added missing localization keys for break point
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+3
-1
@@ -214,5 +214,7 @@
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"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Use this field to modify the outer part of the formula, such as to double the result.",
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"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Use this field to add a flat modifier such as '+1' or another dice term such as '+1d4'.",
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"DG.Roll.Inhuman": "Inhuman"
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"DG.Roll.Inhuman": "Inhuman",
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"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
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"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP."
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}
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+3
-1
@@ -214,5 +214,7 @@
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"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Utilice este campo para modificar la fórmula, como duplicar el resultado.",
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"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Utilice este campo para añadir un modificador como '+1' u otro término como '+1d4'.",
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"DG.Roll.Inhuman": "Inhuman"
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"DG.Roll.Inhuman": "Inhuman",
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"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
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"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP."
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}
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+3
-1
@@ -214,5 +214,7 @@
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"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "ここでダイスの式の外を変えられる、結果を二倍にするために使われる。",
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"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "ここでダイスの式の内側を変えられる、結果を「+1」とか、「+1d4」とかにするために使われる。",
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"DG.Roll.Inhuman": "人ならざるもの"
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"DG.Roll.Inhuman": "人ならざるもの",
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"DG.Tooltip.BreakPoint": "現在のブレーキポイント。初めの数値は「正気 ー 判断力」。",
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"DG.Tooltip.BreakPointReset": "ブレーキポイントをレセットする。新しい数値は「正気 ー 判断力」。"
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}
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@@ -322,19 +322,13 @@ export class DeltaGreenActorSheet extends ActorSheet {
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let requestedModifyRoll = (event && event.shiftKey || event.which === 3); //(event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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// check the 'data-target="something" property to determine how to grab the target for the roll
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let inhuman_flag = false; // inhuman_flag to be used for stats above 20
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if(rollType === "skill" || rollType === "typeskill"){
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targetVal = dataset.target;
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label = game.i18n.localize(label).toUpperCase();
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}
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else if(dataset.target === "statistic.x5"){
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let stat = this.actor.data.data.statistics[key];
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if (stat.value>=20){
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targetVal = stat.value;
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inhuman_flag = true; // you use the value instead of the x5 but you set the inhuman_flag to true
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}else{
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targetVal = stat.x5;
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}
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targetVal = stat.x5;
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label = game.i18n.localize("DG.Attributes." + key).toUpperCase();
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}
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else if(rollType === "sanity"){
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@@ -362,7 +356,7 @@ export class DeltaGreenActorSheet extends ActorSheet {
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}
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else{
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if(requestedModifyRoll){
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showModifyPercentileTestDialogue(this.actor, label, targetVal, isLethalityRoll,inhuman_flag);
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showModifyPercentileTestDialogue(this.actor, label, targetVal, isLethalityRoll);
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}
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else{
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if(isLethalityRoll)
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@@ -370,7 +364,7 @@ export class DeltaGreenActorSheet extends ActorSheet {
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sendLethalityTestToChat(this.actor, label, targetVal);
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}
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else{
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sendPercentileTestToChat(this.actor, label, targetVal,inhuman_flag);
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sendPercentileTestToChat(this.actor, label, targetVal);
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}
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}
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}
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@@ -153,7 +153,7 @@
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<div class="">
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<div class="breaking-point-grid-3col">
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<label class="bolded-label">{{localize 'DG.Mental.BreakingPoint'}}</label>
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<input class="centered-input-value" title="The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW." type="text" name="data.sanity.currentBreakingPoint" value="{{data.sanity.currentBreakingPoint}}" data-dtype="Number"/>
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<input class="centered-input-value" title="{{localize 'DG.Tooltip.BreakPoint'}}" type="text" name="data.sanity.currentBreakingPoint" value="{{data.sanity.currentBreakingPoint}}" data-dtype="Number"/>
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<a class="btn-tiny btn-reset-breaking-point" title="Reset breaking point to be current SAN - WP.">{{localize 'DG.Mental.Reset'}}</a>
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</div>
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