career Entries:
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    Career Exits:
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    PrimarySecondary
    Weapon SkillBallistic SkillStrengthToughnessAgilityIntelligenceWillpowerFellowshipAttacksWoundsMovementMagic
    WSBSSTAgIntWPFelAWMMag
    Current Advances: + + + + + + + + + + + +
    Taken Advances: + + + + + + + + + + + +
    +
    Per Career +
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    +
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    +
    + +
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    +
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    +
    +
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    Equipment +
    +
    +
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    +
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    +
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    +
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    +
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    +
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    +
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    +
    +
    + +
    +
    +
    +
    +
    +
    +
    + + +
    +

    Henchmen

    +
    +
    +
    + Name: + +
    +
    + Type: + +
    +
    + Amount: + +
    + + Info: + +
    +
    +

    Description

    + +
    +
    + +
    +
    +

    Skills:

    +
    +
    +
    +
    +
    +
    +
    +

    Talents:

    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    Main

    WSBSSTAgIntWPFel

    Sec.

    AWSBTBMMagIPFP
    +
    + +
    +
    +

    Attacks:

    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + + +
    +

    Equipment

    +
    + Money & Treasure +
    +
    +

    Gold Crowns (gc)

    + +
    +
    +

    Silver Shillings (s)

    + +
    +
    +

    Brass Pennies (p)

    + +

    +
    +

    Other Treasure

    + +
    +
    +
    +
    +
    + Trappings +
    + +
    +
    +

    Item

    +
    +
    +

    Location

    +
    +
    +

    Enc.

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    Item

    +
    +
    +

    Location

    +
    +
    +

    Enc.

    +
    +
    +

    Desc.

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    {{name}}
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    Stat :{{Stat}} %
    Roll :{{Roll}}
    FailureSuccess!Success!
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    {{name}}
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    Stat :{{Stat}} %
    Roll :{{Roll}}
    Success!
    Damage :{{Damage}}
    Impact :{{DamageTwo}}
    Urlic's Fury!
    Urlic's Fury!
    Urlic's Fury!
    Urlic's Fury!
    Crit Check Roll :{{CritConfirm}}
    Crit Damage :+{{Crit}}Crit Check Roll :{{CritConfirm}}
    Crit Damage :+{{Crit}}Crit Check Roll :{{CritConfirm}}
    Crit Damage :+{{Crit}}Crit Check Roll :{{CritConfirm}}
    Crit Damage :+{{Crit}}
    Qualities
    {{Qualities}}
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+} + +table.sheet-attrib { + width:830px; +} + +table.sheet-skill { + border:1px solid blue; + border-radius:15px; +} +input.sheet-old:checked ~ table.sheet-skill, +table.sheet-skillold { + border:1px solid #2D2A23; + border-radius:15px; +} +table.sheet-skill td { + border:1px solid blue; +} +input.sheet-old:checked ~ table.sheet-skill td, +table.sheet-skillold td { + border:1px solid #2D2A23; +} +div.sheet-header { + font-variant:small-caps; + font-size:1.2em; + margin-left:10px; + color:blue; +} +input.sheet-old:checked ~ div.sheet-header, +div.sheet-headerold { + font-variant:small-caps; + font-size:1.2em; + margin-left:10px; + color:#2D2A23; +} +div.sheet-header2 { + font-variant:small-caps; + font-size:1.2em; + margin-left:10px; + margin-right:10px; + width:100%; + text-align:center; + color:blue; +} +input.sheet-old:checked ~ div.sheet-header2, +div.sheet-headerold2 { + font-variant:small-caps; + font-size:1.2em; + margin-left:10px; + margin-right:10px; + width:100%; + text-align:center; + color:#2D2A23; +} +/* ==== ==== === */ +.sheet-text1 { + background:transparent; + color: black; + font-size: 1.1em; + text-shadow: 0px 0px 2px white, 0px 0px 2px white, 0px 0px 2px white; + font-weight:bold; + border: 1px dotted black; + border-radius: 15px; + box-shadow: none; +} +.sheet-text2 { + background:transparent; + color: black; + font-size: 1em; + text-shadow: 0px 0px 2px white, 0px 0px 2px white, 0px 0px 2px white; + font-weight:normal; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid black; + border-radius: 0px; + box-shadow: none; +} +.sheet-text3 { + background:transparent; + color: black; + font-size: 0.9em; + text-shadow: 0px 0px 2px white, 0px 0px 2px white, 0px 0px 2px white; + font-weight:normal; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid black; + border-radius: 0px; + box-shadow: none; +} +input[type="number"].sheet-number1 { + background:transparent; + position:relative; + left:35px; + top:0px; + text-align:center; + border:none; + box-shadow:none +} +input[type="number"].sheet-number2 { + text-align:center; + border:none; + background:rgba(0,0, 0, 0.2); + color: black; + font-weight:bold; + border-radius:3px; +} +input[type="number"].sheet-number3 { + text-align:center; + border:none; + background:rgba(0,0, 0, 0.2); + color: black; + font-weight:bold; + border-radius:3px; + width:150px; +} +input[type="number"].sheet-number4 { + text-align:center; + border-left:none; + border-right:none; + border-top:none; + border-bottom:1px solid black; + background:transparent; + color: black; + font-weight:bold; + border-radius:3px; +} +input[type="number"].sheet-bignumber { + text-align:center; + border-left:none; + border-right:none; + border-top:none; + background:transparent; + color: black; + font-weight:bold; + border:none; + font-size:4em; +} +input[type=number].sheet-bignumber::-webkit-inner-spin-button, +input[type=number].sheet-bignumber::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} +.sheet-describe { + text-align:center; + font-style:italic; + margin-right:10%; + margin-left:10%; + +} +div.sheet-header { + font-variant:small-caps; + font-size:1.2em; + margin-left:10px; + color:blue; +} +div.sheet-header_old { + font-variant:small-caps; + font-size:1.2em; + margin-left:10px; + color:#2D2A23; +} +select.sheet-select1 { + background:transparent; + width:100px; + margin-bottom:-2px; +} +hr { + background:blue; +} +textarea.sheet-textarea { + resize:vertical; + width:570px; + height:45px; + background:rgba(0,0, 0, 0.2); + border-radius:5px; +} +textarea.sheet-textarea::placeholder { + color:white; + font-style:italic; +} + +input.sheet-block1:not(:checked) ~ .sheet-block1, +input.sheet-block2:not(:checked) ~ .sheet-block2, +input.sheet-block3:not(:checked) ~ .sheet-block3, +input.sheet-block4:not(:checked) ~ .sheet-block4, +input.sheet-block5:not(:checked) ~ .sheet-block5 { + display: none; +} +/*========== tabs ==========*/ + +input.sheet-tab1:not(:checked) ~ .sheet-tab1, +input.sheet-tab2:not(:checked) ~ .sheet-tab2, +input.sheet-tab3:not(:checked) ~ .sheet-tab3, +input.sheet-tab4:not(:checked) ~ .sheet-tab4, +input.sheet-tab5:not(:checked) ~ .sheet-tab5 { + display: none; +} + +input.sheet-tab1[type=radio], +input.sheet-tab2[type=radio], +input.sheet-tab3[type=radio], +input.sheet-tab4[type=radio], +input.sheet-tab5[type=radio] { + display:none; + } +input.sheet-tab { + width: 150px; + line-height: 20px; + outline: none !important; + position: relative; + cursor: pointer; + z-index: 1; +} + +input.sheet-tab1 { + margin-left: 1px; +} + +input.sheet-new:checked ~ input.sheet-tab[type=radio] + label { + content: attr(title); + display: inline; + line-height: 20px; + padding: 5px; + background: white; + + border: solid 2px blue; + + font-size: 14px; + font-weight: bold; + text-align: center; + color: blue; + font-family:"Trebuchet MS", Helvetica, sans-serif; + text-shadow: none; + width: 120px; + height: 30px; +} + +input.sheet-old:checked ~ input.sheet-tab[type=radio] + label { + content: attr(title); + display: inline; + line-height: 20px; + padding: 5px; + background: white; + + border: solid 2px #2D2A23; + + font-size: 14px; + font-weight: bold; + text-align: center; + color: #2D2A23; + font-family:"Trebuchet MS", Helvetica, sans-serif; + text-shadow: none; + width: 120px; + height: 30px; +} +input.sheet-new:checked ~ input.sheet-tab[type=radio]:checked + label { + border: solid 2px blue; + background: blue; + line-height: 30px; + + color:white; + text-shadow: 0px 0px 2px blue; + -moz-box-shadow: inset 0 2px 4px rgba(0,0,0,0.15),0 1px 2px rgba(0,0,0,0.05); + } +input.sheet-old:checked ~ input.sheet-tab[type=radio]:checked + label { + border: solid 2px #2D2A23; + background: #2D2A23; + line-height: 30px; + + color:white; + text-shadow: 0px 0px 2px blue; + -moz-box-shadow: inset 0 2px 4px rgba(0,0,0,0.15),0 1px 2px rgba(0,0,0,0.05); + } +input.sheet-new:checked ~ .sheet-tab-content { + background: url('http://cache4.asset-cache.net/xt/467257053.jpg?v=1&g=fs1%7C0%7CSKP186%7C57%7C053&s=1&b=QTQ4'); + width: 832px; + padding:5px; + box-shadow: inset 0px 0px 5px blue; + border-radius:15px; + border:1px solid blue; +} +input.sheet-old:checked ~ .sheet-tab-content { + background: #D6CCA9; + width: 832px; + padding:5px; + box-shadow: inset 0px 0px 5px #2D2A23; + border-radius:15px; + border:1px solid #2D2A23; +} + +.sheet-tab-br { + margin-bottom: 4px; + margin-top: 1px; +} +.sheet-hidden { + display: none; +} +div.sheet-body { + display: none; +} +input.sheet-hider:checked ~ div.sheet-body { + display: block; +} +/**/ +/* button */ +input.sheet-new:checked ~ table.sheet-attrib div.sheet-octo { + position:relative; + left:-10px; + top:0px; + transform: rotate(90deg); + -ms-transform: rotate(90deg); /* IE 9 */ + -webkit-transform: rotate(90deg); /* Chrome, Safari, Opera */ + width:60px; + height:60px; +} +input.sheet-old:checked ~ table.sheet-attrib div.sheet-octo { + position:relative; + left:-10px; + top:0px; + transform: rotate(90deg); + -ms-transform: rotate(90deg); /* IE 9 */ + -webkit-transform: rotate(90deg); /* Chrome, Safari, Opera */ + width:60px; + height:60px; +} +input.sheet-new:checked ~ table.sheet-attrib div.sheet-octo:before { + content:'F'; + font-family: "Pictos"; + color: blue; + font-size:60px; + width:60px; + height:60px; + font-weight:lighter; +} +input.sheet-old:checked ~ table.sheet-attrib div.sheet-octo:before { + content:'F'; + font-family: "Pictos"; + color: #2D2A23; + font-size:60px; + width:60px; + height:60px; + font-weight:lighter; +} +input.sheet-new:checked ~ table.sheet-attrib div.sheet-octo_inner { + transform: rotate(-90deg); + -ms-transform: rotate(-90deg); /* IE 9 */ + -webkit-transform: rotate(-90deg); /* Chrome, Safari, Opera */ +} +input.sheet-old:checked ~ table.sheet-attrib div.sheet-octo_inner { + transform: rotate(-90deg); + -ms-transform: rotate(-90deg); /* IE 9 */ + -webkit-transform: rotate(-90deg); /* Chrome, Safari, Opera */ +} +/**/ +/*-----sheet-normal radio boxes-----*/ + /* -----Hide actual radio----- */ +input.sheet-radio1[type="radio"] +{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + + /* -----Fake radio----- */ +input.sheet-radio1[type="radio"] + span::before +{ + margin-right: 2px; + border: solid 1px #a8a8a8; + line-height: 16px; + text-align: center; + display: inline-block; + vertical-align: middle; + + border:1px solid black; + -moz-box-shadow: 0 0 5px black; + -webkit-box-shadow: 0 0 5px black; + box-shadow: inset 0 0 5px black; + + background:white; + + content: ""; + width: 16px; + height: 16px; + font-size: 3em; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} +input.sheet-radio1[type="radio"]:checked + span::before { + background:black; + +} /* -----Hide actual radio----- */ +input.sheet-radio2[type="radio"] +{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + + /* -----Fake radio----- */ +input.sheet-radio2[type="radio"] + span::before +{ + margin-right: 2px; + border: solid 1px #a8a8a8; + line-height: 16px; + text-align: center; + display: inline-block; + vertical-align: middle; + + border:1px solid black; + -moz-box-shadow: 0 0 5px black; + -webkit-box-shadow: 0 0 5px black; + box-shadow: inset 0 0 5px black; + + background:black; + + content: ""; + width: 16px; + height: 16px; + font-size: 3em; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} +input.sheet-radio2[type="radio"]:checked + span::before { + background:black; +} + /* -----Remove dot from all radios _after_ selected one----- */ +input.sheet-radio2[type="radio"]:checked ~ input.sheet-radio2[type="radio"] + span::before +{ + content: ""; + background: white; + +} + + /*------------empty traits-----------*/ +input.sheet-zero[type="radio"]:checked + span::before +{ + opacity: 0; +} + +input.sheet-zero[type="radio"]:hover + span::before +{ + opacity: 1; +} + +input.sheet-zero[type="radio"] + span::before +{ + color:black; + font-size: 1em; + content: "✖"; + opacity: 0.25; +} + /* -----Hide actual radio----- */ +input.sheet-type[type="radio"] +{ + opacity: 0; + width: 30px; + height: 15px; + position: relative; + top: 0px; + left: 15px; + margin: -15px; + cursor: pointer; + z-index: 1; + box-shadow: inset 0px 0px 5px green; +} + + /* -----Fake radio----- */ +input.sheet-type[type="radio"] + span::before +{ + margin-right: 2px; + border: solid 1px #a8a8a8; + width: 30px; + height: 15px; + text-align: center; + display: inline-block; + vertical-align: middle; + + border:1px solid black; + -moz-box-shadow: 0 0 5px black; + -webkit-box-shadow: 0 0 5px black; + box-shadow: inset 0 0 5px black; + + background:white; + + content: ""; + width: 30px; + height: 15px; + + -moz-border-radius: 5px; + -webkit-border-radius: 5px; + border-radius: 5px; +} +input.sheet-type[type="radio"]:checked + span::before { + background:black; + +} + /* button */ +button:before { + content: ""!important; + display: none; + +} +input.sheet-new:checked ~button[type="roll"].sheet-rollatrrib, +input.sheet-new:checked ~ table.sheet-attrib button[type="roll"].sheet-rollatrrib { + width: 60px; + height:30px; + vertical-align: middle; + padding-left: 2px; + padding-right: 2px; + padding-top: 2px; + padding-bottom: 2px; + margin: 0; + display: inline-block; + font-weight: 400; + text-align: center; + vertical-align: middle; + cursor: pointer; + + background: blue; + border: 3px outset gray; + color:white; +} +input.sheet-old:checked ~ button[type="roll"].sheet-rollatrrib, +input.sheet-old:checked ~ table.sheet-attrib button[type="roll"].sheet-rollatrrib { + width: 60px; + height:30px; + vertical-align: middle; + padding-left: 2px; + padding-right: 2px; + padding-top: 2px; + padding-bottom: 2px; + margin: 0; + display: inline-block; + font-weight: 400; + text-align: center; + vertical-align: middle; + cursor: pointer; + + background: #2D2A23; + border: 3px outset gray; + color:white; +} +input.sheet-new:checked ~ button[type="roll"].sheet-rollatrrib:hover, +input.sheet-new:checked ~ table.sheet-attrib button[type="roll"].sheet-rollatrrib:hover { + background:blue; + color:white; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; + +} +input.sheet-old:checked ~ button[type="roll"].sheet-rollatrrib:hover, +input.sheet-old:checked ~ table.sheet-attrib button[type="roll"].sheet-rollatrrib:hover { + background:#2D2A23; + color:white; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; + +} +input.sheet-new:checked ~ button[type="roll"].sheet-rollatrrib:active, +input.sheet-new:checked ~ table.sheet-attrib button[type="roll"].sheet-rollatrrib:active { + background:white; + color:blue; + border: 3px inset gray; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; +} +input.sheet-old:checked ~ button[type="roll"].sheet-rollatrrib:active, +input.sheet-old:checked ~ table.sheet-attrib button[type="roll"].sheet-rollatrrib:active { + background:white; + color::#2D2A23; + border: 3px inset gray; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; +} + /* button */ +button[type="roll"].sheet-rollskill { + width: 30px; + height:30px; + vertical-align: middle; + padding-left: 2px; + padding-right: 2px; + padding-top: 2px; + padding-bottom: 2px; + margin: 0; + display: inline-block; + font-weight: 400; + text-align: center; + vertical-align: middle; + cursor: pointer; + + background: blue; + border: 3px outset gray; + color:white; +} + /* button */ +button[type="roll"].sheet-rollskillold { + width: 30px; + height:30px; + vertical-align: middle; + padding-left: 2px; + padding-right: 2px; + padding-top: 2px; + padding-bottom: 2px; + margin: 0; + display: inline-block; + font-weight: 400; + text-align: center; + vertical-align: middle; + cursor: pointer; + + background: #2D2A23; + border: 3px outset gray; + color:white; +} +button[type="roll"].sheet-rollskill:hover { + background:blue; + color:white; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; +} +button[type="roll"].sheet-rollskillold:hover { + background:#2D2A23; + color:white; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; +} +button[type="roll"].sheet-rollskill:active { + background:white; + color:blue; + border: 3px inset gray; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; +} +button[type="roll"].sheet-rollskillold:active { + background:white; + color:#2D2A23; + border: 3px inset gray; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 2px; + padding-bottom: 0px; +} +/**/ + /* button */ +button[type="roll"].sheet-rollluck { + width: 80px; + height:24px; + vertical-align: middle; + padding-left: 2px; + padding-right: 2px; + padding-top: 2px; + padding-bottom: 4px; + margin-left: 0; + margin-left: 0; + margin-left: 0; + margin-bottom: 2px; + display: inline-block; + font-weight: 900; + text-align: center; + vertical-align: middle; + cursor: pointer; + + background: transparent; + border: 3px outset gray; + color:blue; + font-size:12px; +} +input.sheet-old:checked ~ .sheet-rollluck { + color:#2D2A23; +} + +input.sheet-old:checked ~ button[type="roll"].sheet-rollluck:active { + color:#2D2A23; + +} +button[type="roll"].sheet-rollluck:hover { + background:gray; + color:white; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 4px; + padding-bottom: 2px; +} +button[type="roll"].sheet-rollluck:active { + background:white; + color:blue; + border: 3px inset gray; + padding-left: 2px; + padding-right: 0px; + padding-top: 4px; + padding-bottom: 2px; +} diff --git a/WOIN/WOIN.html b/WOIN/WOIN.html new file mode 100644 index 000000000000..8fd9ef38c2fd --- /dev/null +++ b/WOIN/WOIN.html @@ -0,0 +1,2920 @@ + + +
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    +
    +
    +
    +
    + +
    + + +
    Experince
    + + + + + + +

    Total Earned

    Total Spent

    Remaining
    +
    + + + + + +
    TraitCost
    +
    + + + + + +
    +
    + +
    +
    +
    www.woinrpg.com
    +
    +
    + + + \ No newline at end of file diff --git a/WOIN/WOIN.png b/WOIN/WOIN.png new file mode 100644 index 000000000000..902b4c40ed83 Binary files /dev/null and b/WOIN/WOIN.png differ diff --git a/WOIN/sheet.json b/WOIN/sheet.json new file mode 100644 index 000000000000..0fb6c5bb9c67 --- /dev/null +++ b/WOIN/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "WOIN.html", + "css": "WOIN.css", + "authors": "John W.", + "roll20userid": "492849", + "preview": "WOIN.png", + "instructions": "For use with What is Old is New. Includes both New and Old layout" +} \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/WHFRP2.html b/Warhammer-Fantasy-Roleplay-2nd-Edition/WHFRP2.html index 1d15adc19aad..22cb983729b1 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/WHFRP2.html +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/WHFRP2.html @@ -1,5 +1,5 @@
    - Sheet version: 2017 January 12th + Sheet version: 2017 June 11th
    @@ -268,28 +268,28 @@


    - - -    -   - - - - @@ -469,7 +469,7 @@

    Leap

    -
    @@ -521,7 +521,7 @@


    - Skills + Career Main Profile K

    @@ -561,7 +561,7 @@

    - +
    @@ -576,7 +576,7 @@

    @@ -591,7 +591,7 @@

    - +
    @@ -624,18 +624,18 @@

    @@ -650,7 +650,7 @@

    - +
    @@ -660,18 +660,18 @@


    - Actions + Special Rules l

    -
    Action Name:
    +
    Name:
    Description:
    - +

    @@ -713,7 +713,7 @@

    @@ -728,7 +728,7 @@

    - +
    @@ -743,7 +743,7 @@

    @@ -758,7 +758,7 @@

    - +
    @@ -773,7 +773,7 @@

    @@ -788,7 +788,7 @@

    - +
    @@ -803,9 +803,9 @@

    @@ -818,7 +818,7 @@

    - +
    @@ -833,7 +833,7 @@

    @@ -848,7 +848,7 @@

    - +
    @@ -863,7 +863,7 @@

    @@ -878,7 +878,7 @@

    - +
    @@ -893,7 +893,7 @@

    @@ -908,7 +908,7 @@

    - +
    @@ -923,7 +923,7 @@

    @@ -938,7 +938,7 @@

    - +
    @@ -953,7 +953,7 @@

    @@ -968,7 +968,7 @@

    - +
    @@ -983,7 +983,7 @@

    @@ -998,7 +998,7 @@

    - +
    @@ -1013,7 +1013,7 @@

    @@ -1028,7 +1028,7 @@

    - +
    @@ -1039,14 +1039,14 @@

    @@ -1061,14 +1061,14 @@

    - +
    - Outdoor Survival + Outdoor Survival
    Int @@ -1076,7 +1076,7 @@

    @@ -1091,7 +1091,7 @@

    - +
    @@ -1106,7 +1106,7 @@

    @@ -1121,7 +1121,7 @@

    - +
    @@ -1136,9 +1136,9 @@

    @@ -1151,7 +1151,7 @@

    - +
    @@ -1166,7 +1166,7 @@

    @@ -1181,7 +1181,7 @@

    - +
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    @@ -1211,7 +1211,7 @@

    - +
    @@ -1226,7 +1226,7 @@

    @@ -1241,7 +1241,7 @@

    - +
    @@ -1256,9 +1256,9 @@

    @@ -1271,7 +1271,7 @@

    - +
    @@ -1286,7 +1286,7 @@

    @@ -1301,7 +1301,7 @@

    - +
    @@ -1335,7 +1335,7 @@

    @@ -1350,7 +1350,7 @@

    - +
    @@ -1365,7 +1365,7 @@

    @@ -1380,7 +1380,7 @@

    - +
    @@ -1393,27 +1393,27 @@

    WP

    - - +
    - +
    - +
    - +
    - +
    - +
    @@ -1425,7 +1425,7 @@

    @@ -1440,7 +1440,7 @@

    - +
    @@ -1455,7 +1455,7 @@

    @@ -1470,7 +1470,7 @@

    - +
    @@ -1485,7 +1485,7 @@

    @@ -1500,7 +1500,7 @@

    - +
    @@ -1515,7 +1515,7 @@

    @@ -1530,7 +1530,7 @@

    - +
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    @@ -1560,7 +1560,7 @@

    - +
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    @@ -1590,7 +1590,7 @@

    - +
    @@ -1605,7 +1605,7 @@

    @@ -1620,7 +1620,7 @@

    - +
    @@ -1635,7 +1635,7 @@

    @@ -1650,7 +1650,7 @@

    - +
    @@ -1665,7 +1665,7 @@

    @@ -1680,7 +1680,7 @@

    - +
    @@ -1695,7 +1695,7 @@

    @@ -1710,7 +1710,7 @@

    - +
    @@ -1725,7 +1725,7 @@

    @@ -1740,7 +1740,7 @@

    - +
    @@ -1755,7 +1755,7 @@

    @@ -1770,7 +1770,7 @@

    - +
    @@ -1785,7 +1785,7 @@

    @@ -1800,7 +1800,7 @@

    - +
    @@ -1815,7 +1815,7 @@

    @@ -1830,7 +1830,7 @@

    - +
    @@ -1845,7 +1845,7 @@

    @@ -1860,7 +1860,7 @@

    - +
    @@ -1875,7 +1875,7 @@

    @@ -1890,7 +1890,7 @@

    - +
    @@ -1905,7 +1905,7 @@

    @@ -1920,7 +1920,7 @@

    - +
    @@ -2043,7 +2043,7 @@

    - +
    @@ -2194,7 +2194,7 @@

    - +
    @@ -2345,7 +2345,7 @@

    - +
    @@ -2496,7 +2496,7 @@

    - +
    @@ -2647,7 +2647,7 @@

    - +
    @@ -2876,10 +2876,10 @@

    @@ -2889,35 +2889,30 @@

    -
    -
    -
    -

    @@ -2927,35 +2922,30 @@

    -
    -
    -
    -

    @@ -2965,35 +2955,30 @@

    -
    -
    -
    -

    @@ -3003,35 +2988,30 @@

    -
    -
    -
    -

    @@ -3041,35 +3021,30 @@

    -
    -
    -
    -

    @@ -3079,35 +3054,30 @@

    -
    -
    -
    -

    @@ -3117,28 +3087,25 @@

    -
    -
    -
    -

    +
    +

    Ranged Weapons e @@ -3151,12 +3118,12 @@

    To Hit
    Damage
    Impact
    -
    Qualities
    +
    Qualities
    Type
    Reload
    Range
    Ammo
    -
    Attack
    +
    Attack
    Damage

    @@ -3164,10 +3131,10 @@

    @@ -3177,46 +3144,41 @@

    -
    -
    -

    @@ -3226,46 +3188,41 @@

    -
    -
    -

    @@ -3275,46 +3232,41 @@

    -
    -
    -

    @@ -3324,46 +3276,41 @@

    -
    -
    -

    @@ -3373,46 +3320,41 @@

    -
    -
    -

    @@ -3422,46 +3364,41 @@

    -
    -
    -

    @@ -3471,38 +3408,49 @@

    -
    -
    -

    +
    + +
    +
    +
    +
    + Critical Hit +
    +
    +
    + +
    +
    +

    @@ -3518,23 +3466,29 @@

    Petty - + Lesser - + Arcane - + Divine - + Runes - +
    + Take a Half Action to perform Chanelling: + +
    + @@ -3548,7 +3502,7 @@

    - +
    @@ -3583,11 +3537,11 @@

    Spell Healing @@ -3596,15 +3550,10 @@

    -
    -

    @@ -3624,14 +3573,14 @@

    Attacks @@ -3639,7 +3588,7 @@

    Spell Damage @@ -3681,7 +3630,7 @@

    - +
    @@ -3716,11 +3665,11 @@

    Spell Healing @@ -3729,15 +3678,10 @@

    -
    -

    @@ -3757,14 +3701,14 @@

    Attacks @@ -3772,7 +3716,7 @@

    Spell Damage @@ -3814,7 +3758,7 @@

    - +
    @@ -3849,11 +3793,11 @@

    Spell Healing @@ -3862,15 +3806,10 @@

    -
    -

    @@ -3890,14 +3829,14 @@

    Attacks @@ -3905,7 +3844,7 @@

    Spell Damage @@ -3947,7 +3886,7 @@

    - +
    @@ -3982,11 +3921,11 @@

    Spell Healing @@ -3995,15 +3934,10 @@

    -
    -

    @@ -4023,14 +3957,14 @@

    Attacks @@ -4038,7 +3972,7 @@

    Spell Damage @@ -4080,7 +4014,7 @@

    - +
    @@ -4229,8 +4163,8 @@

    @@ -5124,6 +5058,17 @@

    91-00

    +
    +
    + Blood Loss +
    +
    +
    + +
    +
    @@ -5138,19 +5083,19 @@

    -
    +
    {{#character_name}}
    {{character_name}}
    {{/character_name}}
    {{title}}
    {{#chartest}} -
    Characteristic
    +
    Characteristic
    {{/chartest}} {{#skilltest}} -
    {{skill}} Skill
    +
    {{skill}}
    {{/skilltest}} {{#attacktest}} -
    {{attacktype}} {{#reach}} • {{reach}}{{/reach}}{{#range}} • {{range}}{{/range}}{{#ammo}} • {{ammo}} ammo{{/ammo}}
    +
    {{attacktype}} {{#reach}} • {{reach}}{{/reach}}{{#range}} • {{range}}{{/range}}{{#ammo}} • {{ammo}} ammo{{/ammo}}
    {{/attacktest}} {{#damage}}
    {{attacktype}}
    @@ -5158,11 +5103,17 @@

    {{#furydamage}}
    {{attacktype}}
    {{/furydamage}} + {{#critroll}} +
    {{attacktype}}
    + {{/critroll}} + {{#bloodloss}} +
    Blood Loss
    + {{/bloodloss}} {{#parrytest}}
    {{attacktype}}
    {{/parrytest}} {{#spelltest}} -
    {{spelltype}} Spell • {{spellcasttime}}{{#spellrange}} • {{spellrange}}{{/spellrange}}
    +
    {{spelltype}} • {{spellcasttime}}{{#spellrange}} • {{spellrange}}{{/spellrange}}
    {{#spellingredients}}{{spellingredients}}{{/spellingredients}}
    {{#spellduration}}{{spellduration}}{{/spellduration}}{{#spelltarget}} • {{spelltarget}}{{/spelltarget}}
    {{/spelltest}} @@ -5185,13 +5136,13 @@

    {{#qualities}}
    -
    Qualities
    +
    Qualities
    {{qualities}}
    {{/qualities}} {{#target}}
    -
    Target Number
    +
    Target Number
    {{target}}
    {{/target}} @@ -5199,55 +5150,55 @@

    {{#chartest}}
    -
    Test Result
    +
    Test Result
    {{chartest}}
    {{/chartest}} {{#rollLess() chartest target}}
    -
    Outcome
    -
    Success
    +
    Outcome
    +
    Success
    {{/rollLess() chartest target}} {{#rollTotal() chartest target}}
    -
    Outcome
    -
    Success
    +
    Outcome
    +
    Success
    {{/rollTotal() chartest target}} {{#rollGreater() chartest target}}
    -
    Outcome
    -
    Failure
    +
    Outcome
    +
    Failure
    {{/rollGreater() chartest target}} {{#skilltest}}
    -
    Test Result
    +
    Test Result
    {{skilltest}}
    {{/skilltest}} {{#rollLess() skilltest target}}
    -
    Outcome
    -
    Success
    +
    Outcome
    +
    Success
    {{/rollLess() skilltest target}} {{#rollTotal() skilltest target}}
    -
    Outcome
    -
    Success
    +
    Outcome
    +
    Success
    {{/rollTotal() skilltest target}} {{#rollGreater() skilltest target}}
    -
    Outcome
    -
    Failure
    +
    Outcome
    +
    Failure
    {{/rollGreater() skilltest target}} {{#inittest}}
    -
    Initiative
    +
    Initiative
    {{inittest}}
    {{/inittest}} @@ -5255,1254 +5206,1229 @@

    {{#parrytest}}
    -
    Parry Roll
    +
    Parry Roll
    {{parrytest}}
    {{/parrytest}} {{#rollLess() parrytest target}}
    -
    Outcome
    -
    Parried
    +
    Outcome
    +
    Parried
    {{/rollLess() parrytest target}} {{#rollTotal() parrytest target}}
    -
    Outcome
    -
    Parried
    +
    Outcome
    +
    Parried
    {{/rollTotal() parrytest target}} {{#rollGreater() parrytest target}}
    -
    Outcome
    -
    Failure
    +
    Outcome
    +
    Failure
    {{/rollGreater() parrytest target}} {{#attacktest}}
    -
    Attack Roll
    +
    Attack Roll
    {{attacktest}}
    {{/attacktest}} {{#rollLess() attacktest target}} {{#rollTotal() attacktest 1}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 1}} {{#rollBetween() attacktest 2 3}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 2 3}} {{#rollBetween() attacktest 4 5}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 4 5}} {{#rollBetween() attacktest 6 8}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 6 8}} {{#rollTotal() attacktest 9}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 9}} {{#rollBetween() attacktest 10 11}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 10 11}} {{#rollBetween() attacktest 12 13}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 12 13}} {{#rollBetween() attacktest 14 15}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 14 15}} {{#rollBetween() attacktest 16 17}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 16 17}} {{#rollTotal() attacktest 18}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 18}} {{#rollTotal() attacktest 19}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 19}} {{#rollBetween() attacktest 20 21}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 20 21}} {{#rollBetween() attacktest 22 23}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 22 23}} {{#rollBetween() attacktest 24 25}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 24 25}} {{#rollBetween() attacktest 26 27}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 26 27}} {{#rollTotal() attacktest 28}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 28}} {{#rollTotal() attacktest 29}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 29}} {{#rollBetween() attacktest 30 31}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 30 31}} {{#rollBetween() attacktest 32 33}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 32 33}} {{#rollBetween() attacktest 34 35}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 34 35}} {{#rollBetween() attacktest 36 37}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 36 37}} {{#rollTotal() attacktest 38}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 38}} {{#rollTotal() attacktest 39}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 39}} {{#rollBetween() attacktest 40 41}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 40 41}} {{#rollBetween() attacktest 42 43}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 42 43}} {{#rollBetween() attacktest 44 45}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 44 45}} {{#rollBetween() attacktest 46 47}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 46 47}} {{#rollTotal() attacktest 48}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 48}} {{#rollTotal() attacktest 49}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 49}} {{#rollBetween() attacktest 50 51}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 50 51}} {{#rollBetween() attacktest 52 53}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 52 53}} {{#rollBetween() attacktest 54 55}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 54 55}} {{#rollBetween() attacktest 56 57}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 56 57}} {{#rollTotal() attacktest 58}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 58}} {{#rollTotal() attacktest 59}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 59}} {{#rollTotal() attacktest 60}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 60}} {{#rollBetween() attacktest 61 62}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 61 62}} {{#rollBetween() attacktest 63 64}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 63 64}} {{#rollBetween() attacktest 65 67}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 65 67}} {{#rollTotal() attacktest 68}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 68}} {{#rollTotal() attacktest 69}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 69}} {{#rollTotal() attacktest 70}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 70}} {{#rollBetween() attacktest 71 72}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 71 72}} {{#rollBetween() attacktest 73 74}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 73 74}} {{#rollBetween() attacktest 75 77}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 75 77}} {{#rollTotal() attacktest 78}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 78}} {{#rollTotal() attacktest 79}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 79}} {{#rollTotal() attacktest 80}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 80}} {{#rollBetween() attacktest 81 82}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 81 82}} {{#rollBetween() attacktest 83 84}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 83 84}} {{#rollBetween() attacktest 85 87}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 85 87}} {{#rollTotal() attacktest 88}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 88}} {{#rollTotal() attacktest 89}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 89}} {{#rollTotal() attacktest 90}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 90}} {{#rollBetween() attacktest 91 92}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 91 92}} {{#rollBetween() attacktest 93 94}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 93 94}} {{#rollBetween() attacktest 95 97}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 95 97}} {{#rollTotal() attacktest 98}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 98}} {{#rollBetween() attacktest 99 100}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollBetween() attacktest 99 100}} {{/rollLess() attacktest target}} {{#rollTotal() attacktest target}} {{#rollTotal() attacktest 1}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 1}} {{#rollBetween() attacktest 2 3}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 2 3}} {{#rollBetween() attacktest 4 5}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 4 5}} {{#rollBetween() attacktest 6 8}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 6 8}} {{#rollTotal() attacktest 9}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 9}} {{#rollBetween() attacktest 10 11}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 10 11}} {{#rollBetween() attacktest 12 13}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 12 13}} {{#rollBetween() attacktest 14 15}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 14 15}} {{#rollBetween() attacktest 16 17}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 16 17}} {{#rollTotal() attacktest 18}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 18}} {{#rollTotal() attacktest 19}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 19}} {{#rollBetween() attacktest 20 21}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 20 21}} {{#rollBetween() attacktest 22 23}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 22 23}} {{#rollBetween() attacktest 24 25}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 24 25}} {{#rollBetween() attacktest 26 27}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 26 27}} {{#rollTotal() attacktest 28}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 28}} {{#rollTotal() attacktest 29}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 29}} {{#rollBetween() attacktest 30 31}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 30 31}} {{#rollBetween() attacktest 32 33}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 32 33}} {{#rollBetween() attacktest 34 35}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 34 35}} {{#rollBetween() attacktest 36 37}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 36 37}} {{#rollTotal() attacktest 38}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 38}} {{#rollTotal() attacktest 39}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 39}} {{#rollBetween() attacktest 40 41}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 40 41}} {{#rollBetween() attacktest 42 43}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 42 43}} {{#rollBetween() attacktest 44 45}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 44 45}} {{#rollBetween() attacktest 46 47}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 46 47}} {{#rollTotal() attacktest 48}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 48}} {{#rollTotal() attacktest 49}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 49}} {{#rollBetween() attacktest 50 51}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollBetween() attacktest 50 51}} {{#rollBetween() attacktest 52 53}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 52 53}} {{#rollBetween() attacktest 54 55}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 54 55}} {{#rollBetween() attacktest 56 57}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 56 57}} {{#rollTotal() attacktest 58}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 58}} {{#rollTotal() attacktest 59}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 59}} {{#rollTotal() attacktest 60}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 60}} {{#rollBetween() attacktest 61 62}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 61 62}} {{#rollBetween() attacktest 63 64}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 63 64}} {{#rollBetween() attacktest 65 67}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 65 67}} {{#rollTotal() attacktest 68}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 68}} {{#rollTotal() attacktest 69}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 69}} {{#rollTotal() attacktest 70}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 70}} {{#rollBetween() attacktest 71 72}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 71 72}} {{#rollBetween() attacktest 73 74}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 73 74}} {{#rollBetween() attacktest 75 77}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 75 77}} {{#rollTotal() attacktest 78}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 78}} {{#rollTotal() attacktest 79}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 79}} {{#rollTotal() attacktest 80}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 80}} {{#rollBetween() attacktest 81 82}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 81 82}} {{#rollBetween() attacktest 83 84}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 83 84}} {{#rollBetween() attacktest 85 87}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 85 87}} {{#rollTotal() attacktest 88}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 88}} {{#rollTotal() attacktest 89}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollTotal() attacktest 89}} {{#rollTotal() attacktest 90}}
    -
    Outcome
    -
    Hit Head
    +
    Outcome
    +
    Hit Head
    {{/rollTotal() attacktest 90}} {{#rollBetween() attacktest 91 92}}
    -
    Outcome
    -
    Hit Right Arm
    +
    Outcome
    +
    Hit Right Arm
    {{/rollBetween() attacktest 91 92}} {{#rollBetween() attacktest 93 94}}
    -
    Outcome
    -
    Hit Left Arm
    +
    Outcome
    +
    Hit Left Arm
    {{/rollBetween() attacktest 93 94}} {{#rollBetween() attacktest 95 97}}
    -
    Outcome
    -
    Hit Body
    +
    Outcome
    +
    Hit Body
    {{/rollBetween() attacktest 95 97}} {{#rollTotal() attacktest 98}}
    -
    Outcome
    -
    Hit Right Leg
    +
    Outcome
    +
    Hit Right Leg
    {{/rollTotal() attacktest 98}} {{#rollBetween() attacktest 99 100}}
    -
    Outcome
    -
    Hit Left Leg
    +
    Outcome
    +
    Hit Left Leg
    {{/rollBetween() attacktest 99 100}} {{/rollTotal() attacktest target}} {{#rollGreater() attacktest target}}
    -
    Outcome
    -
    Miss
    +
    Outcome
    +
    Miss
    {{/rollGreater() attacktest target}} {{#damage}}
    -
    Damage
    -
    {{damage}} {{#rollWasCrit() damage}} {{button}}{{/rollWasCrit() damage}}
    +
    Damage
    +
    {{damage}} {{#rollWasCrit() damage}}{{#rollLess() furytest furytarget}}+ {{furydamage}}{{/rollLess() furytest furytarget}}{{#rollTotal() furytest furytarget}}+ {{furydamage}}{{/rollTotal() furytest furytarget}}{{#rollGreater() furytest furytarget}} Fury failed!{{/rollGreater() furytest furytarget}}{{/rollWasCrit() damage}}
    {{/damage}} {{#rollGreater() impact 0}}
    -
    Impact
    -
    {{impactdamage}} {{#rollWasCrit() impactdamage}} {{button}}{{/rollWasCrit() impactdamage}}
    +
    Impact
    +
    {{impactdamage}} {{#rollWasCrit() impactdamage}}{{#rollLess() furytest furytarget}}+ {{impactfurydamage}}{{/rollLess() furytest furytarget}}{{#rollTotal() furytest furytarget}}+ {{impactfurydamage}}{{/rollTotal() furytest furytarget}}{{#rollGreater() furytest furytarget}} Fury failed!{{/rollGreater() furytest furytarget}}{{/rollWasCrit() impactdamage}}
    {{/rollGreater() impact 0}} - - - {{#furytest}} -
    -
    Fury Test
    -
    {{furytest}}
    -
    - {{/furytest}} - {{#rollGreater() furytest target}} -
    -
    Outcome
    -
    No additional damage
    -
    - {{/rollGreater() furytest target}} - {{#rollTotal() furytest target}} -
    -
    Fury Damage
    -
    {{furydamage}}
    -
    - {{/rollTotal() furytest target}} - {{#rollLess() furytest target}} -
    -
    Fury Damage
    -
    {{furydamage}}
    -
    - {{/rollLess() furytest target}} + {{#spellcastingnumber}}
    -
    Casting Number
    +
    Casting Number
    {{spellcastingnumber}}
    -
    Casting Test
    +
    Casting Test
    {{spelltest}}
    {{/spellcastingnumber}} {{#rollLess() spelltest spellcastingnumber}}
    -
    Outcome
    -
    Spellcasting fails
    +
    Outcome
    +
    Spellcasting fails
    {{/rollLess() spelltest spellcastingnumber}} {{#rollTotal() spelltest spellcastingnumber}}
    -
    Outcome
    -
    Spellcasting succeeds
    +
    Outcome
    +
    Spellcasting succeeds
    {{#spelldescription}}
    -
    Spell Description
    +
    Spell Description
    {{spelldescription}}
    {{/spelldescription}} {{#rollGreater() spellhealing 0}}
    -
    Spell Healing
    +
    Spell Healing
    {{spellhealing}}
    {{/rollGreater() spellhealing 0}} {{#rollGreater() spellhits 0}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location
    -
    Hit Head
    +
    Hit Location
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location
    -
    Hit Right Arm
    +
    Hit Location
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location
    -
    Hit Left Arm
    +
    Hit Location
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location
    -
    Hit Body
    +
    Hit Location
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location
    -
    Hit Right Leg
    +
    Hit Location
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location
    -
    Hit Left Leg
    +
    Hit Location
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage
    -
    {{spelldamage}} {{#rollWasCrit() spelldamage}} {{button}}{{/rollWasCrit() spelldamage}}
    +
    Damage
    +
    {{spelldamage}} {{#rollWasCrit() spelldamage}}{{#rollLess() spellfurytest spellfurytarget}}+ {{spellfury}}{{/rollLess() spellfurytest spellfurytarget}}{{#rollTotal() spellfurytest spellfurytarget}}+ {{spellfury}}{{/rollTotal() spellfurytest spellfurytarget}}{{#rollGreater() spellfurytest spellfurytarget}} Fury failed! {{/rollGreater() spellfurytest spellfurytarget}}{{/rollWasCrit() spelldamage}}
    {{/rollGreater() spellhits 0}} {{#rollGreater() spellhits 1}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 2
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 2
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 2
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 2
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 2
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 2
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 2
    -
    {{spelldamage2}} {{#rollWasCrit() spelldamage2}} {{button}}{{/rollWasCrit() spelldamage2}}
    +
    Damage {{0}}
    +
    {{spelldamage2}} {{#rollWasCrit() spelldamage2}}{{#rollLess() spellfurytest2 spellfurytarget2}}+ {{spellfury2}}{{/rollLess() spellfurytest2 spellfurytarget2}}{{#rollTotal() spellfurytest2 spellfurytarget2}}+ {{spellfury2}}{{/rollTotal() spellfurytest2 spellfurytarget2}}{{#rollGreater() spellfurytest2 spellfurytarget2}} Fury failed! {{/rollGreater() spellfurytest2 spellfurytarget2}}{{/rollWasCrit() spelldamage2}}
    {{/rollGreater() spellhits 1}} {{#rollGreater() spellhits 2}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 3
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 3
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 3
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 3
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 3
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 3
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 3
    -
    {{spelldamage3}} {{#rollWasCrit() spelldamage3}} {{button}}{{/rollWasCrit() spelldamage3}}
    +
    Damage {{0}}
    +
    {{spelldamage3}} {{#rollWasCrit() spelldamage3}}{{#rollLess() spellfurytest3 spellfurytarget3}}+ {{spellfury3}}{{/rollLess() spellfurytest3 spellfurytarget3}}{{#rollTotal() spellfurytest3 spellfurytarget3}}+ {{spellfury3}}{{/rollTotal() spellfurytest3 spellfurytarget3}}{{#rollGreater() spellfurytest3 spellfurytarget3}} Fury failed! {{/rollGreater() spellfurytest3 spellfurytarget3}}{{/rollWasCrit() spelldamage3}}
    {{/rollGreater() spellhits 2}} {{#rollGreater() spellhits 3}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 4
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 4
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 4
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 4
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 4
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 4
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 4
    -
    {{spelldamage4}} {{#rollWasCrit() spelldamage4}} {{button}}{{/rollWasCrit() spelldamage4}}
    +
    Damage {{0}}
    +
    {{spelldamage4}} {{#rollWasCrit() spelldamage4}}{{#rollLess() spellfurytest4 spellfurytarget4}}+ {{spellfury}}{{/rollLess() spellfurytest4 spellfurytarget4}}{{#rollTotal() spellfurytest4 spellfurytarget4}}+ {{spellfury4}}{{/rollTotal() spellfurytest4 spellfurytarget4}}{{#rollGreater() spellfurytest4 spellfurytarget4}} Fury failed! {{/rollGreater() spellfurytest4 spellfurytarget4}}{{/rollWasCrit() spelldamage4}}
    {{/rollGreater() spellhits 3}} {{#rollGreater() spellhits 4}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 5
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 5
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 5
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 5
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 5
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 5
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 5
    -
    {{spelldamage5}} {{#rollWasCrit() spelldamage5}} {{button}}{{/rollWasCrit() spelldamage5}}
    +
    Damage {{0}}
    +
    {{spelldamage5}} {{#rollWasCrit() spelldamage5}}{{#rollLess() spellfurytest5 spellfurytarget5}}+ {{spellfury5}}{{/rollLess() spellfurytest5 spellfurytarget5}}{{#rollTotal() spellfurytest5 spellfurytarget5}}+ {{spellfury5}}{{/rollTotal() spellfurytest5 spellfurytarget5}}{{#rollGreater() spellfurytest5 spellfurytarget5}} Fury failed! {{/rollGreater() spellfurytest5 spellfurytarget5}}{{/rollWasCrit() spelldamage5}}
    {{/rollGreater() spellhits 4}} {{#rollGreater() spellhits 5}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 6
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 6
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 6
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 6
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 6
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 6
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 6
    -
    {{spelldamage6}} {{#rollWasCrit() spelldamage6}} {{button}}{{/rollWasCrit() spelldamage6}}
    +
    Damage {{0}}
    +
    {{spelldamage6}} {{#rollWasCrit() spelldamage6}}{{#rollLess() spellfurytest6 spellfurytarget6}}+ {{spellfury}}{{/rollLess() spellfurytest6 spellfurytarget6}}{{#rollTotal() spellfurytest6 spellfurytarget6}}+ {{spellfury6}}{{/rollTotal() spellfurytest6 spellfurytarget6}}{{#rollGreater() spellfurytest6 spellfurytarget6}} Fury failed! {{/rollGreater() spellfurytest6 spellfurytarget6}}{{/rollWasCrit() spelldamage6}}
    {{/rollGreater() spellhits 5}} {{#rollGreater() spellhits 6}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 7
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 7
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 7
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 7
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 7
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 7
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 7
    -
    {{spelldamage7}} {{#rollWasCrit() spelldamage7}} {{button}}{{/rollWasCrit() spelldamage7}}
    +
    Damage {{0}}
    +
    {{spelldamage7}} {{#rollWasCrit() spelldamage7}}{{#rollLess() spellfurytest7 spellfurytarget7}}+ {{spellfury7}}{{/rollLess() spellfurytest7 spellfurytarget7}}{{#rollTotal() spellfurytest7 spellfurytarget7}}+ {{spellfury7}}{{/rollTotal() spellfurytest7 spellfurytarget7}}{{#rollGreater() spellfurytest7 spellfurytarget7}} Fury failed! {{/rollGreater() spellfurytest7 spellfurytarget7}}{{/rollWasCrit() spelldamage7}}
    {{/rollGreater() spellhits 6}} {{#rollGreater() spellhits 7}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 8
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 8
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 8
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 8
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 8
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 8
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 8
    -
    {{spelldamage8}} {{#rollWasCrit() spelldamage8}} {{button}}{{/rollWasCrit() spelldamage8}}
    +
    Damage {{0}}
    +
    {{spelldamage8}} {{#rollWasCrit() spelldamage8}}{{#rollLess() spellfurytest8 spellfurytarget8}}+ {{spellfury8}}{{/rollLess() spellfurytest8 spellfurytarget8}}{{#rollTotal() spellfurytest8 spellfurytarget8}}+ {{spellfury8}}{{/rollTotal() spellfurytest8 spellfurytarget8}}{{#rollGreater() spellfurytest8 spellfurytarget8}} Fury failed! {{/rollGreater() spellfurytest8 spellfurytarget8}}{{/rollWasCrit() spelldamage8}}
    {{/rollGreater() spellhits 7}} {{#rollGreater() spellhits 8}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 9
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 9
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 9
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 9
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 9
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 9
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 9
    -
    {{spelldamage9}} {{#rollWasCrit() spelldamage9}} {{button}}{{/rollWasCrit() spelldamage9}}
    +
    Damage {{0}}
    +
    {{spelldamage9}} {{#rollWasCrit() spelldamage9}}{{#rollLess() spellfurytest9 spellfurytarget9}}+ {{spellfury9}}{{/rollLess() spellfurytest9 spellfurytarget9}}{{#rollTotal() spellfurytest9 spellfurytarget9}}+ {{spellfury9}}{{/rollTotal() spellfurytest9 spellfurytarget9}}{{#rollGreater() spellfurytest9 spellfurytarget9}} Fury failed! {{/rollGreater() spellfurytest9 spellfurytarget9}}{{/rollWasCrit() spelldamage9}}
    {{/rollGreater() spellhits 8}} {{#rollGreater() spellhits 9}} {{#rollBetween() hitlocation 1 15}}
    -
    Hit Location 10
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    -
    Hit Location 10
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    -
    Hit Location 10
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    -
    Hit Location 10
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    -
    Hit Location 10
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    -
    Hit Location 10
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage 10
    -
    {{spelldamage10}} {{#rollWasCrit() spelldamage10}} {{button}}{{/rollWasCrit() spelldamage10}}
    +
    Damage {{0}}
    +
    {{spelldamage10}} {{#rollWasCrit() spelldamage10}}{{#rollLess() spellfurytest10 spellfurytarget10}}+ {{spellfury}}{{/rollLess() spellfurytest10 spellfurytarget10}}{{#rollTotal() spellfurytest10 spellfurytarget10}}+ {{spellfury10}}{{/rollTotal() spellfurytest10 spellfurytarget10}}{{#rollGreater() spellfurytest10 spellfurytarget10}} Fury failed! {{/rollGreater() spellfurytest10 spellfurytarget10}}{{/rollWasCrit() spelldamage10}}
    {{/rollGreater() spellhits 9}} {{/rollTotal() spelltest spellcastingnumber}} {{#rollGreater() spelltest spellcastingnumber}}
    -
    Outcome
    -
    Spellcasting succeeds
    +
    Outcome
    +
    Spellcasting succeeds
    {{#spelldescription}}
    @@ -6512,7 +6438,7 @@

    {{/spelldescription}} {{#rollGreater() spellhealing 0}}
    -
    Spell Healing
    +
    Spell Healing
    {{spellhealing}}
    {{/rollGreater() spellhealing 0}} @@ -6520,420 +6446,420 @@

    {{#rollBetween() hitlocation 1 15}}
    Hit Location
    -
    Hit Head
    +
    Hit Head
    {{/rollBetween() hitlocation 1 15}} {{#rollBetween() hitlocation 16 35}}
    Hit Location
    -
    Hit Right Arm
    +
    Hit Right Arm
    {{/rollBetween() hitlocation 16 35}} {{#rollBetween() hitlocation 36 55}}
    Hit Location
    -
    Hit Left Arm
    +
    Hit Left Arm
    {{/rollBetween() hitlocation 36 55}} {{#rollBetween() hitlocation 56 80}}
    Hit Location
    -
    Hit Body
    +
    Hit Body
    {{/rollBetween() hitlocation 56 80}} {{#rollBetween() hitlocation 81 90}}
    Hit Location
    -
    Hit Right Leg
    +
    Hit Right Leg
    {{/rollBetween() hitlocation 81 90}} {{#rollBetween() hitlocation 91 100}}
    Hit Location
    -
    Hit Left Leg
    +
    Hit Left Leg
    {{/rollBetween() hitlocation 91 100}}
    -
    Damage
    -
    {{spelldamage}} {{#rollWasCrit() spelldamage}} {{button}}{{/rollWasCrit() spelldamage}}
    +
    Damage
    +
    {{spelldamage}} {{#rollWasCrit() spelldamage}}{{#rollLess() spellfurytest spellfurytarget}}+ {{spellfury}}{{/rollLess() spellfurytest spellfurytarget}}{{#rollTotal() spellfurytest spellfurytarget}}+ {{spellfury}}{{/rollTotal() spellfurytest spellfurytarget}}{{#rollGreater() spellfurytest spellfurytarget}} Fury failed! {{/rollGreater() spellfurytest spellfurytarget}}{{/rollWasCrit() spelldamage}}
    {{/rollGreater() spellhits 0}} {{#rollGreater() spellhits 1}} {{#rollBetween() hitlocation2 1 15}}
    -
    Hit Location 2
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation2 1 15}} {{#rollBetween() hitlocation2 16 35}}
    -
    Hit Location 2
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation2 16 35}} {{#rollBetween() hitlocation2 36 55}}
    -
    Hit Location 2
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation2 36 55}} {{#rollBetween() hitlocation2 56 80}}
    -
    Hit Location 2
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation2 56 80}} {{#rollBetween() hitlocation2 81 90}}
    -
    Hit Location 2
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation2 81 90}} {{#rollBetween() hitlocation2 91 100}}
    -
    Hit Location 2
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation2 91 100}}
    -
    Damage 2
    -
    {{spelldamage2}} {{#rollWasCrit() spelldamage2}} {{button}}{{/rollWasCrit() spelldamage2}}
    +
    Damage {{0}}
    +
    {{spelldamage2}} {{#rollWasCrit() spelldamage2}}{{#rollLess() spellfurytest2 spellfurytarget2}}+ {{spellfury2}}{{/rollLess() spellfurytest2 spellfurytarget2}}{{#rollTotal() spellfurytest2 spellfurytarget2}}+ {{spellfury2}}{{/rollTotal() spellfurytest2 spellfurytarget2}}{{#rollGreater() spellfurytest2 spellfurytarget2}} Fury failed! {{/rollGreater() spellfurytest2 spellfurytarget2}}{{/rollWasCrit() spelldamage2}}
    {{/rollGreater() spellhits 1}} {{#rollGreater() spellhits 2}} {{#rollBetween() hitlocation3 1 15}}
    -
    Hit Location 3
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation3 1 15}} {{#rollBetween() hitlocation3 16 35}}
    -
    Hit Location 3
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation3 16 35}} {{#rollBetween() hitlocation3 36 55}}
    -
    Hit Location 3
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation3 36 55}} {{#rollBetween() hitlocation3 56 80}}
    -
    Hit Location 3
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation3 56 80}} {{#rollBetween() hitlocation3 81 90}}
    -
    Hit Location 3
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation3 81 90}} {{#rollBetween() hitlocation3 91 100}}
    -
    Hit Location 3
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation3 91 100}}
    -
    Damage 3
    -
    {{spelldamage3}} {{#rollWasCrit() spelldamage3}} {{button}}{{/rollWasCrit() spelldamage3}}
    +
    Damage {{0}}
    +
    {{spelldamage3}} {{#rollWasCrit() spelldamage3}}{{#rollLess() spellfurytest3 spellfurytarget3}}+ {{spellfury3}}{{/rollLess() spellfurytest3 spellfurytarget3}}{{#rollTotal() spellfurytest3 spellfurytarget3}}+ {{spellfury3}}{{/rollTotal() spellfurytest3 spellfurytarget3}}{{#rollGreater() spellfurytest3 spellfurytarget3}} Fury failed! {{/rollGreater() spellfurytest3 spellfurytarget3}}{{/rollWasCrit() spelldamage3}}
    {{/rollGreater() spellhits 2}} {{#rollGreater() spellhits 3}} {{#rollBetween() hitlocation4 1 15}}
    -
    Hit Location 4
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation4 1 15}} {{#rollBetween() hitlocation4 16 35}}
    -
    Hit Location 4
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation4 16 35}} {{#rollBetween() hitlocation4 36 55}}
    -
    Hit Location 4
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation4 36 55}} {{#rollBetween() hitlocation4 56 80}}
    -
    Hit Location 4
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation4 56 80}} {{#rollBetween() hitlocation4 81 90}}
    -
    Hit Location 4
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation4 81 90}} {{#rollBetween() hitlocation4 91 100}}
    -
    Hit Location 4
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation4 91 100}}
    -
    Damage 4
    -
    {{spelldamage4}} {{#rollWasCrit() spelldamage4}} {{button}}{{/rollWasCrit() spelldamage4}}
    +
    Damage {{0}}
    +
    {{spelldamage4}} {{#rollWasCrit() spelldamage4}}{{#rollLess() spellfurytest4 spellfurytarget4}}+ {{spellfury4}}{{/rollLess() spellfurytest4 spellfurytarget4}}{{#rollTotal() spellfurytest4 spellfurytarget4}}+ {{spellfury4}}{{/rollTotal() spellfurytest4 spellfurytarget4}}{{#rollGreater() spellfurytest4 spellfurytarget4}} Fury failed! {{/rollGreater() spellfurytest4 spellfurytarget4}}{{/rollWasCrit() spelldamage4}}
    {{/rollGreater() spellhits 3}} {{#rollGreater() spellhits 4}} {{#rollBetween() hitlocation5 1 15}}
    -
    Hit Location 5
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation5 1 15}} {{#rollBetween() hitlocation5 16 35}}
    -
    Hit Location 5
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation5 16 35}} {{#rollBetween() hitlocation5 36 55}}
    -
    Hit Location 5
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation5 36 55}} {{#rollBetween() hitlocation5 56 80}}
    -
    Hit Location 5
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation5 56 80}} {{#rollBetween() hitlocation5 81 90}}
    -
    Hit Location 5
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation5 81 90}} {{#rollBetween() hitlocation5 91 100}}
    -
    Hit Location 5
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation5 91 100}}
    -
    Damage 5
    -
    {{spelldamage5}} {{#rollWasCrit() spelldamage5}} {{button}}{{/rollWasCrit() spelldamage5}}
    +
    Damage {{0}}
    +
    {{spelldamage5}} {{#rollWasCrit() spelldamage5}}{{#rollLess() spellfurytest5 spellfurytarget5}}+ {{spellfury5}}{{/rollLess() spellfurytest5 spellfurytarget5}}{{#rollTotal() spellfurytest5 spellfurytarget5}}+ {{spellfury5}}{{/rollTotal() spellfurytest5 spellfurytarget5}}{{#rollGreater() spellfurytest5 spellfurytarget5}} Fury failed! {{/rollGreater() spellfurytest5 spellfurytarget5}}{{/rollWasCrit() spelldamage5}}
    {{/rollGreater() spellhits 4}} {{#rollGreater() spellhits 5}} {{#rollBetween() hitlocation6 1 15}}
    -
    Hit Location 6
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation6 1 15}} {{#rollBetween() hitlocation6 16 35}}
    -
    Hit Location 6
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation6 16 35}} {{#rollBetween() hitlocation6 36 55}}
    -
    Hit Location 6
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation6 36 55}} {{#rollBetween() hitlocation6 56 80}}
    -
    Hit Location 6
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation6 56 80}} {{#rollBetween() hitlocation6 81 90}}
    -
    Hit Location 6
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation6 81 90}} {{#rollBetween() hitlocation6 91 100}}
    -
    Hit Location 6
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation6 91 100}}
    -
    Damage 6
    -
    {{spelldamage6}} {{#rollWasCrit() spelldamage6}} {{button}}{{/rollWasCrit() spelldamage6}}
    +
    Damage {{0}}
    +
    {{spelldamage6}} {{#rollWasCrit() spelldamage6}}{{#rollLess() spellfurytest6 spellfurytarget6}}+ {{spellfury6}}{{/rollLess() spellfurytest6 spellfurytarget6}}{{#rollTotal() spellfurytest6 spellfurytarget6}}+ {{spellfury6}}{{/rollTotal() spellfurytest6 spellfurytarget6}}{{#rollGreater() spellfurytest6 spellfurytarget6}} Fury failed! {{/rollGreater() spellfurytest6 spellfurytarget6}}{{/rollWasCrit() spelldamage6}}
    {{/rollGreater() spellhits 5}} {{#rollGreater() spellhits 6}} {{#rollBetween() hitlocation7 1 15}}
    -
    Hit Location 7
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation7 1 15}} {{#rollBetween() hitlocation7 16 35}}
    -
    Hit Location 7
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation7 16 35}} {{#rollBetween() hitlocation7 36 55}}
    -
    Hit Location 7
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation7 36 55}} {{#rollBetween() hitlocation7 56 80}}
    -
    Hit Location 7
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation7 56 80}} {{#rollBetween() hitlocation7 81 90}}
    -
    Hit Location 7
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation7 81 90}} {{#rollBetween() hitlocation7 91 100}}
    -
    Hit Location 7
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation7 91 100}}
    -
    Damage 7
    -
    {{spelldamage7}} {{#rollWasCrit() spelldamage7}} {{button}}{{/rollWasCrit() spelldamage7}}
    +
    Damage {{0}}
    +
    {{spelldamage7}} {{#rollWasCrit() spelldamage7}}{{#rollLess() spellfurytest7 spellfurytarget7}}+ {{spellfury7}}{{/rollLess() spellfurytest7 spellfurytarget7}}{{#rollTotal() spellfurytest7 spellfurytarget7}}+ {{spellfury7}}{{/rollTotal() spellfurytest7 spellfurytarget7}}{{#rollGreater() spellfurytest7 spellfurytarget7}} Fury failed! {{/rollGreater() spellfurytest7 spellfurytarget7}}{{/rollWasCrit() spelldamage7}}
    {{/rollGreater() spellhits 6}} {{#rollGreater() spellhits 7}} {{#rollBetween() hitlocation8 1 15}}
    -
    Hit Location 8
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation8 1 15}} {{#rollBetween() hitlocation8 16 35}}
    -
    Hit Location 8
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation8 16 35}} {{#rollBetween() hitlocation8 36 55}}
    -
    Hit Location 8
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation8 36 55}} {{#rollBetween() hitlocation8 56 80}}
    -
    Hit Location 8
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation8 56 80}} {{#rollBetween() hitlocation8 81 90}}
    -
    Hit Location 8
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation8 81 90}} {{#rollBetween() hitlocation8 91 100}}
    -
    Hit Location 8
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation8 91 100}}
    -
    Damage 8
    -
    {{spelldamage8}} {{#rollWasCrit() spelldamage8}} {{button}}{{/rollWasCrit() spelldamage8}}
    +
    Damage {{0}}
    +
    {{spelldamage8}} {{#rollWasCrit() spelldamage8}}{{#rollLess() spellfurytest8 spellfurytarget8}}+ {{spellfury8}}{{/rollLess() spellfurytest8 spellfurytarget8}}{{#rollTotal() spellfurytest8 spellfurytarget8}}+ {{spellfury8}}{{/rollTotal() spellfurytest8 spellfurytarget8}}{{#rollGreater() spellfurytest8 spellfurytarget8}} Fury failed! {{/rollGreater() spellfurytest8 spellfurytarget8}}{{/rollWasCrit() spelldamage8}}
    {{/rollGreater() spellhits 7}} {{#rollGreater() spellhits 8}} {{#rollBetween() hitlocation9 1 15}}
    -
    Hit Location 9
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation9 1 15}} {{#rollBetween() hitlocation9 16 35}}
    -
    Hit Location 9
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation9 16 35}} {{#rollBetween() hitlocation9 36 55}}
    -
    Hit Location 9
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation9 36 55}} {{#rollBetween() hitlocation9 56 80}}
    -
    Hit Location 9
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation9 56 80}} {{#rollBetween() hitlocation9 81 90}}
    -
    Hit Location 9
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation9 81 90}} {{#rollBetween() hitlocation9 91 100}}
    -
    Hit Location 9
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation9 91 100}}
    -
    Damage 9
    -
    {{spelldamage9}} {{#rollWasCrit() spelldamage9}} {{button}}{{/rollWasCrit() spelldamage9}}
    +
    Damage {{0}}
    +
    {{spelldamage9}} {{#rollWasCrit() spelldamage9}}{{#rollLess() spellfurytest9 spellfurytarget9}}+ {{spellfury9}}{{/rollLess() spellfurytest9 spellfurytarget9}}{{#rollTotal() spellfurytest9 spellfurytarget9}}+ {{spellfury9}}{{/rollTotal() spellfurytest9 spellfurytarget9}}{{#rollGreater() spellfurytest9 spellfurytarget9}} Fury failed! {{/rollGreater() spellfurytest9 spellfurytarget9}}{{/rollWasCrit() spelldamage9}}
    {{/rollGreater() spellhits 8}} {{#rollGreater() spellhits 9}} {{#rollBetween() hitlocation10 1 15}}
    -
    Hit Location 10
    -
    Hit Head
    +
    Hit Location {{0}}
    +
    Hit Head
    {{/rollBetween() hitlocation10 1 15}} {{#rollBetween() hitlocation10 16 35}}
    -
    Hit Location 10
    -
    Hit Right Arm
    +
    Hit Location {{0}}
    +
    Hit Right Arm
    {{/rollBetween() hitlocation10 16 35}} {{#rollBetween() hitlocation10 36 55}}
    -
    Hit Location 10
    -
    Hit Left Arm
    +
    Hit Location {{0}}
    +
    Hit Left Arm
    {{/rollBetween() hitlocation10 36 55}} {{#rollBetween() hitlocation10 56 80}}
    -
    Hit Location 10
    -
    Hit Body
    +
    Hit Location {{0}}
    +
    Hit Body
    {{/rollBetween() hitlocation10 56 80}} {{#rollBetween() hitlocation10 81 90}}
    -
    Hit Location 10
    -
    Hit Right Leg
    +
    Hit Location {{0}}
    +
    Hit Right Leg
    {{/rollBetween() hitlocation10 81 90}} {{#rollBetween() hitlocation10 91 100}}
    -
    Hit Location 10
    -
    Hit Left Leg
    +
    Hit Location {{0}}
    +
    Hit Left Leg
    {{/rollBetween() hitlocation10 91 100}}
    -
    Damage 10
    -
    {{spelldamage10}} {{#rollWasCrit() spelldamage10}} {{button}}{{/rollWasCrit() spelldamage10}}
    +
    Damage {{0}}
    +
    {{spelldamage10}} {{#rollWasCrit() spelldamage10}}{{#rollLess() spellfurytest10 spellfurytarget10}}+ {{spellfury10}}{{/rollLess() spellfurytest10 spellfurytarget10}}{{#rollTotal() spellfurytest10 spellfurytarget10}}+ {{spellfury10}}{{/rollTotal() spellfurytest10 spellfurytarget10}}{{#rollGreater() spellfurytest10 spellfurytarget10}} Fury failed! {{/rollGreater() spellfurytest10 spellfurytarget10}}{{/rollWasCrit() spelldamage10}}
    {{/rollGreater() spellhits 9}} {{/rollGreater() spelltest spellcastingnumber}} @@ -6955,14 +6881,14 @@

    {{/runeinscribenumber}} {{#rollLess() inscribetest runeinscribenumber}}
    -
    Outcome
    -
    Inscription fails
    +
    Outcome
    +
    Inscription fails
    {{/rollLess() inscribetest runeinscribenumber}} {{#rollTotal() inscribetest runeinscribenumber}}
    -
    Outcome
    -
    Inscription succeeds
    +
    Outcome
    +
    Inscription succeeds
    Rune Description (permanent)
    @@ -6975,8 +6901,8 @@

    {{/rollTotal() inscribetest runeinscribenumber}} {{#rollGreater() inscribetest runeinscribenumber}}
    -
    Outcome
    -
    Inscription succeeds
    +
    Outcome
    +
    Inscription succeeds
    Rune Description (permanent)
    @@ -6988,13 +6914,1965 @@

    {{/rollGreater() inscribetest runeinscribenumber}} - - {{#action_description}} + + {{#special_rule_description}}
    Description
    -
    {{action_description}}
    +
    {{special_rule_description}}
    +
    + {{/special_rule_description}} + + + {{#critvalue}} +
    +
    Critical Location
    + {{#rollTotal() critlocation 1}} +
    Head
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Right Arm
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Left Arm
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Body
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Right Leg
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Left Leg
    + {{/rollTotal() critlocation 6}} +
    +
    +
    Critical Value
    +
    {{critvalue}}
    +
    +
    +
    Critical Roll
    +
    {{critroll}}
    +
    + {{#rollTotal() critvalue 1}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Disoriented by the blow. Character can only take a half action on his next turn.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The wind is knocked out of the character. All tests and attacks suffer a –20% penalty for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Stumbles. Character can only take a half action on his next turn.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Stumbles. Character can only take a half action on his next turn.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Disoriented by the blow. Character can only take a half action on his next turn.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The wind is knocked out of the character. All tests and attacks suffer a –20% penalty for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Stumbles. Character can only take a half action on his next turn.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Stumbles. Character can only take a half action on his next turn.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 1}} + {{#rollTotal() critvalue 2}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 2}} + {{#rollTotal() critvalue 3}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Struck in the groin. The pain is such that the character cannot take any actions for one round.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 3}} + {{#rollTotal() critvalue 4}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 4}} + {{#rollTotal() critvalue 5}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 5}} + {{#rollTotal() critvalue 6}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Stunned for 1d10 rounds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 6}} + {{#rollTotal() critvalue 7}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 7}} + {{#rollTotal() critvalue 8}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 8}} + {{#rollTotal() critvalue 9}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 9}} + {{#rollTotal() critvalue 10}} + {{#rollBetween() critroll 91 100}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 91 100}} + {{#rollBetween() critroll 81 90}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 81 90}} + {{#rollBetween() critroll 71 80}} +
    +
    Critical Effect
    + {{#rollTotal() critlocation 1}} +
    Skull pierced by a mighty blow. Death is instantaneous.
    + {{/rollTotal() critlocation 1}} + {{#rollTotal() critlocation 2}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 2}} + {{#rollTotal() critlocation 3}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 3}} + {{#rollTotal() critlocation 4}} +
    Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
    + {{/rollTotal() critlocation 4}} + {{#rollTotal() critlocation 5}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 5}} + {{#rollTotal() critlocation 6}} +
    Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
    + {{/rollTotal() critlocation 6}} +
    + {{/rollBetween() critroll 71 80}} + {{#rollBetween() critroll 61 70}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 61 70}} + {{#rollBetween() critroll 51 60}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 51 60}} + {{#rollBetween() critroll 41 50}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 41 50}} + {{#rollBetween() critroll 31 40}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 31 40}} + {{#rollBetween() critroll 21 30}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 21 30}} + {{#rollBetween() critroll 11 20}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 11 20}} + {{#rollBetween() critroll 1 10}} +
    +
    Critical Effect
    + {{#rollBetween() critlocation 1 6}} +
    Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
    + {{/rollBetween() critlocation 1 6}} +
    + {{/rollBetween() critroll 1 10}} + {{/rollTotal() critvalue 10}} + {{/critvalue}} + + {{#bloodloss}} +
    +
    Blood Loss
    +
    {{bloodloss}}
    +
    + {{#rollBetween() bloodloss 1 80}} +
    +
    Result
    +
    Survive one more round.
    +
    + {{/rollBetween() bloodloss 1 80}} + {{#rollBetween() bloodloss 81 100}} +
    +
    Result
    +
    Death from blood loss!
    - {{/action_description}} + {{/rollBetween() bloodloss 81 100}} + {{/bloodloss}} {{#showclassactions}} diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json index 38cecf33fda8..dc9d5d728855 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json @@ -7,18 +7,18 @@ "concept":"Concept", "advancements":"Advancements", "xp":"XP", - + "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", - + "character-profile":"Character Profile", "main-profile":"Main Profile", "main":"Main", - + "abbreviate-weapon-skill":"WS", "abbreviate-ballistic-skill":"BS", "abbreviate-strength":"S", @@ -27,15 +27,15 @@ "abbreviate-intelligence":"Int", "abbreviate-will-power":"WP", "abbreviate-fellowship":"Fel", - + "starting":"Starting", "talents":"Talents", "advance":"Advance", "current":"Current", - + "secondary-profile":"Secondary Profile", "secondary":"Secondary", - + "abbreviate-attacks":"A", "abbreviate-wounds":"W", "abbreviate-strength-bonus":"SB", @@ -44,7 +44,7 @@ "abbreviate-magic":"Mag", "abbreviate-insanity-points":"IP", "abbreviate-fate-points":"FP", - + "combat":"Combat", "initiative":"Initiative", "wounds":"Wounds", @@ -53,30 +53,34 @@ "charge":"Charge", "run":"Run", "leap":"Leap", - + "abbreviate-initiative":"Init", - + "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", - + "abbreviate-characteristic":"Char", - + "training":"Training", - "misc":"Misc","total":"Total", + "misc":"Misc", + "total":"Total", "roll":"Roll", - + "abbreviate-gm":"GM", - + "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - - "actions":"Actions", - "action-name":"Action Name", - + + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", + "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -90,6 +94,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -97,7 +102,7 @@ "search":"Search", "silent-move":"Silent Move", "swim":"Swim", - + "advanced-skills":"Advanced Skills", "animal-training":"Animal Training", "blather":"Blather", @@ -105,19 +110,21 @@ "charm-animal":"Charm Animal", "dodge-blow":"Dodge Blow", "follow-trail":"Follow Trail", - "heal":"Heal","hypnotism":"Hypnotism", + "heal":"Heal", + "hypnotism":"Hypnotism", "lip-reading":"Lip Reading", "magical-sense":"Magical Sense", "navigation":"Navigation", "pick-lock":"Pick Lock", "prepare-poison":"Prepare Poison", "read-and-write":"Read and Write", - "sail":"Sail","set-trap":"Set Trap", + "sail":"Sail", + "set-trap":"Set Trap", "shadowing":"Shadowing", "sleight-of-hand":"Sleight of Hand", "torture":"Torture", "vetroloquism":"Ventriloquism", - + "astrology":"Astrology", "star-sign":"Star Sign", "doom":"Doom", @@ -131,12 +138,13 @@ "skin":"Skin", "hair":"Hair", "history":"History", - + "miscellaneous-notes":"Miscellaneous Notes", - + "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", - + "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", "strength":"Strength", @@ -145,7 +153,7 @@ "intelligence":"Intelligence", "will-power":"Will Power", "fellowship":"Fellowship", - + "career-secondary-profile":"Career Secondary Profile", "attacks":"Attacks", "strength-bonus":"Strength Bonus", @@ -154,20 +162,20 @@ "magic":"Magic", "insanity-points":"Insanity Points", "fate-points":"Fate Points", - + "career-skills":"Career Skills", "career-talents":"Career Talents", "career-exits":"Career Exits", - + "second-career":"Second Career", "third-career":"Third Career", "fourth-career":"Fourth Career", "fifth-career":"Fifth Career", - + "melee-weapons":"Melee Weapons", - + "abbreviate-proficiency":"Prof?", - + "weapon":"Weapon", "craftsmanship":"Craftsmanship", "ws-bonus":"WS Bonus", @@ -176,50 +184,68 @@ "impact":"Impact", "defensive":"Defensive", "qualities":"Qualities", - + "attack":"Attack", "parry":"Parry", - + + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", + "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", - + "ranged-weapons":"Ranged Weapons", "bs-bonus":"BS Bonus", "type":"Type", "reload":"Reload", "range":"Range", "ammo":"Ammo", - + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", + "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", - + + "perform-chanelling":"Take a Half Action to perform Chanelling", + + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", "ingredient":"Ingredient", "spell-damage":"Spell Damage", "spell-description":"Spell Description", - + "petty-spell":"Petty Spell", "lesser-spell":"Lesser Spell", "arcane-spell":"Arcane Spell", "divine-spell":"Divine Spell", - + "rune":"Rune", "inscription-number":"Inscription Number", "empowerment":"Empowerment", "inscribe":"Inscribe", "permanent-rune-description":"Permanent Rune Description", "temporary-rune-description":"Temporary Rune Description", - + "coin-carried":"Coin Carried", "brass-pennies-bp":"Brass Pennies (BP)", "silver-shillings-ss":"Silver Shillings (SS)", @@ -227,7 +253,7 @@ "total-gc-value":"Total GC Value", "exchange-rate":"Exchange Rate", "exchange-rate-description":"240 brass pennies = 20 silver shilling = 1 gold crown", - + "encumbrance":"Encumbrance", "trappings":"Trappings", "coin":"Coin", @@ -237,42 +263,75 @@ "encumbered":"Encumbered", "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", + "encumbrance-description":"Encumbrance entered in each row below is:", - + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", + "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", "show-all":"Show All", - + "row-nr":"Row #", "carried-question":"Carried?", - + "abbreviate-quantity":"Qty", - - "name":"Name", + "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", "magic-bonus":"Magic Bonus", "total-ap":"Total AP", - + "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", - + "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", - + "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + + "characteristic":"Characteristic" } diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json index f8b08a577568..e174b32cd3a9 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json @@ -1,239 +1,286 @@ { - "character-name":"Character Name", - "career":"Career", - "career-path":"Career Path", + "character-name":"Nom du personnage", + "career":"Carrière", + "career-path":"Anciennes Carrières", "race":"Race", "religion":"Religion", - "concept":"Concept", - "advancements":"Advancements", + "concept":"Lieu de naissance", + "advancements":"Progression", "xp":"XP", - "core-stats":"Core Stats", - "weapons":"Weapons", - "background":"Background", - "armor":"Armor", - "spellbook":"Spellbook ", - "inventory":"Inventory", - "character-profile":"Character Profile", - "main-profile":"Main Profile", - "main":"Main", - "abbreviate-weapon-skill":"WS", - "abbreviate-ballistic-skill":"BS", - "abbreviate-strength":"S", - "abbreviate-toughness":"T", + "core-stats":"Principal", + "background":"Biographie ", + "weapons":"Armes", + "armor":"Armure", + "spellbook":"Grimoire ", + "inventory":"Inventaire", + "character-profile":"Profil de personnage", + "main-profile":"Profil principal", + "main":"Principal", + "abbreviate-weapon-skill":"CC", + "abbreviate-ballistic-skill":"CT", + "abbreviate-strength":"F", + "abbreviate-toughness":"E", "abbreviate-agility":"Ag", "abbreviate-intelligence":"Int", - "abbreviate-will-power":"WP", - "abbreviate-fellowship":"Fel", - "starting":"Starting", + "abbreviate-will-power":"FM", + "abbreviate-fellowship":"Soc", + "starting":"Base", "talents":"Talents", - "advance":"Advance", - "current":"Current", - "secondary-profile":"Secondary Profile", - "secondary":"Secondary", + "advance":"Avancé", + "current":"Actuel", + "secondary-profile":"Profil Secondaire", + "secondary":"Secondaire", "abbreviate-attacks":"A", - "abbreviate-wounds":"W", - "abbreviate-strength-bonus":"SB", - "abbreviate-toughness-bonus":"TB", + "abbreviate-wounds":"B", + "abbreviate-strength-bonus":"BF", + "abbreviate-toughness-bonus":"BE", "abbreviate-movement":"M", "abbreviate-magic":"Mag", - "abbreviate-insanity-points":"IP", - "abbreviate-fate-points":"FP", + "abbreviate-insanity-points":"PF", + "abbreviate-fate-points":"PD", "combat":"Combat", "initiative":"Initiative", - "wounds":"Wounds", + "wounds":"Blessure", "fortune":"Fortune", - "move":"Move", + "move":"Mouvement", "charge":"Charge", - "run":"Run", - "leap":"Leap", + "run":"Course", + "leap":"Saut", "abbreviate-initiative":"Init", - "check-luck":"Check if you have the Luck Talent", - "talent-name":"Talent Name", - "description":"Descripton", - "skills":"Skills", - "knowledge-and-language-skills":"Knowledge and Language Skills", - "skill-name":"Skill Name", - "abbreviate-characteristic":"Char", - "training":"Training", - "misc":"Misc", + "check-luck":"Cocher si vous avez le talent Chance", + "talent-name":"Nom du talent", + "description":"Description", + "skills":"Compétences", + "knowledge-and-language-skills":"Connaissance et langage", + "skill-name":"Compétence", + "abbreviate-characteristic":"Cara", + "training":"Niveau", + "misc":"Divers", "total":"Total", "roll":"Roll", - "abbreviate-gm":"GM", - "common-knowledge-any":"Common Knowledge (any)", - "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", - "basic-skills":"Basic Skills", - "animal-care":"Animal Care", - "charm":"Charm", - "command":"Command", - "concealment":"Concealment", - "consume-alcohol":"Consume Alcohol", - "disguise":"Disguise", - "drive":"Drive", - "evaluate":"Evaluate", - "gamble":"Gamble", - "gossip":"Gossip", - "haggle":"Haggle", - "intimidate":"Intimidate", + "abbreviate-gm":"MJ", + "common-knowledge-any":"Connaissance Générale (toutes)", + "common-knowledge":"Connaissance Générale", + "trained":"Acquis", + "perform-trade-and-other-skills":"Capacités, marchandage et autres", + "basic":"Base", + "special-rules":"Règles Spéciales", + "name":"Nom", + "basic-skills":"Compétences de Base", + "animal-care":"Soin des animaux", + "charm":"Charisme", + "command":"Commandement", + "concealment":"Dissimulation", + "consume-alcohol":"Résistance à l'alcool", + "disguise":"Déguisement", + "drive":"Conduite d'attelages", + "evaluate":"Évaluation", + "gamble":"Jeu", + "gossip":"Commérage", + "haggle":"Marchandage", + "intimidate":"Intimidation", + "outdoor-survival":"Survie en nature", "preception":"Perception", - "ride":"Ride", - "row":"Row", - "scale-sheet-surface":"Scale Sheer Surface", - "search":"Search", - "silent-move":"Silent Move", - "swim":"Swim", - "advanced-skills":"Advanced Skills", - "animal-training":"Animal Training", - "blather":"Blather", - "chanelling":"Chanelling", - "charm-animal":"Charm Animal", - "dodge-blow":"Dodge Blow", - "follow-trail":"Follow Trail", - "heal":"Heal", - "hypnotism":"Hypnotism", - "lip-reading":"Lip Reading", - "magical-sense":"Magical Sense", - "navigation":"Navigation", - "pick-lock":"Pick Lock", - "prepare-poison":"Prepare Poison", - "read-and-write":"Read and Write", - "sail":"Sail", - "set-trap":"Set Trap", - "shadowing":"Shadowing", - "sleight-of-hand":"Sleight of Hand", + "ride":"Équitation", + "row":"Canotage", + "scale-sheet-surface":"Escalade", + "search":"Fouille", + "silent-move":"Déplacement Silencieux", + "swim":"Natation", + "advanced-skills":"Compétences Avancées", + "animal-training":"Dressage", + "blather":"Baratin", + "chanelling":"Focalisation", + "charm-animal":"Emprise sur les animaux", + "dodge-blow":"Esquive", + "follow-trail":"Pistage", + "heal":"Soins", + "hypnotism":"Hypnotisme", + "lip-reading":"Lecture sur les lèvres", + "magical-sense":"Sens de la magie", + "navigation":"Orientation", + "pick-lock":"Crochetage", + "prepare-poison":"Préparation de Poison", + "read-and-write":"Lire/Écrire", + "sail":"Navigation", + "set-trap":"Braconnage", + "shadowing":"Filature", + "sleight-of-hand":"Escamotage", "torture":"Torture", - "vetroloquism":"Ventriloquism", - "astrology":"Astrology", - "star-sign":"Star Sign", - "doom":"Doom", - "appearance":"Appearance", - "gender":"Gender", - "build":"Build", + "vetroloquism":"Ventriloquie", + "astrology":"Astrologie", + "star-sign":"Signe Astral", + "doom":"Corruption", + "appearance":"Apparence", + "gender":"Genre", + "build":"Race", "age":"Age", - "height":"Height", - "weight":"Weight", - "eyes":"Eyes", - "skin":"Skin", - "hair":"Hair", - "history":"History", - "miscellaneous-notes":"Miscellaneous Notes", - "starting-career":"Starting Career", - "career-main-profile":"Career Main Profile", - "weapon-skill":"Weapon Skill", - "ballistic-skill":"Ballistic Skill", - "strength":"Strength", - "toughness":"Toughness", - "agility":"Agility", + "height":"Taille", + "weight":"Poids", + "eyes":"Yeux", + "skin":"Peau", + "hair":"Cheveux", + "history":"Histoire", + "miscellaneous-notes":"Notes Diverses", + "starting-career":"Carrière de départ", + "career-name":"Carrière", + "career-main-profile":"Profil Principal de la Carrière", + "weapon-skill":"Capacité de Combat", + "ballistic-skill":"Capacité de Tir", + "strength":"Force", + "toughness":"Endurance", + "agility":"Agilité", "intelligence":"Intelligence", - "will-power":"Will Power", - "fellowship":"Fellowship", - "career-secondary-profile":"Career Secondary Profile", - "attacks":"Attacks", - "strength-bonus":"Strength Bonus", - "toughness-bonus":"Toughness Bonus", - "movement":"Movement", - "magic":"Magic", - "insanity-points":"Insanity Points", - "fate-points":"Fate Points", - "career-skills":"Career Skills", - "career-talents":"Career Talents", - "career-exits":"Career Exits", - "second-career":"Second Career", - "third-career":"Third Career", - "fourth-career":"Fourth Career", - "fifth-career":"Fifth Career", - "melee-weapons":"Melee Weapons", - "abbreviate-proficiency":"Prof?", - "weapon":"Weapon", - "craftsmanship":"Craftsmanship", - "ws-bonus":"WS Bonus", - "to-hit":"To Hit", - "damage":"Damage", - "impact":"Impact", - "defensive":"Defensive", - "qualities":"Qualities", - "attack":"Attack", - "parry":"Parry", + "will-power":"Force Mentale", + "fellowship":"Social", + "career-secondary-profile":"Profil Secondaire de la Carrière", + "attacks":"Attaques", + "strength-bonus":"Bonus de Force", + "toughness-bonus":"Bonus d'Endurance", + "movement":"Mouvement", + "magic":"Magie", + "insanity-points":"Points de Folies", + "fate-points":"Points de Destin", + "career-skills":"Compétences de Carrière", + "career-talents":"Talents de Carrière", + "career-exits":"Débouchés", + "second-career":"Seconde Carrière", + "third-career":"Troisième Carrière", + "fourth-career":"Quatrième Carrière", + "fifth-career":"Cinquième Carrière", + "melee-weapons":"Armes de Mêlée", + "abbreviate-proficiency":"Maît?", + "weapon":"Arme", + "craftsmanship":"Qualité", + "ws-bonus":"Bonus CC", + "to-hit":"Dés Min", + "damage":"Dégâts", + "impact":"Perc", + "defensive":"Def", + "qualities":"Attributs", + "attack":"Attaque", + "parry":"Parade", + "poor":"Médiocre", + "common":"Commune", + "good":"Bonne", + "best":"Exceptionnelle", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", - "abbreviate-parry":"Pry", - "ranged-weapons":"Ranged Weapons", - "bs-bonus":"BS Bonus", + "abbreviate-parry":"Prd", + "ranged-weapons":"Arme à Distance", + "bs-bonus":"Bonus de CT", "type":"Type", - "reload":"Reload", + "reload":"Rechargement", "range":"Range", - "ammo":"Ammo", - "petty":"Petty", - "lesser":"Lesser", - "arcane":"Arcane", + "ammo":"Munitions", + "shoot":"Tir", + "throw":"Jet", + "free":"Libre", + "half":"Demis", + "full-number":"{{0}} Complète(s)", + "critical-hit":"Coup Critique", + "critical-roll":"Jet de Critique", + "critical":"Critique", + "petty":"Commune", + "lesser":"Mineure", + "arcane":"Occulte", "divine":"Divine", "runes":"Runes", - "casting-number":"Casting Number", - "casting-time":"Casting Time", - "duration":"Duration", - "target":"Target/AoE", - "spell-healing":"Spell Healing", - "cast":"Cast", - "ingredient-bonus":"Ingredient Bonus", + "perform-chanelling":"Prendre une demis action pour la Focalisation", + "spell-name":"Nom du Sort", + "casting-number":"Difficulté", + "casting-time":"Temps d'incantation", + "duration":"Durée", + "target":"Cible/Zone", + "none":"Aucun", + "1d10magic":"1d10 + Magie", + "spell-healing":"Soin", + "cast":"Lancer", + "ingredient-bonus":"Bonus d'Ingrédient", "ingredient":"Ingredient", - "spell-damage":"Spell Damage", - "spell-description":"Spell Description", - "petty-spell":"Petty Spell", - "lesser-spell":"Lesser Spell", - "arcane-spell":"Arcane Spell", - "divine-spell":"Divine Spell", + "spell-damage":"Dégats", + "spell-description":"Description du sort", + "petty-spell":"Magie Commune", + "lesser-spell":"Magie Mineure", + "arcane-spell":"Magie Occulte", + "divine-spell":"Magie Divine", "rune":"Rune", - "inscription-number":"Inscription Number", - "empowerment":"Empowerment", - "inscribe":"Inscribe", - "permanent-rune-description":"Permanent Rune Description", - "temporary-rune-description":"Temporary Rune Description", - "coin-carried":"Coin Carried", - "brass-pennies-bp":"Brass Pennies (BP)", - "silver-shillings-ss":"Silver Shillings (SS)", - "gold-crowns-gc":"Gold Crowns (GC)", - "total-gc-value":"Total GC Value", - "exchange-rate":"Exchange Rate", - "exchange-rate-description":"240 brass pennies = 20 silver shilling = 1 gold crown", - "encumbrance":"Encumbrance", - "trappings":"Trappings", - "coin":"Coin", - "other":"Other", - "carrying-capacity":"Carrying Max", - "push-drag-lift":"Push/Drag/Lift", - "encumbered":"Encumbered", - "dwarf":"Dwarf", - "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", - "encumbrance-description":"Encumbrance entered in each row below is:", + "inscription-number":"Nombre de Symboles", + "empowerment":"Puissance", + "inscribe":"Graver", + "permanent-rune-description":"Description Permanent de la Rune", + "temporary-rune-description":"Description Temporaire de la Rune", + "coin-carried":"Argent transporté", + "brass-pennies-bp":"Sous de cuivre (s)", + "silver-shillings-ss":"Pistol d'Argent (pa)", + "gold-crowns-gc":"Couronne d'Or (co)", + "total-gc-value":"Total de co", + "exchange-rate":"Valeur de Change", + "exchange-rate-description":"240 sous de cuivre = 20 pistols d'argent = 1 couronne d'or", + "encumbrance":"Encombrement", + "trappings":"Transporté", + "coin":"Argent", + "other":"Autre", + "carrying-capacity":"Capacité Maximum", + "push-drag-lift":"Poussé/Tiré/Décalé", + "encumbered":"Encombré", + "dwarf":"Nain", + "dwarf-encumbrance":"Les Nains peuvent transporter 2 fois plus que les autres espèces", + "encumbrance-description":"L'Encombrement entré dans chacune des lignes suivantes est:", + "encumbrance-choice1":"L'Encombrement de l'ensemble des objets de la ligne (en ignorant la quantité)", + "encumbrance-choice2":"L'Encombrement pour chacun des objets de la ligne (total = qté x enc)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", - "show-all":"Show All", - "row-nr":"Row #", - "carried-question":"Carried?", - "abbreviate-quantity":"Qty", - "name":"Name", - "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", - "protective-item":"Protective Items", - "worn":"Worn", - "armor-type":"Armor Type", - "armor-points":"Armor Points", - "magic-bonus":"Magic Bonus", - "total-ap":"Total AP", - "leather":"Leather", - "mail":"Mail", - "plate":"Plate", - "arms":"Arms", - "legs":"Legs", - "armor-penalties":"Armor Penalties", - "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", - "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", - "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", - "left-arm":"Left Arm", - "left-leg":"Left Leg", - "right-arm":"Right Arm", - "right-leg":"Right Leg" + "show-all":"Voir tout", + "row-nr":"Ligne n°", + "carried-question":"Transporté?", + "abbreviate-quantity":"Qté", + "treasure-loot-inventory-notes":"Trésor/Butin/Notes", + "protective-item":"Armure", + "head":"Tête", + "worn":"Usé", + "armor-type":"Type d'Armure", + "armor-points":"Points d'Armure", + "magic-bonus":"Bonus Magique", + "total-ap":"Total PA", + "leather":"Cuir", + "mail":"Maille", + "plate":"Plaque", + "torso":"Torse", + "arms":"Bras", + "legs":"Jambes", + "armor-penalties":"Malus d'Armure", + "armor-penalties-description1":"Porter une armure moyenne ou lourde ajoute un malus de 10% aux tests d'Agilité.", + "armor-penalties-description2":"Porter une armure lourde réduit de 1 les mouvement à moins d'avoir le Talent Robuste.", + "hit-locations":"Points d'Armure", + "left-arm":"Bras Gauche", + "left-leg":"Jambe Gauche", + "right-arm":"Bras Droit", + "right-leg":"Jambe Droite", + "advanced-skill":"Compétence Avancée", + "basic-skill":"Compétence de Base", + "knowledge-skill":"Compétence de Connaissance", + "various-skill":"Compétence", + "blood-loss":"Saignement", + "bleeding":"Saignement", + "casting-test":"Test d'incantation", + "outcome":"Résultat", + "spellcasting-succeeds":"Sort réussi", + "hit-left-arm":"Touché au bras gauche", + "hit-right-leg":"Touché à la jambe droite", + "hit-location-number":"Localisation du coup {{0}}", + "hit-right-arm":"Touché au bras droit", + "damage-number":"Dégâts {{0}}", + "hit-left-leg":"Touché à la jambe gauche", + "hit-body":"Touché au torse", + "hit-head":"Touché à la tête", + "target-number":"Objectif", + "attack-roll":"Jet d'attaque", + "miss":"Raté", + "parry-roll":"Jet de parade", + "failure":"Échec", + "spellcasting-fails":"Sort raté", + "test-result":"Résultat du test", + "characteristic":"Characteristique" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json index f8b08a577568..23b8cb15daab 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json @@ -1,239 +1,286 @@ { - "character-name":"Character Name", - "career":"Career", - "career-path":"Career Path", - "race":"Race", - "religion":"Religion", - "concept":"Concept", - "advancements":"Advancements", - "xp":"XP", - "core-stats":"Core Stats", - "weapons":"Weapons", + "character-name":"Nome del personaggio", + "career":"Carriera", + "career-path":"Progresso Carriera", + "race":"Razza", + "religion":"Religione", + "concept":"Concetto", + "advancements":"Avanzamenti", + "xp":"PX", + "core-stats":"Caratteristiche Base", "background":"Background", - "armor":"Armor", - "spellbook":"Spellbook ", - "inventory":"Inventory", - "character-profile":"Character Profile", - "main-profile":"Main Profile", - "main":"Main", - "abbreviate-weapon-skill":"WS", - "abbreviate-ballistic-skill":"BS", - "abbreviate-strength":"S", - "abbreviate-toughness":"T", + "weapons":"Armi", + "armor":"Armatura", + "spellbook":"Libro degli Incantesimi", + "inventory":"Inventario", + "character-profile":"Profilo del Personaggio", + "main-profile":"Profilo Principale", + "main":"Principale", + "abbreviate-weapon-skill":"AC", + "abbreviate-ballistic-skill":"AB", + "abbreviate-strength":"F", + "abbreviate-toughness":"R", "abbreviate-agility":"Ag", "abbreviate-intelligence":"Int", - "abbreviate-will-power":"WP", - "abbreviate-fellowship":"Fel", - "starting":"Starting", - "talents":"Talents", - "advance":"Advance", - "current":"Current", - "secondary-profile":"Secondary Profile", - "secondary":"Secondary", + "abbreviate-will-power":"Vol", + "abbreviate-fellowship":"Sim", + "starting":"Iniziale", + "talents":"Talenti", + "advance":"Avanzamenti", + "current":"Correnti", + "secondary-profile":"Profilo Secondario", + "secondary":"Secondario", "abbreviate-attacks":"A", - "abbreviate-wounds":"W", - "abbreviate-strength-bonus":"SB", - "abbreviate-toughness-bonus":"TB", + "abbreviate-wounds":"FE", + "abbreviate-strength-bonus":"BF", + "abbreviate-toughness-bonus":"BR", "abbreviate-movement":"M", "abbreviate-magic":"Mag", - "abbreviate-insanity-points":"IP", - "abbreviate-fate-points":"FP", - "combat":"Combat", - "initiative":"Initiative", - "wounds":"Wounds", - "fortune":"Fortune", - "move":"Move", - "charge":"Charge", - "run":"Run", - "leap":"Leap", - "abbreviate-initiative":"Init", - "check-luck":"Check if you have the Luck Talent", - "talent-name":"Talent Name", - "description":"Descripton", - "skills":"Skills", - "knowledge-and-language-skills":"Knowledge and Language Skills", - "skill-name":"Skill Name", - "abbreviate-characteristic":"Char", - "training":"Training", + "abbreviate-insanity-points":"Fol", + "abbreviate-fate-points":"PF", + "combat":"Combattimento", + "initiative":"Iniziativa", + "wounds":"Ferite", + "fortune":"Fortuna", + "move":"Movimento", + "charge":"Carica", + "run":"Corsa", + "leap":"Salto", + "abbreviate-initiative":"Iniz", + "check-luck":"Spunta se hai il talento Fortunato", + "talent-name":"Nome Talento", + "description":"Descrizione", + "skills":"Abilità", + "knowledge-and-language-skills":"Abilità di Conoscenza e Linguistica", + "skill-name":"Nome Abilità", + "abbreviate-characteristic":"Caratt", + "training":"Allenamento", "misc":"Misc", - "total":"Total", - "roll":"Roll", + "total":"Totale", + "roll":"Tira", "abbreviate-gm":"GM", - "common-knowledge-any":"Common Knowledge (any)", - "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", - "basic-skills":"Basic Skills", - "animal-care":"Animal Care", - "charm":"Charm", - "command":"Command", - "concealment":"Concealment", - "consume-alcohol":"Consume Alcohol", - "disguise":"Disguise", - "drive":"Drive", - "evaluate":"Evaluate", - "gamble":"Gamble", - "gossip":"Gossip", - "haggle":"Haggle", - "intimidate":"Intimidate", - "preception":"Perception", - "ride":"Ride", - "row":"Row", - "scale-sheet-surface":"Scale Sheer Surface", - "search":"Search", - "silent-move":"Silent Move", - "swim":"Swim", - "advanced-skills":"Advanced Skills", - "animal-training":"Animal Training", - "blather":"Blather", - "chanelling":"Chanelling", - "charm-animal":"Charm Animal", - "dodge-blow":"Dodge Blow", - "follow-trail":"Follow Trail", - "heal":"Heal", - "hypnotism":"Hypnotism", - "lip-reading":"Lip Reading", - "magical-sense":"Magical Sense", - "navigation":"Navigation", - "pick-lock":"Pick Lock", - "prepare-poison":"Prepare Poison", - "read-and-write":"Read and Write", - "sail":"Sail", - "set-trap":"Set Trap", - "shadowing":"Shadowing", - "sleight-of-hand":"Sleight of Hand", - "torture":"Torture", - "vetroloquism":"Ventriloquism", - "astrology":"Astrology", - "star-sign":"Star Sign", - "doom":"Doom", - "appearance":"Appearance", - "gender":"Gender", - "build":"Build", - "age":"Age", - "height":"Height", - "weight":"Weight", - "eyes":"Eyes", - "skin":"Skin", - "hair":"Hair", - "history":"History", - "miscellaneous-notes":"Miscellaneous Notes", - "starting-career":"Starting Career", - "career-main-profile":"Career Main Profile", - "weapon-skill":"Weapon Skill", - "ballistic-skill":"Ballistic Skill", - "strength":"Strength", - "toughness":"Toughness", - "agility":"Agility", - "intelligence":"Intelligence", - "will-power":"Will Power", - "fellowship":"Fellowship", - "career-secondary-profile":"Career Secondary Profile", - "attacks":"Attacks", - "strength-bonus":"Strength Bonus", - "toughness-bonus":"Toughness Bonus", - "movement":"Movement", - "magic":"Magic", - "insanity-points":"Insanity Points", - "fate-points":"Fate Points", - "career-skills":"Career Skills", - "career-talents":"Career Talents", - "career-exits":"Career Exits", - "second-career":"Second Career", - "third-career":"Third Career", - "fourth-career":"Fourth Career", - "fifth-career":"Fifth Career", - "melee-weapons":"Melee Weapons", - "abbreviate-proficiency":"Prof?", - "weapon":"Weapon", - "craftsmanship":"Craftsmanship", - "ws-bonus":"WS Bonus", - "to-hit":"To Hit", - "damage":"Damage", - "impact":"Impact", - "defensive":"Defensive", - "qualities":"Qualities", - "attack":"Attack", - "parry":"Parry", - "abbreviate-attack":"Atk", - "abbreviate-damage":"Dmg", - "abbreviate-parry":"Pry", - "ranged-weapons":"Ranged Weapons", - "bs-bonus":"BS Bonus", - "type":"Type", - "reload":"Reload", - "range":"Range", - "ammo":"Ammo", - "petty":"Petty", - "lesser":"Lesser", - "arcane":"Arcane", - "divine":"Divine", - "runes":"Runes", - "casting-number":"Casting Number", - "casting-time":"Casting Time", - "duration":"Duration", - "target":"Target/AoE", - "spell-healing":"Spell Healing", - "cast":"Cast", - "ingredient-bonus":"Ingredient Bonus", - "ingredient":"Ingredient", - "spell-damage":"Spell Damage", - "spell-description":"Spell Description", - "petty-spell":"Petty Spell", - "lesser-spell":"Lesser Spell", - "arcane-spell":"Arcane Spell", - "divine-spell":"Divine Spell", - "rune":"Rune", - "inscription-number":"Inscription Number", - "empowerment":"Empowerment", - "inscribe":"Inscribe", - "permanent-rune-description":"Permanent Rune Description", - "temporary-rune-description":"Temporary Rune Description", - "coin-carried":"Coin Carried", - "brass-pennies-bp":"Brass Pennies (BP)", - "silver-shillings-ss":"Silver Shillings (SS)", - "gold-crowns-gc":"Gold Crowns (GC)", - "total-gc-value":"Total GC Value", - "exchange-rate":"Exchange Rate", - "exchange-rate-description":"240 brass pennies = 20 silver shilling = 1 gold crown", - "encumbrance":"Encumbrance", - "trappings":"Trappings", - "coin":"Coin", - "other":"Other", - "carrying-capacity":"Carrying Max", - "push-drag-lift":"Push/Drag/Lift", - "encumbered":"Encumbered", - "dwarf":"Dwarf", - "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", - "encumbrance-description":"Encumbrance entered in each row below is:", - "page1":"Page 1", - "page2":"Page 2", - "page3":"Page 3", - "show-all":"Show All", - "row-nr":"Row #", - "carried-question":"Carried?", - "abbreviate-quantity":"Qty", - "name":"Name", - "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", - "protective-item":"Protective Items", - "worn":"Worn", - "armor-type":"Armor Type", - "armor-points":"Armor Points", - "magic-bonus":"Magic Bonus", - "total-ap":"Total AP", - "leather":"Leather", - "mail":"Mail", - "plate":"Plate", - "arms":"Arms", - "legs":"Legs", - "armor-penalties":"Armor Penalties", - "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", - "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", - "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", - "left-arm":"Left Arm", - "left-leg":"Left Leg", - "right-arm":"Right Arm", - "right-leg":"Right Leg" + "common-knowledge-any":"Conoscenze Comuni (Qualunque)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", + "perform-trade-and-other-skills":"Esibirsi, Professione, e Altre Abilità", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Nome", + "basic-skills":"Abilità Base", + "animal-care":"Allevare Animali", + "charm":"Affascinare", + "command":"Comandare", + "concealment":"Nascondersi", + "consume-alcohol":"Bere Alcolici", + "disguise":"Camuffare", + "drive":"Guidare", + "evaluate":"Valutare", + "gamble":"Giocare d'azzardo", + "gossip":"Pettegolezzo", + "haggle":"Mercanteggiare", + "intimidate":"Intimidire", + "outdoor-survival":"Outdoor Survival", + "preception":"Percepire", + "ride":"Cavalcare", + "row":"Remare", + "scale-sheet-surface":"Scalare", + "search":"Cercare", + "silent-move":"Muoversi Silenziosamente", + "swim":"Nuotare", + "advanced-skills":"Abilità Avanzate", + "animal-training":"Addestrare Animali", + "blather":"Ciarlare", + "chanelling":"Incanalare", + "charm-animal":"Affascinare Animale", + "dodge-blow":"Schivare", + "follow-trail":"Seguire Tracce", + "heal":"Guarire", + "hypnotism":"Ipnotismo", + "lip-reading":"Lettura Labbiale", + "magical-sense":"Senso Magico", + "navigation":"Orientarsi", + "pick-lock":"Scassinare", + "prepare-poison":"Preparare Veleni", + "read-and-write":"Leggere e Scrivere", + "sail":"Navigare", + "set-trap":"Posizionare Trappole", + "shadowing":"Pedinare", + "sleight-of-hand":"Gioco di prestigio", + "torture":"Torturare", + "vetroloquism":"Ventriloquismo", + "astrology":"Astrologia", + "star-sign":"Segno Stellare", + "doom":"Destino", + "appearance":"Aspetto", + "gender":"Sesso", + "build":"Corporatura", + "age":"Età", + "height":"Altezza", + "weight":"Peso", + "eyes":"Occhi", + "skin":"Pelle", + "hair":"Capelli", + "history":"Storia", + "miscellaneous-notes":"Note Varie", + "starting-career":"Carriera Iniziale", + "career-name":"Career Name", + "career-main-profile":"Profilo Principale di Carriera", + "weapon-skill":"Ablità di Combattimento", + "ballistic-skill":"Abilità Balistica", + "strength":"Forza", + "toughness":"Resistenza", + "agility":"Agilità", + "intelligence":"Intelligenza", + "will-power":"Volontà", + "fellowship":"Simpatia", + "career-secondary-profile":"Profilo Secondario di Carriera", + "attacks":"Attacchi", + "strength-bonus":"Bonus Forza", + "toughness-bonus":"Bonus Resistenza", + "movement":"Movimento", + "magic":"Magia", + "insanity-points":"Punti Follia", + "fate-points":"Punti Fato", + "career-skills":"Abilità di Carriera", + "career-talents":"Talenti di Carriera", + "career-exits":"Uscite di Carriera", + "second-career":"Seconda Carriera", + "third-career":"Terza Carriera", + "fourth-career":"Quarta Carriera", + "fifth-career":"Quinta Carriera", + "melee-weapons":"Armi Corpo a Corpo", + "abbreviate-proficiency":"Comp?", + "weapon":"Arma", + "craftsmanship":"Fattura", + "ws-bonus":"Bonus ad AC", + "to-hit":"Per Colpire", + "damage":"Danno", + "impact":"Impatto", + "defensive":"Difensiva", + "qualities":"Qualità", + "attack":"Attacco", + "parry":"Parata", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", + "abbreviate-attack":"Att", + "abbreviate-damage":"D", + "abbreviate-parry":"P", + "ranged-weapons":"Armi a Distanza", + "bs-bonus":"Bonus ad AB", + "type":"Tipo", + "reload":"Ricarica", + "range":"Raggio", + "ammo":"Munizioni", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", + "petty":"Comune", + "lesser":"Minore", + "arcane":"Arcana", + "divine":"Divina", + "runes":"Rune", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", + "casting-number":"Numero di Lancio", + "casting-time":"Tempo di Lancio", + "duration":"Durata", + "target":"Bersaglio/Area", + "none":"None", + "1d10magic":"1d10 + Magic", + "spell-healing":"Guarigione Incantesimo", + "cast":"Lancio", + "ingredient-bonus":"Ingredienti Bonus", + "ingredient":"Ingredienti", + "spell-damage":"Danno Incantesimo", + "spell-description":"Descrizione Incantesimo", + "petty-spell":"Incantesimo Comune", + "lesser-spell":"Incantesimo Minore", + "arcane-spell":"Incantesimo Arcano", + "divine-spell":"Incantesimo Divino", + "rune":"Runa", + "inscription-number":"Numero Iscrizione", + "empowerment":"Potenziamento", + "inscribe":"Iscrizione", + "permanent-rune-description":"Descrizione Runa Permanente", + "temporary-rune-description":"Descrizione Runa Temporanea", + "coin-carried":"Monete Trasportate", + "brass-pennies-bp":"Penny di Rame (PR)", + "silver-shillings-ss":"Scellini d'Argento (SA)", + "gold-crowns-gc":"Corone (C)", + "total-gc-value":"Valore complessivo in C", + "exchange-rate":"Tasso di Cambio", + "exchange-rate-description":"240 penny di rame = 20 scellini d'argento = 1 corona", + "encumbrance":"Ingombro", + "trappings":"Attrezzatura", + "coin":"Moneta", + "other":"Altro", + "carrying-capacity":"Massimo Trasportabile", + "push-drag-lift":"Spingi/Trascina/Solleva", + "encumbered":"Ingombrato", + "dwarf":"Nano", + "dwarf-encumbrance":"I nani possono trasportare il doppio rispetto agli altri personaggi.", + "encumbrance-description":"L'ingombro inserito in ogni riga sotto equivale a:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", + "page1":"Pagina 1", + "page2":"Pagina 2", + "page3":"Pagina 3", + "show-all":"Mostra Tutto", + "row-nr":"Riga #", + "carried-question":"Trasportato?", + "abbreviate-quantity":"Qtà", + "treasure-loot-inventory-notes":"Tesoro/Bottino/Note Inventario", + "protective-item":"Oggetti Protettivi", + "head":"Testa", + "worn":"Indossato", + "armor-type":"Tipo Armatura", + "armor-points":"Punti Armatura", + "magic-bonus":"Bonus caratt. Magia", + "total-ap":"Totale PA", + "leather":"Cuoio", + "mail":"Maglia", + "plate":"Piastre", + "torso":"Busto", + "arms":"Braccia", + "legs":"Gambe", + "armor-penalties":"Penalità Armatura", + "armor-penalties-description1":"Indossare un'armatura media o pesante impone una pelità pari a -10% all'Ag.", + "armor-penalties-description2":"Indossare un'armatura pesante da un malus pari a -1 al movimento, a meno che non si abbia il talento Robusto.", + "hit-locations":"Locazioni Danni", + "left-arm":"Braccio Sinistro", + "left-leg":"Gamba Sinistra", + "right-arm":"Braccio Destro", + "right-leg":"Gamba Destra", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json index 9d6b62ad7ef8..7e730320c7d2 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json @@ -8,8 +8,8 @@ "advancements":"Avanços", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Armas", "background":"Background", + "weapons":"Armas", "armor":"Armadura", "spellbook":"Grimório ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Nome do Talento", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"Mestre", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Nome da Ação", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Nome", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Nome", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json index f8b08a577568..ee9cbba498de 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json @@ -8,8 +8,8 @@ "advancements":"Advancements", "xp":"XP", "core-stats":"Core Stats", - "weapons":"Weapons", "background":"Background", + "weapons":"Weapons", "armor":"Armor", "spellbook":"Spellbook ", "inventory":"Inventory", @@ -50,7 +50,7 @@ "check-luck":"Check if you have the Luck Talent", "talent-name":"Talent Name", "description":"Descripton", - "skills":"Skills", + "skills":"Career Main Profile", "knowledge-and-language-skills":"Knowledge and Language Skills", "skill-name":"Skill Name", "abbreviate-characteristic":"Char", @@ -60,9 +60,12 @@ "roll":"Roll", "abbreviate-gm":"GM", "common-knowledge-any":"Common Knowledge (any)", + "common-knowledge":"Common Knowledge", + "trained":"Trained", "perform-trade-and-other-skills":"Perform, Trade, and Other Skills", - "actions":"Actions", - "action-name":"Action Name", + "basic":"Basic", + "special-rules":"Special Rules", + "name":"Name", "basic-skills":"Basic Skills", "animal-care":"Animal Care", "charm":"Charm", @@ -76,6 +79,7 @@ "gossip":"Gossip", "haggle":"Haggle", "intimidate":"Intimidate", + "outdoor-survival":"Outdoor Survival", "preception":"Perception", "ride":"Ride", "row":"Row", @@ -119,6 +123,7 @@ "history":"History", "miscellaneous-notes":"Miscellaneous Notes", "starting-career":"Starting Career", + "career-name":"Career Name", "career-main-profile":"Career Main Profile", "weapon-skill":"Weapon Skill", "ballistic-skill":"Ballistic Skill", @@ -155,6 +160,10 @@ "qualities":"Qualities", "attack":"Attack", "parry":"Parry", + "poor":"Poor", + "common":"Common", + "good":"Good", + "best":"Best", "abbreviate-attack":"Atk", "abbreviate-damage":"Dmg", "abbreviate-parry":"Pry", @@ -164,15 +173,27 @@ "reload":"Reload", "range":"Range", "ammo":"Ammo", + "shoot":"Shoot", + "throw":"Throw", + "free":"Free", + "half":"Half", + "full-number":"{{0}} Full", + "critical-hit":"Critical Hit", + "critical-roll":"Critical Roll", + "critical":"Critical", "petty":"Petty", "lesser":"Lesser", "arcane":"Arcane", "divine":"Divine", "runes":"Runes", + "perform-chanelling":"Take a Half Action to perform Chanelling", + "spell-name":"Name", "casting-number":"Casting Number", "casting-time":"Casting Time", "duration":"Duration", "target":"Target/AoE", + "none":"None", + "1d10magic":"1d10 + Magic", "spell-healing":"Spell Healing", "cast":"Cast", "ingredient-bonus":"Ingredient Bonus", @@ -206,6 +227,8 @@ "dwarf":"Dwarf", "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.", "encumbrance-description":"Encumbrance entered in each row below is:", + "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)", + "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", "page1":"Page 1", "page2":"Page 2", "page3":"Page 3", @@ -213,9 +236,9 @@ "row-nr":"Row #", "carried-question":"Carried?", "abbreviate-quantity":"Qty", - "name":"Name", "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes", "protective-item":"Protective Items", + "head":"Head", "worn":"Worn", "armor-type":"Armor Type", "armor-points":"Armor Points", @@ -224,16 +247,40 @@ "leather":"Leather", "mail":"Mail", "plate":"Plate", + "torso":"Torso", "arms":"Arms", "legs":"Legs", "armor-penalties":"Armor Penalties", "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.", "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", "hit-locations":"Hit Locations", - "head":"Head", - "torso":"Torso", "left-arm":"Left Arm", "left-leg":"Left Leg", "right-arm":"Right Arm", - "right-leg":"Right Leg" + "right-leg":"Right Leg", + "advanced-skill":"Advanced Skill", + "basic-skill":"Basic Skill", + "knowledge-skill":"Knowledge Skill", + "various-skill":"Various Skill", + "blood-loss":"Blood Loss", + "bleeding":"Bleeding", + "casting-test":"Casting Test", + "outcome":"Outcome", + "spellcasting-succeeds":"Spellcasting succeeds", + "hit-left-arm":"Hit Left Arm", + "hit-right-leg":"Hit Right Leg", + "hit-location-number":"Hit Location {{0}}", + "hit-right-arm":"Hit Right Arm", + "damage-number":"Damage {{0}}", + "hit-left-leg":"Hit Left Leg", + "hit-body":"Hit Body", + "hit-head":"Hit Head", + "target-number":"Target Number", + "attack-roll":"Attack Roll", + "miss":"Miss", + "parry-roll":"Parry Roll", + "failure":"Failure", + "spellcasting-fails":"Spellcasting fails", + "test-result":"Test Result", + "characteristic":"Characteristic" } \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json index 8f84a6a43eb8..964848c30361 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json @@ -8,8 +8,8 @@ "advancements":"crwdns37114:0crwdne37114:0", "xp":"crwdns37115:0crwdne37115:0", "core-stats":"crwdns37116:0crwdne37116:0", - "weapons":"crwdns37117:0crwdne37117:0", "background":"crwdns37118:0crwdne37118:0", + "weapons":"crwdns37117:0crwdne37117:0", "armor":"crwdns37119:0crwdne37119:0", "spellbook":"crwdns37120:0crwdne37120:0", "inventory":"crwdns37121:0crwdne37121:0", @@ -50,7 +50,7 @@ "check-luck":"crwdns37156:0crwdne37156:0", "talent-name":"crwdns37157:0crwdne37157:0", "description":"crwdns37158:0crwdne37158:0", - "skills":"crwdns37159:0crwdne37159:0", + "skills":"crwdns57158:0crwdne57158:0", "knowledge-and-language-skills":"crwdns37160:0crwdne37160:0", "skill-name":"crwdns37161:0crwdne37161:0", "abbreviate-characteristic":"crwdns37162:0crwdne37162:0", @@ -60,9 +60,12 @@ "roll":"crwdns37166:0crwdne37166:0", "abbreviate-gm":"crwdns37167:0crwdne37167:0", "common-knowledge-any":"crwdns37168:0crwdne37168:0", + "common-knowledge":"crwdns57159:0crwdne57159:0", + "trained":"crwdns57160:0crwdne57160:0", "perform-trade-and-other-skills":"crwdns37169:0crwdne37169:0", - "actions":"crwdns37170:0crwdne37170:0", - "action-name":"crwdns37171:0crwdne37171:0", + "basic":"crwdns57161:0crwdne57161:0", + "special-rules":"crwdns57162:0crwdne57162:0", + "name":"crwdns37322:0crwdne37322:0", "basic-skills":"crwdns37172:0crwdne37172:0", "animal-care":"crwdns37173:0crwdne37173:0", "charm":"crwdns37174:0crwdne37174:0", @@ -76,6 +79,7 @@ "gossip":"crwdns37182:0crwdne37182:0", "haggle":"crwdns37183:0crwdne37183:0", "intimidate":"crwdns37184:0crwdne37184:0", + "outdoor-survival":"crwdns57163:0crwdne57163:0", "preception":"crwdns37185:0crwdne37185:0", "ride":"crwdns37186:0crwdne37186:0", "row":"crwdns37187:0crwdne37187:0", @@ -119,6 +123,7 @@ "history":"crwdns37225:0crwdne37225:0", "miscellaneous-notes":"crwdns37226:0crwdne37226:0", "starting-career":"crwdns37227:0crwdne37227:0", + "career-name":"crwdns42698:0crwdne42698:0", "career-main-profile":"crwdns37228:0crwdne37228:0", "weapon-skill":"crwdns37229:0crwdne37229:0", "ballistic-skill":"crwdns37230:0crwdne37230:0", @@ -155,6 +160,10 @@ "qualities":"crwdns37261:0crwdne37261:0", "attack":"crwdns37262:0crwdne37262:0", "parry":"crwdns37263:0crwdne37263:0", + "poor":"crwdns57164:0crwdne57164:0", + "common":"crwdns57165:0crwdne57165:0", + "good":"crwdns57166:0crwdne57166:0", + "best":"crwdns57167:0crwdne57167:0", "abbreviate-attack":"crwdns37264:0crwdne37264:0", "abbreviate-damage":"crwdns37265:0crwdne37265:0", "abbreviate-parry":"crwdns37266:0crwdne37266:0", @@ -164,15 +173,27 @@ "reload":"crwdns37270:0crwdne37270:0", "range":"crwdns37271:0crwdne37271:0", "ammo":"crwdns37272:0crwdne37272:0", + "shoot":"crwdns57168:0crwdne57168:0", + "throw":"crwdns57169:0crwdne57169:0", + "free":"crwdns57170:0crwdne57170:0", + "half":"crwdns57171:0crwdne57171:0", + "full-number":"crwdns57172:0{{0}}crwdne57172:0", + "critical-hit":"crwdns41745:0crwdne41745:0", + "critical-roll":"crwdns41746:0crwdne41746:0", + "critical":"crwdns57173:0crwdne57173:0", "petty":"crwdns37273:0crwdne37273:0", "lesser":"crwdns37274:0crwdne37274:0", "arcane":"crwdns37275:0crwdne37275:0", "divine":"crwdns37276:0crwdne37276:0", "runes":"crwdns37277:0crwdne37277:0", + "perform-chanelling":"crwdns41748:0crwdne41748:0", + "spell-name":"crwdns57174:0crwdne57174:0", "casting-number":"crwdns37278:0crwdne37278:0", "casting-time":"crwdns37279:0crwdne37279:0", "duration":"crwdns37280:0crwdne37280:0", "target":"crwdns37281:0crwdne37281:0", + "none":"crwdns57175:0crwdne57175:0", + "1d10magic":"crwdns57176:0crwdne57176:0", "spell-healing":"crwdns37282:0crwdne37282:0", "cast":"crwdns37283:0crwdne37283:0", "ingredient-bonus":"crwdns37284:0crwdne37284:0", @@ -206,6 +227,8 @@ "dwarf":"crwdns37312:0crwdne37312:0", "dwarf-encumbrance":"crwdns37313:0crwdne37313:0", "encumbrance-description":"crwdns37314:0crwdne37314:0", + "encumbrance-choice1":"crwdns57177:0crwdne57177:0", + "encumbrance-choice2":"crwdns57178:0crwdne57178:0", "page1":"crwdns37315:0crwdne37315:0", "page2":"crwdns37316:0crwdne37316:0", "page3":"crwdns37317:0crwdne37317:0", @@ -213,9 +236,9 @@ "row-nr":"crwdns37319:0crwdne37319:0", "carried-question":"crwdns37320:0crwdne37320:0", "abbreviate-quantity":"crwdns37321:0crwdne37321:0", - "name":"crwdns37322:0crwdne37322:0", "treasure-loot-inventory-notes":"crwdns37323:0crwdne37323:0", "protective-item":"crwdns37324:0crwdne37324:0", + "head":"crwdns37339:0crwdne37339:0", "worn":"crwdns37325:0crwdne37325:0", "armor-type":"crwdns37326:0crwdne37326:0", "armor-points":"crwdns37327:0crwdne37327:0", @@ -224,16 +247,40 @@ "leather":"crwdns37330:0crwdne37330:0", "mail":"crwdns37331:0crwdne37331:0", "plate":"crwdns37332:0crwdne37332:0", + "torso":"crwdns37340:0crwdne37340:0", "arms":"crwdns37333:0crwdne37333:0", "legs":"crwdns37334:0crwdne37334:0", "armor-penalties":"crwdns37335:0crwdne37335:0", "armor-penalties-description1":"crwdns37336:0crwdne37336:0", "armor-penalties-description2":"crwdns37337:0crwdne37337:0", "hit-locations":"crwdns37338:0crwdne37338:0", - "head":"crwdns37339:0crwdne37339:0", - "torso":"crwdns37340:0crwdne37340:0", "left-arm":"crwdns37341:0crwdne37341:0", "left-leg":"crwdns37342:0crwdne37342:0", "right-arm":"crwdns37343:0crwdne37343:0", - "right-leg":"crwdns37344:0crwdne37344:0" + "right-leg":"crwdns37344:0crwdne37344:0", + "advanced-skill":"crwdns57179:0crwdne57179:0", + "basic-skill":"crwdns57180:0crwdne57180:0", + "knowledge-skill":"crwdns57181:0crwdne57181:0", + "various-skill":"crwdns57182:0crwdne57182:0", + "blood-loss":"crwdns41747:0crwdne41747:0", + "bleeding":"crwdns57183:0crwdne57183:0", + "casting-test":"crwdns57184:0crwdne57184:0", + "outcome":"crwdns57185:0crwdne57185:0", + "spellcasting-succeeds":"crwdns57186:0crwdne57186:0", + "hit-left-arm":"crwdns57187:0crwdne57187:0", + "hit-right-leg":"crwdns57188:0crwdne57188:0", + "hit-location-number":"crwdns57189:0{{0}}crwdne57189:0", + "hit-right-arm":"crwdns57190:0crwdne57190:0", + "damage-number":"crwdns57191:0{{0}}crwdne57191:0", + "hit-left-leg":"crwdns57192:0crwdne57192:0", + "hit-body":"crwdns57193:0crwdne57193:0", + "hit-head":"crwdns57194:0crwdne57194:0", + "target-number":"crwdns57195:0crwdne57195:0", + "attack-roll":"crwdns57196:0crwdne57196:0", + "miss":"crwdns57197:0crwdne57197:0", + "parry-roll":"crwdns57198:0crwdne57198:0", + "failure":"crwdns57199:0crwdne57199:0", + "spellcasting-fails":"crwdns57200:0crwdne57200:0", + "test-result":"crwdns57201:0crwdne57201:0", + "characteristic":"crwdns57202:0crwdne57202:0" } \ No newline at end of file diff --git a/WhiteLies/ReadMe.md b/WhiteLies/ReadMe.md index f7475634bcb7..c009f81d1303 100644 --- a/WhiteLies/ReadMe.md +++ b/WhiteLies/ReadMe.md @@ -12,6 +12,6 @@ Attribute modifiers are automatically calculted. # Release notes -##v1.0 (2016-10-30) +## v1.0 (2016-10-30) Creation of the sheet. diff --git a/WhiteLies/sheet.json b/WhiteLies/sheet.json index f130d39efb72..064471251d10 100644 --- a/WhiteLies/sheet.json +++ b/WhiteLies/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "whitelies.png", - "instructions": "Character sheet for White Lies, in [english](http://dwdstudios.com/whitelies) and [french](http://legrumph.org/Terrier/?Chibi/White-Lies). Based on Swords and Wizardry WhiteBox, White Lies brings all the simple elegance of WhiteBox out of the dungeon and into the realm of espionage and paramilitary action and adventure! v1.0 (2016-10-30)" + "instructions": "Character sheet for White Lies, in [english](http://dwdstudios.com/whitelies) and [french](http://legrumph.org/Terrier/?Chibi/White-Lies). Based on Swords and Wizardry WhiteBox, White Lies brings all the simple elegance of WhiteBox out of the dungeon and into the realm of espionage and paramilitary action and adventure! v1.0 (2016-10-30). [ReadMe](https://github.com/Roll20/roll20-character-sheets/blob/master/WhiteLies/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Wurm/ReadMe.md b/Wurm/ReadMe.md index f9a4d1dfaebb..f3042e157870 100644 --- a/Wurm/ReadMe.md +++ b/Wurm/ReadMe.md @@ -9,6 +9,6 @@ The sheet has a few integrated rolls (with chat roll templates). # Release notes -##v1.0 (2016-11-25) +## v1.0 (2016-11-25) Creation of the sheet. diff --git a/Wurm/sheet.json b/Wurm/sheet.json index e2b48466f2ac..9b9e9db3f537 100644 --- a/Wurm/sheet.json +++ b/Wurm/sheet.json @@ -4,5 +4,6 @@ "authors": "Natha", "roll20userid": "75857", "preview": "wurm.jpg", - "instructions": "Character sheet for Würm, the Ice Age RPG, in [english](https://www.nocturnal-media.com/games-1/#/new-page-1/) and [french](http://www.legrog.org/jeux/wurm). v1.0 (2016-11-25)" + "instructions": "Character sheet for Würm, the Ice Age RPG, in [english](https://www.nocturnal-media.com/games-1/#/new-page-1/) and [french](http://www.legrog.org/jeux/wurm). v1.0 (2016-11-25). [ReadMe](https://github.com/Roll20/roll20-character-sheets/blob/master/Wurm/ReadMe.md)." + ,"tipeee":"https://www.tipeee.com/natharoll20" } diff --git a/Wurm/translations/de.json b/Wurm/translations/de.json index dd7462f06583..3b06ebb053a5 100644 --- a/Wurm/translations/de.json +++ b/Wurm/translations/de.json @@ -1,48 +1,48 @@ { - "character-name":"Character's Name", + "character-name":"Name des Charakters", "people":"People", - "age-and-sex":"Age & Sex", - "age":"Age", - "sex-ph":"Sex", - "prestige-and-status":"Prestige & Status", - "tribe":"Tribe", + "age-and-sex":"Alter & Geschlecht", + "age":"Alter", + "sex-ph":"Geschlecht", + "prestige-and-status":"Ansehen & Status", + "tribe":"Stamm", "clan":"Clan", "status":"Status", "experience":"Experience", - "experience-current":"Current experience points", - "experience-max":"Maximum experience points", - "prestige":"Prestige", - "bravery":"Bravery", - "generosity":"Generosity", - "wisdom":"Wisdom", - "stamina":"Stamina", - "stamina-current":"Current Stamina", - "stamina-max":"Maximum Stamina", - "stunned":"Stunned", + "experience-current":"Aktuellen Erfahrungspunkte", + "experience-max":"Maximale Erfahrungspunkte", + "prestige":"Ansehen", + "bravery":"Tapferkeit", + "generosity":"Großzügigkeit", + "wisdom":"Weisheit", + "stamina":"Ausdauer", + "stamina-current":"Aktuelle Ausdauer", + "stamina-max":"Maximale Ausdauer", + "stunned":"Betäubt", "rolls":"Rolls", - "serious-wounds":"Serious wounds", - "strengths-weaknesses":"Strengths & Weaknesses", - "strengths":"Strengths", - "strengthname-ph":"Strength", - "showinchat-button-title":"Show in chat", - "showhide-desc-title":"Show/Hide description", - "description":"Description", - "weaknesses":"Weaknesses", - "weaknessname-ph":"Weakness", + "serious-wounds":"Schwere Verletzungen", + "strengths-weaknesses":"Stärken & Schwächen", + "strengths":"Stärken", + "strengthname-ph":"Stärke", + "showinchat-button-title":"Im Chat zeigen", + "showhide-desc-title":"Beschreibung ein-/ausblenden", + "description":"Beschreibung", + "weaknesses":"Schwächen", + "weaknessname-ph":"Schwäche", "talents-secrets-skills":"Talents & Secrets Skills", - "talents":"Talents", + "talents":"Talente", "talentname-ph":"Talent", "secrets-skills":"Secrets Skills", - "skillname-ph":"Secret skill", + "skillname-ph":"Geheime Fähigkeit", "favors-spirits-curses":"Favors of the Spirits & Curses", "favorname-ph":"Favor or Curse name", - "difficulty-threshold":"Difficulty Threshold", - "weapons":"Weapons", - "type":"Type", - "damage":"Damage", + "difficulty-threshold":"Schwierigkeits Schwelle", + "weapons":"Waffen", + "type":"Art", + "damage":"Schaden", "range":"Range", - "resistance":"Resistance", - "damage-example":"Ex: 1d6+1", + "resistance":"Widerstand", + "damage-example":"z. B.: 1d6+1", "lesser":"Lesser", "normal":"Normal", "greater":"Greater", diff --git "a/Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.css" "b/Zweih\303\244nder Grim & Perilous/Zweihander.css" similarity index 57% rename from "Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.css" rename to "Zweih\303\244nder Grim & Perilous/Zweihander.css" index 91163d235253..64b5893b3a38 100644 --- "a/Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.css" +++ "b/Zweih\303\244nder Grim & Perilous/Zweihander.css" @@ -280,7 +280,14 @@ input.sheet-big_ring::-webkit-inner-spin-button { -webkit-appearance: none; margin: 0; /* <-- Apparently some margin are still there even though it's hidden */ } - +input[type="number"].sheet-big_ring, +input[type="number"].sheet-medium_ring, +input[type="number"].sheet-little_ring, +input[type="number"].sheet-big_box, +input[type="number"].sheet-medium_box, +input[type="number"].sheet-little_box { + -moz-appearance:textfield; +} input[type="number"].sheet-little_ring { font-size:15px; height:30px; @@ -297,6 +304,12 @@ input.sheet-little_ring::-webkit-inner-spin-button { -webkit-appearance: none; margin: 0; } + +input.sheet-medium_box::-webkit-outer-spin-button, +input.sheet-medium_box::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} .sheet-medium_box:focus, .sheet-little_box:focus, .sheet-big_ring:focus, @@ -367,6 +380,16 @@ select.sheet-select2 { margin-bottom:2px; font-size:11px; } +select.sheet-select3 { + width:95px; + margin-bottom:2px; + font-size:10px; + height: 20px; + background:transparent; + color:black; + box-shadow:none; + border:none; +} /*============= End of Select/Dropdown =============*/ /*============= Checkboxes =============*/ /*========== circle ==========*/ @@ -525,4 +548,353 @@ div.sheet-hide { margin-left: 0px; z-index: 999; } - /*========== End of Tooltip ==========*/ \ No newline at end of file + /*========== End of Tooltip ==========*/ + +/* ======== Sheet attrib_btn========*/ +button[type="roll"].sheet-attrib_btn:before{ + content: ""!important; + display: none; + border: none; +} +button[type="roll"].sheet-attrib_btn{ + color:#000; + font-variant: small-caps; + font-weight:200; + font-size:22px; + font-family: "Times New Roman", Georgia, Serif; + display: block; + border-radius: 5px; + height: 24px; + width: 120px; + margin: 0; + background: radial-gradient(circle at 20px 10px, #706658, #C1B39A); + border:none; + box-shadow: 0px 0px 5px gray; +} +button[type="roll"].sheet-attrib_btn:hover { + background: radial-gradient(circle at 60px 10px, #706658, #C1B39A); +} + +button[type="roll"].sheet-attrib_btn:active { + background: radial-gradient(circle at 50px 10px, #C1B39A, #706658); + box-shadow: 0px 0px 5px gray; +} +button[type="roll"].sheet-attrib_btn:focus { + outline:0; +} +/* ======== Sheet skill_btn========*/ +button[type="roll"].sheet-skill_btn:before{ + content: ""!important; + display: none; + border: none; +} +button[type="roll"].sheet-skill_btn{ + color:#000; + font-variant: small-caps; + font-weight:200; + font-size:14px; + font-family: "Times New Roman", Georgia, Serif; + display: block; + border-radius: 5px; + height: 18px; + width: 120px; + margin: 0; + background: radial-gradient(circle at 20px 10px, #EDE9E0, #C1B39A); + border:none; + box-shadow: 0px 0px 5px white; +} +button[type="roll"].sheet-skill_btn:hover { + background: radial-gradient(circle at 60px 10px, #EDE9E0, #C1B39A); +} + +button[type="roll"].sheet-skill_btn:active { + background: radial-gradient(circle at 50px 10px, #C1B39A, #EDE9E0); + box-shadow: 0px 0px 5px white; +} +button[type="roll"].sheet-skill_btn:focus { + outline:0; +} +/* ======== Sheet dp_btn========*/ +button[type="roll"].sheet-dp_btn:before{ + content: ""!important; + display: none; + border: none; +} +button[type="roll"].sheet-dp_btn { + color:#000; + font-variant: small-caps; + font-weight:200; + font-size:14px; + font-family: "Times New Roman", Georgia, Serif; + display: block; + border-radius: 5px; + height: 18px; + width: 80px; + margin-left: -20px; + background: radial-gradient(circle at 20px 10px, #EDE9E0, #C1B39A); + border:none; + box-shadow: 0px 0px 5px white; +} +button[type="roll"].sheet-dp_btn:hover { + background: radial-gradient(circle at 60px 10px, #EDE9E0, #C1B39A); +} + +button[type="roll"].sheet-dp_btn:active { + background: radial-gradient(circle at 50px 10px, #C1B39A, #EDE9E0); + box-shadow: 0px 0px 5px white; +} +button[type="roll"].sheet-dp_btn:focus { + outline:0; +} + /**/ +/* MY Roll Templates */ +.sheet-rolltemplate-attrib, +.sheet-rolltemplate-attrib table.sheet-attrib { + width: 100%; + background: #C1B39A; + color: black; + font-size: 1em; + font-family: "Contrail One", sans-serif; + box-shadow: -5px -5px 5px black; + color: black; + border: none; + border-radius:15px; +} + +.sheet-rolltemplate-attrib th { + color: white; + padding: 4px; + line-height: 1.6em; + width: 100%; + height: 100%; + border-spacing: 0; + font-variant: small-caps; + font-weight:200; + font-family: "Times New Roman", Georgia, Serif; + font-size: 1.4em; + text-shadow: none; + + background: #706658; /* Old browsers */ + box-shadow: inset 5px 0px 20px 0px black, inset -5px 0px 20px 0px black; + border-radius: 15px 15px 0px 0px +} + +.sheet-rolltemplate-attrib td, +table.sheet-attrib td { + padding: 2px; +} + +.sheet-rolltemplate-attrib .sheet-tcat { + font-weight: bold; +} + +.sheet-rolltemplate-attrib .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid transparent; + background:transparent; +} + +.sheet-rolltemplate-attrib .sheet-no_border .inlinerollresult { + display: inline-block; + min-width: 1.5em; + border: 2px solid transparent; + background:transparent; + font-weight:400; +} + +.sheet-rolltemplate-attrib .inlinerollresult.fullfail { + border: 2px solid transparent; +} + +.sheet-rolltemplate-attrib .inlinerollresult.importantroll { + border: 2px solid transparent; +} + +.sheet-rolltemplate-attrib div.sheet-focus { + font-size:0.8em; + padding-left:10px; + color:white; + text-shadow: 0px 0px 5px black; +} +.sheet-rolltemplate-show { + width: 100%; + background: #C1B39A; + color: black; + font-size: 1em; + font-family: "Contrail One", sans-serif; + box-shadow: -5px -5px 5px black; + color: black; + border: none; + border-radius:15px; +} + +.sheet-rolltemplate-show h5.sheet-show_title { + color: white; + padding: 4px; + line-height: 1.6em; + width: 100%; + height: 100%; + border-spacing: 0; + font-variant: small-caps; + font-weight:200; + font-family: "Times New Roman", Georgia, Serif; + font-size: 1.4em; + text-shadow: none; + text-shadow: 0px 0px 3px black, 0px 0px 4px black, 0px 0px 5px black; +} + +.sheet-rolltemplate-show h5.sheet-show_text { + padding: 2px; +} + +.sheet-rolltemplate-weapon, +.sheet-rolltemplate-weapon table.sheet-weapon { + width: 100%; + background: #C1B39A; + color: black; + font-size: 1em; + font-family: "Contrail One", sans-serif; + box-shadow: -5px -5px 5px black; + color: black; + border: none; + border-radius:15px; +} + +.sheet-rolltemplate-weapon th { + color: white; + padding: 4px; + line-height: 1.6em; + width: 100%; + height: 100%; + border-spacing: 0; + font-variant: small-caps; + font-weight:200; + font-family: "Times New Roman", Georgia, Serif; + font-size: 1.4em; + text-shadow: none; + + background: #706658; /* Old browsers */ + box-shadow: inset 5px 0px 20px 0px black, inset -5px 0px 20px 0px black; + border-radius: 15px 15px 0px 0px +} + +.sheet-rolltemplate-weapon td, +table.sheet-weapon td { + padding: 2px; +} + +.sheet-rolltemplate-weapon .sheet-tcat { + font-weight: bold; +} + +.sheet-rolltemplate-weapon .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid transparent; + background:transparent; +} + +.sheet-rolltemplate-weapon .sheet-no_border .inlinerollresult { + display: inline-block; + min-width: 1.5em; + border: 2px solid transparent; + background:transparent; + font-weight:400; +} + +.sheet-rolltemplate-weapon .inlinerollresult.fullfail { + border: 2px solid transparent; +} + +.sheet-rolltemplate-weapon .inlinerollresult.importantroll { + border: 2px solid transparent; +} + +.sheet-rolltemplate-weapon div.sheet-focus { + font-size:0.8em; + padding-left:10px; + color:white; + text-shadow: 0px 0px 5px black; +} +/* Magic Rolltemplate */ + +.sheet-rolltemplate-spell { + border: 3px ridge blue; + border-radius:15px; + box-shadow: -5px -5px 5px black; + width: 230px; +} +.sheet-rolltemplate-spell table.sheet-spell { + width: 230px; + background: #C1B39A; + color: black; + font-size: 1em; + font-family: "Contrail One", sans-serif; + color: black; + border-radius:15px; + box-shadow: none; +} +.sheet-rolltemplate-spell th { + color: white; + padding: 4px; + line-height: 1.6em; + width: 100%; + height: 100%; + border-spacing: 0; + font-variant: small-caps; + font-weight:200; + font-family: "Times New Roman", Georgia, Serif; + font-size: 1.4em; + text-shadow: none; + + background: #706658; /* Old browsers */ + box-shadow: inset 5px 0px 20px 0px black, inset -5px 0px 20px 0px black; + border-radius: 15px 15px 0px 0px +} + +.sheet-rolltemplate-spell td, +table.sheet-spell td { + padding: 2px; +} + +.sheet-rolltemplate-spell .sheet-tcat { + font-weight: bold; +} + +.sheet-rolltemplate-spell .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid transparent; + background:transparent; +} + +.sheet-rolltemplate-spell .sheet-no_border{ + display: inline; +} +.sheet-rolltemplate-spell .sheet-no_border .inlinerollresult { + display: inline; + min-width: 1.5em; + border: 2px solid transparent; + background:transparent; + font-weight:400; + color:red; +} + +.sheet-rolltemplate-spell .inlinerollresult.fullfail { + border: 2px solid transparent; +} + +.sheet-rolltemplate-spell .inlinerollresult.importantroll { + border: 2px solid transparent; +} + +.sheet-rolltemplate-spell div.sheet-focus { + font-size:0.8em; + padding-left:10px; + color:black; + text-shadow: none; +} diff --git "a/Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.html" "b/Zweih\303\244nder Grim & Perilous/Zweihander.html" similarity index 59% rename from "Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.html" rename to "Zweih\303\244nder Grim & Perilous/Zweihander.html" index 0bbeb287c9c8..32987c3a935e 100644 --- "a/Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.html" +++ "b/Zweih\303\244nder Grim & Perilous/Zweihander.html" @@ -1,3 +1,4 @@ +
    @@ -18,7 +19,7 @@
    -
    +
    @@ -178,24 +179,33 @@

    Difficulty Rating Chart

    +
    - + - - + - - - - + + + + - - + + + + + - - - - + + + + - - - - - - - + + + + + + + - + - + - - - - + + + + - + + + + - - - - - + + + + - - - - - - - - + + + + + + - - @@ -400,10 +449,15 @@

    Difficulty Rating Chart

    - - - - + + + + + + + + - - - - + + + + - - - - - - - + + + + + + + - - - + + + + - @@ -522,10 +598,14 @@

    Difficulty Rating Chart

    - - - - + + + + + + + + - - - - + + + + - - - - - - - + + + + + + + - @@ -622,10 +717,14 @@

    Difficulty Rating Chart

    - - - - + + + + + + + + - - - - + + + + - - - - + + + + - - - - - - - - + + + + - - - - + + + + - - - - + + + + - - - + + + + - @@ -811,10 +940,14 @@

    Difficulty Rating Chart

    - - - - + + + + + + + + - - - - + + + + - - - - - - - + + + + + + + - @@ -911,10 +1059,14 @@

    Difficulty Rating Chart

    - - - - + + + + + + + + - - - - + + + + - - - - + + + + - - - - - - - - + + + + - - - - + + + + - - - + + + +
    Combat - + + + Special Skills Indicated with * Peril Threshold + Peril Threshold +
    AdvanceMartial Melee * + + + + +
    @@ -208,21 +218,26 @@

    Difficulty Rating Chart

    - - - + + + +
    - - + + + + + + + Martial Ranged *
    @@ -241,13 +256,18 @@

    Difficulty Rating Chart

    - - + + + + + + + Simple Melee
    @@ -268,12 +288,18 @@

    Difficulty Rating Chart

    - - - Simple Ranged + + + + +
    @@ -290,20 +316,26 @@

    Difficulty Rating Chart

    Brawn - + + + Unhindered
    AdvanceAthletics + + + +
    @@ -316,18 +348,23 @@

    Difficulty Rating Chart

    Imperiled + Imperiled
    - - + + + + + + + Drive *
    @@ -340,17 +377,22 @@

    Difficulty Rating Chart

    Ignore 1 Skill Rank + Ignore 1 Skill Rank
    - - + + + + + + + Intimidate
    @@ -363,17 +405,22 @@

    Difficulty Rating Chart

    Ignore 2 Skill Ranks + Ignore 2 Skill Ranks
    - - - Toughness + + + + +
    @@ -386,11 +433,13 @@

    Difficulty Rating Chart

    Ignore 3 Skill Ranks + Ignore 3 Skill Ranks
    Agility + + + AdvanceCoordination + + + + +
    @@ -421,13 +475,18 @@

    Difficulty Rating Chart

    - - + + + + + + + Pilot *
    @@ -444,13 +503,18 @@

    Difficulty Rating Chart

    - - + + + + + + + Ride *
    @@ -468,12 +532,18 @@

    Difficulty Rating Chart

    - - - Skulduggery * + + + + +
    @@ -492,10 +562,14 @@

    Difficulty Rating Chart

    - Stealth + + + +
    @@ -512,7 +586,9 @@

    Difficulty Rating Chart

    Perception + + + AdvanceAwareness + + + +
    @@ -543,13 +623,17 @@

    Difficulty Rating Chart

    - - + + + + + + Eavesdrop
    @@ -566,13 +650,17 @@

    Difficulty Rating Chart

    - - + + + + + + Scrutinize
    @@ -590,12 +678,17 @@

    Difficulty Rating Chart

    - - - Survival + + + +
    @@ -612,7 +705,9 @@

    Difficulty Rating Chart

    Intelligence + + + AdvanceAlchemy * + + + +
    @@ -643,13 +742,17 @@

    Difficulty Rating Chart

    - - + + + + + + Counterfeit *
    @@ -666,13 +769,17 @@

    Difficulty Rating Chart

    - - + + + + + + Education *
    @@ -690,13 +797,17 @@

    Difficulty Rating Chart

    - - + + + + + + Folklore
    @@ -715,10 +826,14 @@

    Difficulty Rating Chart

    Gamble + + + +
    @@ -737,10 +852,14 @@

    Difficulty Rating Chart

    Heal * + + + +
    @@ -759,10 +878,14 @@

    Difficulty Rating Chart

    Navigation * + + + +
    @@ -781,10 +904,14 @@

    Difficulty Rating Chart

    - Warfare * + + + +
    @@ -801,7 +928,9 @@

    Difficulty Rating Chart

    Willpower + + + AdvanceIncantation * + + + +
    @@ -832,13 +965,17 @@

    Difficulty Rating Chart

    - - + + + + + + Interrogation *
    @@ -855,13 +992,17 @@

    Difficulty Rating Chart

    - - + + + + + + Resolve
    @@ -879,12 +1020,17 @@

    Difficulty Rating Chart

    - - - Tradecraft * + + + +
    @@ -901,7 +1047,9 @@

    Difficulty Rating Chart

    Fellowship + + + AdvanceBargain + + + +
    @@ -932,13 +1084,17 @@

    Difficulty Rating Chart

    - - + + + + + + Charm
    @@ -955,13 +1111,17 @@

    Difficulty Rating Chart

    - - + + + + + + Disguise *
    @@ -979,13 +1139,17 @@

    Difficulty Rating Chart

    - - + + + + + + Guile
    @@ -1004,10 +1168,14 @@

    Difficulty Rating Chart

    Handle Animal * + + + +
    @@ -1026,10 +1194,14 @@

    Difficulty Rating Chart

    Leadership * + + + +
    @@ -1048,10 +1220,14 @@

    Difficulty Rating Chart

    - Rumor + + + +
    @@ -1069,7 +1245,6 @@

    Difficulty Rating Chart

    -
    @@ -1153,17 +1328,23 @@

    Movement

    - + - + - - + + @@ -1241,7 +1422,6 @@
    (240BP = 1GC, 20SS = 1GC, 12BP = 1SS)
    -
    @@ -1257,7 +1437,7 @@

    Talents

    + + + + + + / /
    - + @@ -1283,7 +1463,7 @@

    Trappings

    - + @@ -1301,24 +1481,31 @@

    Trappings

    -

    Dodge

    +
    Coordination
    -

    Parry

    - -
    Combat-based Skill
    + + +
    + + + +
    - @@ -1772,7 +1959,54 @@

    Incantation Skill

    -

    Magic & Rituals

    +
    +

    Magic & Rituals

    +
    +
    +
    +
    Damage Threshold
    - - - + + + +
    + + + + + + + + + + + + + + + + + + + +
    SpellDistanceDurationChannel + + + + +
    Reagents
    +
    + Effect +
    +
    + + + +
    +
    +
    +
    +


    @@ -1781,4 +2015,629 @@

    Magic & Rituals


    -

    \ No newline at end of file +

    + +

    + +
    + + + + + + + + + + + + {{#skill}} + + + + {{/skill}} + {{#diff}} + + + + {{/diff}} + {{#mod}} + + + + {{/mod}} + {{#roll}} + + + + + + + + + {{/roll}} + {{#focus1}} + + + + {{/focus1}} + +
    {{name}}
    {{character}}
    {{attrib}}: {{attrib_rank}}
    {{skill}}: {{skill_rank}}
    Difficulty: {{diff}}
    Situational modifier: {{mod}}
    {{roll}}{{rating}}
    RollRating
    {{focus1}} - {{focus2}} - {{focus3}} - {{focus4}} - {{focus5}} - {{focus6}}
    +
    + + +
    {{title}}
    +
    {{text}}
    +
    +
    + + + + + + + + + + + + + + + + + + {{#roll}} + + + + + + + + + {{/roll}} + + + + + + + +
    {{name}}
    {{character}}
    {{attrib}}: {{attrib_rank}}{{skill}}: {{skill_rank}}
    Difficulty: {{diff}}Situational modifier: {{mod}}
    {{roll}}{{rating}}
    RollRating
    Range: {{range}}Damage: {{damage}}
    {{details}}
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    {{name}}
    {{character}}
    {{attrib}}: {{attrib_rank}}{{skill}}: {{skill_rank}}
    Difficulty: {{diff}}Modifier: {{mod}}
    {{roll}}
    {{rating}}
    RollRating
    Distance: {{distance}}Duration: {{duration}}
    Chaos:
    {{chaos}}
    Corruption: {{corruption}}
    Regeants:{{regeants}}
    {{Spell_Effect}}
    {{Critical_Success}}
    {{Critical_Failure}}
    +
    +
    + + diff --git "a/Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.png" "b/Zweih\303\244nder Grim & Perilous/Zweihander.png" similarity index 100% rename from "Zweih\303\244nder Grim & Perilous/Zweih\303\244nder.png" rename to "Zweih\303\244nder Grim & Perilous/Zweihander.png" diff --git "a/Zweih\303\244nder Grim & Perilous/sheet.json" "b/Zweih\303\244nder Grim & Perilous/sheet.json" index c32fd7c9aee4..e7f6962076cc 100644 --- "a/Zweih\303\244nder Grim & Perilous/sheet.json" +++ "b/Zweih\303\244nder Grim & Perilous/sheet.json" @@ -1,8 +1,8 @@ { - "html": "Zweihänder.html", - "css": "Zweihänder.css", + "html": "Zweihander.html", + "css": "Zweihander.css", "authors": "coal Powered Puppet.", "roll20userid": "492849", - "preview": "Zweihänder.png", + "preview": "Zweihander.png", "instructions": "For use with Zweihänder. NONE OF THE BUTTONS WORK. This will be repaired when those who developed the game give me the go ahead to do so." } \ No newline at end of file diff --git a/approved.yaml b/approved.yaml index 47ec54ac3422..0fe7df9ddd8b 100644 --- a/approved.yaml +++ b/approved.yaml @@ -71,6 +71,7 @@ exalted2e: dcc: - "DCC" - "Dungeon Crawl Classics" +- "Dungeon Crawl Classics" darkheresy: - "Dark_Heresy" @@ -385,6 +386,7 @@ yogsquest: torg: - "Torg" - "Torg" +- "Torg" cyberpunk2020: - "Cyberpunk 2020" @@ -559,11 +561,11 @@ dnd5eshaped: allfleshmustbeeaten: - "Unisystem-All Flesh Must Be Eaten" - "All Flesh Must Be Eaten" -- "Unisystem" thevoid: - "the-void" - "The Void" +- "Void" cwodwerewolfv20: - "CWOD-W20" @@ -681,7 +683,7 @@ atomichighway: cwodchangeling: - "CWOD-Changeling" -- "Changeling: The Dreaming (CWOD)" +- "Changeling: The Dreaming (cWoD)" - "Storytelling System" wfrp3e: @@ -872,6 +874,7 @@ dungeonworldbr: dungeonslayers: - "Dungeon-slayers-4" - "Dungeon Slayers 4" +- "hidden" dungeonsquad: - "DungeonSquad" @@ -1110,7 +1113,6 @@ turbofatede: leverage: - "Leverage" - "Leverage" -- "Cortex Plus" runequest6fr: - "Runequest_6_FR" @@ -1129,7 +1131,6 @@ bashultimateed: bulletproofblues: - "Bulletproof Blues" - "Bulletproof Blues" -- "Kalos Comics" fairytail: - "Fairytail" @@ -1256,6 +1257,7 @@ apocalypseworld2e: rwbyunofficial: - "RWBY_RoC-Unofficial_Tabletop_RPG" - "The Unofficial RWBY Tabletop System" +- "RWBY Tabletop System" dragonquest: - "DragonQuest" @@ -1374,7 +1376,6 @@ arkhamhorror: deadlandsclassic: - "Deadlands Classic" - "Deadlands: Classic" -- "Savage Worlds" fateacceleratedkr: - "Fate_Accelerated_Kor" @@ -1516,6 +1517,11 @@ warhammerfantasy2e: - "Warhammer Fantasy: 2nd Edition" - "Warhammer" +warhammerfantasy2e_havoc: +- "WFRP2E-Havoc" +- "Warhammer Fantasy: 2nd Edition (Havoc)" +- "Warhammer" + classictraveller: - "Classic_Traveller" - "Classic Traveller" @@ -1806,6 +1812,7 @@ multiverse: thefade: - "The-Fade-Tabletop" - "The Fade" +- "Fade" mutrantcrawlclassics: - "MCC_Tabbed_Sheet" @@ -1818,4 +1825,135 @@ cwoddemonthefallen: brigandynefr: - "Brigandyne" -- "Brigandyne (French)" \ No newline at end of file +- "Brigandyne (French)" + +dimeadventures: +- "Dime Adventures" +- "Dime Adventures" + +nwodmage2e: +- "NWOD-Mage2e" +- "Mage: The Awakening 2nd Edition (nWoD)" +- "Storytelling System" + +monsteroftheweek: +- "Monster of the Week" +- "Monster of the Week" +- "Apocalypse World Engine" + +planetmercenary: +- "Planet_Mercenary" +- "Planet Mercenary" + +dungeonslayers4e: +- "Dungeonslayers-4" +- "Dungeon Slayers: 4th Edition" + +masseffect: +- "Mass Effect" +- "Mass Effect" +- "d20 Modern" + +metamorphosisalphae1: +- "MetamorphosisAlpha_1e" +- "Metamorphosis Alpha: 1st Edition" + +theblackhack: +- "Black Hack" +- "The Black Hack" +- "Dungeons and Dragons" + +tailsofequestria: +- "TailsOfEquestria" +- "Tails of Equestria" + +solipstry: +- "Solipstry" +- "Solipstry" + +whatsoldisnew: +- "WOIN" +- "What’s O.L.D. is N.E.W." + +pathofpaper: +- "Path of Paper" +- "Path of Paper" + +starwarsrevised: +- "Star Wars Revised RPG" +- "Star Wars Revised" +- "Star Wars" + +hunterthereckoning: +- "CWOD-Hunter" +- "Hunter: The Reckoning (cWoD)" +- "Storytelling System" + +icrpg: +- "ICRPG" +- "Index Card RPG" +- "ICRPG" + +starswithoutnumberrevised: +- "Stars_Without_Number_Revised" +- "Stars Without Number (Revised)" +- "Stars Without Number" + +monsterhearts2: +- "Monsterhearts-2" +- "Monsterhearts 2" +- "Apocalypse World Engine" + +sigthecitybetween: +- "SIG" +- "Sig: The City Between" + +splittermond: +- "Splittermond" +- "Splittermond (German)" + +acks: +- "ACKS" +- "Adventure Conqueror King" + +adventuresinmiddleearth: +- "Adventures in Middle Earth" +- "Adventures in Middle Earth" +- "Dungeons and Dragons" + +icrpgwarpshell: +- "ICRPG (Warp Shell)" +- "Index Card RPG (Warp Shell)" +- "ICRPG" + +endallbeallrpg: +- "End All Be All RPG - Roleplaying without Limits" +- "End All Be All RPG" + +bluerose: +- "Blue Rose" +- "Blue Rose" +- "AGE System" + +loghorizon: +- "Log Horizon TRPG" +- "Log Horizon TRPG" + +torgeternity: +- "Torg Eternity" +- "Torg Eternity" +- "Torg" + +startrek2d20: +- "Star Trek Adventures 2d20" +- "Star Trek Adventures" +- "2d20" + +dcctabbed: +- "DCC_Tabbed_Sheet" +- "Dungeon Crawl Classics (Tabbed)" +- "Dungeon Crawl Classics" + +swordandscoundrel: +- "Sword & Scoundrel" +- "Sword & Scoundrel" \ No newline at end of file diff --git a/conan-2d20/conan 2d20.css b/conan-2d20/conan 2d20.css index d63fcb95f834..75bc780bb5fa 100644 --- a/conan-2d20/conan 2d20.css +++ b/conan-2d20/conan 2d20.css @@ -52,7 +52,7 @@ select { textarea { margin: 0; width: 100%; - height: 200px; + height: 100px; resize: vertical; box-sizing: border-box; color: black; @@ -60,7 +60,9 @@ textarea { .sheet-repitem, .repitem { - margin-bottom: 2px; + margin-bottom: 4px; + + } /* Override Roll20 Button styling for something less conspicious */ @@ -75,8 +77,8 @@ button { } .repitem button { - height: 28px; - line-height: 20px; + height: 22px; + line-height: 16px; } /* === BASIC === */ @@ -123,15 +125,16 @@ button { padding: 0 4px; } -.sheet-skill-on { - border: 1px solid black; +.sheet-check-on { + border: 1px solid black; } -.sheet-skill-off { +.sheet-check-off { background-color: #E3E3E3; - border: 1px white; + border: 1px solid gray; } + /* === ASPECT === */ .sheet-section-aspects input { width: 100%; @@ -149,11 +152,12 @@ button { .sheet-check-on { border: 1px #173B0B; + } .sheet-check-off { background-color: #E3E3E3; - border: 1px solid gray; + } /* === CONSEQUENCES === */ @@ -170,3 +174,4 @@ button { margin-left: 2px; width: calc(100% - 102px); } + diff --git a/conan-2d20/conan 2d20.html b/conan-2d20/conan 2d20.html index 07a8fa52fa7a..6182f508966f 100644 --- a/conan-2d20/conan 2d20.html +++ b/conan-2d20/conan 2d20.html @@ -10,41 +10,89 @@ - + - - + + - - - - - - + + + + +
    - - + + - + - - + + +
    + + + + + +
    + + + + + + + +
    + + + + + + + +
    + + + + + + + + +
    + + + + + + + +
    + + + + + + + + / +
    Trackers
    @@ -239,50 +287,47 @@
    Armour Value and Type
    - - - - -
    1-2Head - Armour Type -
    3-5Right Arm - Armour Type -
    6-8Left Arm - Armour Type -
    9-14Torso - Armour Type -
    15-17Right Leg - Armour Type -
    18-20Left Leg - Armour Type + + + + + + + +
    + + + + + +
    + +
    1-2 Head  + Armour Type  +
    3-5 Right Arm  + Armour Type  +
    6-8 Left Arm  + Armour Type  +
    9-14 Torso  + Armour Type  +
    15-17 Right Leg  + Armour Type  +
    18-20 Left Leg  + Armour Type 
    - - - - - - - -
    Tactics & Abilities
    - - - - - - - - - @@ -342,7 +387,7 @@ - + @@ -481,14 +526,28 @@
    Talents
    1 -
    2 -
    3 -
    4 -
    5 -
    6 -
    -
    Other Notes
    - - +
    Belongings
    + + + + + +
    +
    +
    HealingExpertiseFocus
    LinguisticsExpertiseFocus
    LoreExpertiseFocus
    SiegecraftExpertiseFocus
    WarfareExpertiseFocus
    + - - + + + + +
    + - + +
    - - + + + + - -
    - -
    + + + + - -
    + -
    - - +
    - - +
    + + + + - - - - - + + -
    + + +
    Magic
    -
    Type - Momentum + Spell Difficulty - Effect + Duration + Cost + Momentum
    + +
    Notes @@ -635,144 +717,42 @@
    Weapons
    -create a rollable table called "Combat-Dice" with name values of "1","2","-","-","1 + Special Event","1 + Special Event" +GM needs to create a rollable table called "Combat-Dice" with name values of "1","2","-","-","1 + Special Event","1 + Special Event"
    - +
    - - - - -
    Name - Reach - Range - Attribute Bonus Dice - Base Damage - Damage - Hands - Notes -
    +
    Name  + Range/Reach  + Grip  + Attribute Bonus  + Damage  + Bonus Damage  + Loads  + + + + + +
    - - - -
    - + + Qualities  + Roll  + - -
    + + +

    -
    -
    - - -
    Character Creation
    - - - - - - - -
    - - - - - - - -
    - - - - - - - - - - - - - -
    - - - - - - - - - - - -
    - - - - - - - - - - - - -
    - - - - - -
    - - - - - - -
    - - - - -
    - - -
    - - - - - - - -
    - - - - - - - - - - - - -
    -
    - - +
    diff --git a/conan-2d20/conan 2d20.png b/conan-2d20/conan 2d20.png index cee22dbb1f6b..0393390a71eb 100644 Binary files a/conan-2d20/conan 2d20.png and b/conan-2d20/conan 2d20.png differ diff --git a/d20 Modern/d20 Modern.css b/d20 Modern/d20 Modern.css index a2fea5befc4e..183c8ed7c277 100644 --- a/d20 Modern/d20 Modern.css +++ b/d20 Modern/d20 Modern.css @@ -316,7 +316,7 @@ h5 { textarea.sheet-notes { border-radius:15px; border: 2px solid #7F2108; - height:35px; + height:130px; resize:vertical; font-family: Copperplate, 'Copperplate Gothic Light', fantasy; } @@ -324,7 +324,7 @@ textarea.sheet-notes { textarea.sheet-longnotes { border-radius:15px; border: 2px solid #7F2108; - height:105px; + height:130px; resize:vertical; font-family: Copperplate, 'Copperplate Gothic Light', fantasy; } diff --git a/d20 Modern/d20 Modern.html b/d20 Modern/d20 Modern.html index 5ef3716caf06..66f28eb1c15f 100644 --- a/d20 Modern/d20 Modern.html +++ b/d20 Modern/d20 Modern.html @@ -121,12 +121,12 @@ - + Height - + Alignment Weight @@ -138,8 +138,8 @@ Attributes Combat - -
    Feats & Talents
    + +
    Feats & Talents
    Gear @@ -365,7 +365,7 @@

    Skills

    - + - + - + - + - + - + - + - + - + - + - + @@ -948,7 +948,7 @@

    Skills

    - + @@ -1063,8 +1063,8 @@

    Skills

    - - + + @@ -1090,7 +1090,7 @@

    Skills

    - + - + @@ -1135,7 +1135,7 @@

    Skills

    - + @@ -1152,7 +1152,7 @@

    Skills

    - + @@ -1181,9 +1181,9 @@

    Skills

    @@ -1196,8 +1196,8 @@

    Skills

    @@ -1595,7 +1595,7 @@

    Talents

    - + @@ -1683,7 +1683,7 @@

    FX Abilities

    - + @@ -1778,7 +1778,7 @@

    FX Abilities

    Name
    - + diff --git a/microluxe20/microluxe20.html b/microluxe20/microluxe20.html index fa4bad854887..e73b2003eb38 100644 --- a/microluxe20/microluxe20.html +++ b/microluxe20/microluxe20.html @@ -5,7 +5,7 @@
    MicroLuxe20
    -

    Built for
    version 1.7.2

    +

    Built for
    version 1.7.x


    Character Name
    Surnom Sexe
    -Espèce -Nationalité -Né le
    +Espèce +Nationalité +Né le
    Taille cm    Poids kg    Peau     @@ -14,23 +14,23 @@
    - +
    -
    Name
    1. Aspects & Qualités(6# = 1 pt. • max: 12)
    +
    1. Aspects & Qualités(6# = 1 pt. • max: 12)
    - + - + @@ -45,7 +45,7 @@
    -
    ÉnergieÉnergie Physique
    RésistanceRésistance Mental
    2. Caractéristiques Principales(2# = 1 pt. • max: 24)

    +
    2. Caractéristiques Principales(2# = 1 pt. • max: 24)
    @@ -53,7 +53,7 @@ ENG+PHY base : - @@ -71,13 +71,13 @@ RES+MEN base : - - @@ -97,10 +97,10 @@
    Volonté
    +
    Volonté
    ENG+MEN base :
    Équilibre
    +
    Équilibre
    RES+SPI base :
    Agilité
    +
    Agilité
    ADA+PHY base :
    - + - - - + - - +
    Réflexes
    - (= Agilité) : +
    Réflexes
    + (= Agilité) :
    Force vitale
    @@ -117,7 +117,7 @@ - +
    6. les sens(répartir pE x 5 • opt.)(répartir pE x 5 • opt.)
    @@ -127,13 +127,13 @@
    Vue
    Goût
    +
    Goût
    Ouïe
    +
    Ouïe
    Toucher
    @@ -160,7 +160,7 @@
    -
    5. Défauts
    +
    5. Défauts
    @@ -203,7 +203,7 @@
    -
    8. Talents(Ca = Caract. Entre parenthèses ÷ 2 • base = Ca –2 • 1# = 1 pt. • académique = 5# • spécialisation = 3# • arcanes: prix x 2)
    +
    8. Talents(Ca = Caract. Entre parenthèses ÷ 2 • base = Ca –2 • 1# = 1 pt. • académique = 5# • spécialisation = 3# • arcanes: prix x 2)
    @@ -264,16 +264,16 @@
    -
    Agilité
    +
    Agilité
    - + - + @@ -290,11 +290,11 @@ - + - + @@ -304,11 +304,11 @@ - + - + @@ -361,11 +361,11 @@ - + - + @@ -392,18 +392,18 @@
    Discrétion (AG) +Discrétion (AG) + =
    Escalade (AG) +
    Déograv (AG) +Déograv (AG) + =
    Acrobatie (AG) +
    Équitation (AG) +Équitation (AG) + =
    Manipulation (AG) +
    Hélicoptères (AG) +Hélicoptères (AG) + =
    Avions (AG) +
    - + - + - + - + @@ -413,18 +413,18 @@ - + - + - + - + @@ -434,11 +434,11 @@ - + - + @@ -490,11 +490,11 @@ - + - + @@ -518,11 +518,11 @@
    Mathématiques (IL) +Mathématiques (IL) + =
    Hypermécanique (IL) +Hypermécanique (IL) + =
    Biochimie (IL) +
    Mécanique (IL) +Mécanique (IL) + =
    Électronique (IL) +Électronique (IL) + =
    Informatique (IL) +
    Médecine (IL) +Médecine (IL) + =
    Zoologie (IL) +
    Géographie (IL) +Géographie (IL) + =
    Gestion (IL) +
    - + - + @@ -570,11 +570,11 @@
    Éloquence (IF) +Éloquence (IF) + =
    Persuasion (IF) +
    - + - + @@ -626,11 +626,11 @@ - + - + @@ -696,11 +696,11 @@ - + - + @@ -749,65 +749,65 @@ - + - + - + - + - + - + - + - + - + - + - + - + - + - + - +
    Étiquette (EQ) +Étiquette (EQ) + =
    Survie urbaine (EQ) +
    Génie civil (IL) +Génie civil (IL) + =
    Artisanat (AG) +
    Comédie (IT) +Comédie (IT) + =
    Imagerie (IT) +
    Esprit/Création (VO) +Esprit/Création (VO) + =
    Esprit/Contrôle (EQ) +Esprit/Contrôle (EQ) + =
    Matière/Perception (IT) +Matière/Perception (IT) + =
    Matière/Création (VO) +Matière/Création (VO) + =
    Matière/Contrôle (EQ) +Matière/Contrôle (EQ) + =
    Éveil/Perception (IT) +Éveil/Perception (IT) + =
    Éveil/Création (VO) +Éveil/Création (VO) + =
    Éveil/Contrôle (EQ) +Éveil/Contrôle (EQ) + =
    -
    Spécialisations
    +
    Spécialisations
    @@ -819,7 +819,7 @@
    -
    Académique
    +
    Académique
    @@ -843,7 +843,7 @@
    -
    Points de création (#)
    +
    Points de création (#)
    @@ -851,7 +851,7 @@ - @@ -869,10 +869,10 @@ - + - +
    Initiaux
    Expérience
    +
    Expérience
    Actuels
    CT FA AVPortéePortée Enc. Mun.(utilisées)(utilisées)
    @@ -905,7 +905,7 @@ Nom : Prot. - Rés. + Rés. Mob. @@ -925,7 +925,7 @@
    -
    Équipement de base
    +
    Équipement de base