Merge pull request #204 from lozanoje/development
Several fixes and improvements
This commit is contained in:
@@ -345,7 +345,6 @@ explicitly define a number of rows, rather than columns. */
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.deltagreen .resource-label {
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font-weight: bold;
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text-transform: uppercase;
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}
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.sheet nav.sheet-tabs {
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+3
-3
@@ -137,11 +137,11 @@
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"DG.Bonds.Score": "Puntuació",
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"DG.Bonds.NewBond": "Nou vincle",
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"DG.Tooltip.HP": "Punts de vida, un personatge cau inconscient ales 2 PV i mor amb 0 PV.",
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"DG.Attributes.Tooltip.HP": "Punts de vida, un personatge cau inconscient ales 2 PV i mor amb 0 PV.",
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"DG.Tooltip.MaximumHP": "La salut màxima és el promig de FOR + CON, arrodonint avall.",
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"DG.Tooltip.WP": "Els punts de voluntat són el combustible mental. Els necessiten per tirar endavant tot i l'esgotament o le situacions mentals greus. Consulta la pàgina 47 del manual de l'agent per més detalls.",
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"DG.Attributes.Tooltip.WP": "Els punts de voluntat són el combustible mental. Els necessiten per tirar endavant tot i l'esgotament o le situacions mentals greus. Consulta la pàgina 47 del manual de l'agent per més detalls.",
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"DG.Tooltip.MaximumWP": "Els punts de voluntat màxims equivalen al POD.",
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"DG.Tooltip.SanityLabel": "Clica per fer una tirada de seny.",
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"DG.Attributes.Tooltip.SAN": "Clica per fer una tirada de seny.",
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"DG.Tooltip.CurrentSanityPartOne": "Seny actual, el punt de trencament actual és ",
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"DG.Tooltip.CurrentSanityPartTwo": ", fes clic a l'etiqueta de SENY anterior per realitzar una tirada de SENY.",
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"DG.Tooltip.MaximumSanity": "El seny màxim és igual a 99 - l'habilitat antinatural.",
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+3
-5
@@ -59,7 +59,6 @@
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"DG.Skills.SkillGroup": "技能组别",
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"DG.Skills.SkillName": "技能名称",
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"DG.TypeSkills.Art": "艺术",
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"DG.TypeSkills.Craft": "工艺",
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"DG.TypeSkills.ForeignLanguage": "外语",
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@@ -154,11 +153,11 @@
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"DG.Bonds.Score": "关系值",
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"DG.Bonds.NewBond": "新关系",
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"DG.Tooltip.HP": "体力,体力降到2点时,你的特工会陷入昏迷。体力降到0点时,你的特工会死亡。",
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"DG.Attributes.Tooltip.HP": "体力,体力降到2点时,你的特工会陷入昏迷。体力降到0点时,你的特工会死亡。",
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"DG.Tooltip.MaximumHP": "体力等于力量加上体质,除以二并向上取整。",
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"DG.Tooltip.WP": "毅力(WP):毅力代表精神耐受度。特工需要毅力来克服疲劳或精神消耗的情况。(详见47页的毅力一节)",
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"DG.Attributes.Tooltip.WP": "毅力(WP):毅力代表精神耐受度。特工需要毅力来克服疲劳或精神消耗的情况。(详见47页的毅力一节)",
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"DG.Tooltip.MaximumWP": "最大毅力等于意志。",
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"DG.Tooltip.SanityLabel": "点击进行理智检定",
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"DG.Attributes.Tooltip.SAN": "点击进行理智检定",
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"DG.Tooltip.CurrentSanityPartOne": "当前理智, 当前崩溃点是 ",
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"DG.Tooltip.CurrentSanityPartTwo": ", 点击上方的SAN标签进行理智检定。",
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"DG.Tooltip.MaximumSanity": "最大理智等于99减去非自然知识技能.",
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@@ -238,7 +237,6 @@
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"DG.RollMode": "掷骰模式",
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"DG.Bonds.Relationship": "关系",
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"DG.Sheet.BlockHeaders.Attributes": "属性",
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"DG.Sheet.BlockHeaders.Statistics": "统计",
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"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "外貌描述 / 笔记",
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+5
-3
@@ -152,11 +152,13 @@
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"DG.Bonds.Score": "Wert",
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"DG.Bonds.NewBond": "Neue Bindung",
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"DG.Tooltip.HP": "Gesundheit. Ein Charakter wird bei 2 Gesundheit bewusstlos und stirbt bei 0 Gesundheit.",
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"DG.Attributes.Tooltip.HP": "Gesundheit. Ein Charakter wird bei 2 Gesundheit bewusstlos und stirbt bei 0 Gesundheit.",
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"DG.Tooltip.MaximumHP": "Die maximale Gesundheit ist der Durchschnitt von STR + KON, aufgerundet.",
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"DG.Tooltip.WP": "Die Punkte in WILLE sind mentaler Treibstoff. Agenten brauchen WILLE, um trotz Erschöpfung oder geistig anstrengender Situationen weiterzumachen. Auf Seite 47 des Agentenhandbuchs findest du weitere Informationen ('Willpower').",
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"DG.Attributes.Tooltip.WP": "Die Punkte in WILLE sind mentaler Treibstoff. Agenten brauchen WILLE, um trotz Erschöpfung oder geistig anstrengender Situationen weiterzumachen. Auf Seite 47 des Agentenhandbuchs findest du weitere Informationen ('Willpower').",
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"DG.Tooltip.MaximumWP": "Der maximale WILLE ist gleich MAC.",
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"DG.Tooltip.SanityLabel": "Klicken, um eine Stabilitäts-Probe durchzuführen...",
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"DG.Attributes.Tooltip.SAN": "Klicken, um eine Stabilitäts-Probe durchzuführen...",
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"DG.Tooltip.CurrentSanityPartOne": "Die aktuelle Grenze der Stabilität. Die aktuelle Belastungsschwelle ist ",
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"DG.Tooltip.CurrentSanityPartTwo": ", Klicke oben auf STABILITÄT, um eine Stabilitäts-Probe durchzuführen.",
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"DG.Tooltip.MaximumSanity": "Die maximale Stabilität ist gleich 99 abzüglich der Fähigkeit 'Mythos'.",
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+82
-7
@@ -46,6 +46,44 @@
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"DG.Skills.unnatural": "Unnatural",
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"DG.Skills.flight": "Flight",
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"DG.Skills.Tooltip.accounting": "See Page 30 of the Agent's Handbook - Accounting",
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"DG.Skills.Tooltip.alertness": "See Page 30 of the Agent's Handbook - Alertness",
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"DG.Skills.Tooltip.anthropology": "See Page 30 of the Agent's Handbook - Anthropology",
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"DG.Skills.Tooltip.archeology": "See Page 30 of the Agent's Handbook - Archeology",
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"DG.Skills.Tooltip.artillery": "See Page 31 of the Agent's Handbook - Artillery",
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"DG.Skills.Tooltip.athletics": "See Page 31 of the Agent's Handbook - Athletics",
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"DG.Skills.Tooltip.bureaucracy": "See Page 32 of the Agent's Handbook - Bureaucracy",
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"DG.Skills.Tooltip.computer_science": "See Page 32 of the Agent's Handbook - Computer Science",
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"DG.Skills.Tooltip.criminology": "See Page 32 of the Agent's Handbook - Criminology",
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"DG.Skills.Tooltip.demolitions": "See Page 32 of the Agent's Handbook - Demolitions",
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"DG.Skills.Tooltip.disguise": "See Page 32 of the Agent's Handbook - Disguise",
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"DG.Skills.Tooltip.dodge": "See Page 32 of the Agent's Handbook - Dodge",
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"DG.Skills.Tooltip.drive": "See Page 32 of the Agent's Handbook - Drive",
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"DG.Skills.Tooltip.firearms": "See Page 32 of the Agent's Handbook - Firearms",
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"DG.Skills.Tooltip.first_aid": "See Page 32 of the Agent's Handbook - First Aid",
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"DG.Skills.Tooltip.forensics": "See Page 33 of the Agent's Handbook - Forensics",
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"DG.Skills.Tooltip.heavy_machiner": "See Page 33 of the Agent's Handbook - Heavy Machinery",
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"DG.Skills.Tooltip.heavy_weapons": "See Page 33 of the Agent's Handbook - Heavy Weapons",
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"DG.Skills.Tooltip.history": "See Page 33 of the Agent's Handbook - History",
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"DG.Skills.Tooltip.humint": "See Page 33 of the Agent's Handbook - HUMINT",
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"DG.Skills.Tooltip.law": "See Page 33 of the Agent's Handbook - Law",
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"DG.Skills.Tooltip.medicine": "See Page 33 of the Agent's Handbook - Medicine",
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"DG.Skills.Tooltip.melee_weapons": "See Page 34 of the Agent's Handbook - Melee Weapons",
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"DG.Skills.Tooltip.navigate": "See Page 34 of the Agent's Handbook - Navigate",
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"DG.Skills.Tooltip.occult": "See Page 34 of the Agent's Handbook - Occult",
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"DG.Skills.Tooltip.persuade": "See Page 34 of the Agent's Handbook - Persuade",
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"DG.Skills.Tooltip.pharmacy": "See Page 34 of the Agent's Handbook - Pharmacy",
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"DG.Skills.Tooltip.psychotherapy": "See Page 34 of the Agent's Handbook - Psychotherapy",
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"DG.Skills.Tooltip.ride": "See Page 34 of the Agent's Handbook - Ride",
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"DG.Skills.Tooltip.search": "See Page 35 of the Agent's Handbook - Search",
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"DG.Skills.Tooltip.sigint": "See Page 35 of the Agent's Handbook - SIGINT",
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"DG.Skills.Tooltip.stealth": "See Page 35 of the Agent's Handbook - Stealth",
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"DG.Skills.Tooltip.surgery": "See Page 35 of the Agent's Handbook - Surgery",
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"DG.Skills.Tooltip.survival": "See Page 35 of the Agent's Handbook - Survival",
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"DG.Skills.Tooltip.swim": "See Page 35 of the Agent's Handbook - Swim",
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"DG.Skills.Tooltip.unarmed_combat": "See Page 35 of the Agent's Handbook - Unarmed Combat",
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"DG.Skills.Tooltip.unnatural": "See Page 35 of the Agent's Handbook - Unnatural",
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"DG.Skills.AddTypedOrCustomSkill": "Add Typed/Custom Skill",
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"DG.Skills.AddSkill": "Add Skill",
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"DG.Skills.Apply": "Apply",
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@@ -67,6 +105,14 @@
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"DG.TypeSkills.Science": "Science",
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"DG.TypeSkills.Other": "Other",
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"DG.TypeSkills.Tooltip.Art": "See Page 30 of the Agent's Handbook - Art",
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"DG.TypeSkills.Tooltip.Craft": "See Page 32 of the Agent's Handbook - Craft",
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"DG.TypeSkills.Tooltip.ForeignLanguage": "See Page 33 of the Agent's Handbook - Foreign Language",
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"DG.TypeSkills.Tooltip.MilitaryScience": "See Page 34 of the Agent's Handbook - Military Science",
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"DG.TypeSkills.Tooltip.Pilot": "See Page 34 of the Agent's Handbook - Pilot",
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"DG.TypeSkills.Tooltip.Science": "See Page 34 of the Agent's Handbook - Science",
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"DG.TypeSkills.Tooltip.Other": "Other",
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"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Add Special Training",
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"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Custom/Typed Skills",
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"DG.SpecialTraining.Dialog.DropDown.Skills": "Skills",
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@@ -86,6 +132,16 @@
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"DG.Attributes.pow": "POW",
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"DG.Attributes.cha": "CHA",
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"DG.Attributes.Tooltip.HP": "Hit Points (HP) indicate physical health, a character becomes unconsious at 2 HP, and dies at 0 HP.",
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"DG.Attributes.Tooltip.WP": "Willpower Points (WP) indicate mental fortitude and drive. Agents require Willpower Points to keep going despite exhaustion or mentally taxing situations. See Page 47 of the Agent's Handbook for more detail.",
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"DG.Attributes.Tooltip.SAN": "Sanity Points (SAN) indicate a connection with humanity and reality as most people perceive it. Click to roll a SAN test",
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"DG.Attributes.Tooltip.str": "See Page 19 of the Agent's Handbook - Strength",
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"DG.Attributes.Tooltip.con": "See Page 19 of the Agent's Handbook - Constitution",
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"DG.Attributes.Tooltip.dex": "See Page 19 of the Agent's Handbook - Dexterity",
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"DG.Attributes.Tooltip.int": "See Page 19 of the Agent's Handbook - Intelligence",
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"DG.Attributes.Tooltip.pow": "See Page 19 of the Agent's Handbook - Power",
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"DG.Attributes.Tooltip.cha": "See Page 19 of the Agent's Handbook - Charisma",
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"DG.Navigation.Skills": "Skills",
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"DG.Navigation.Physical": "Statistics",
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"DG.Navigation.Mental": "Psychological",
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@@ -102,7 +158,8 @@
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"DG.Roll.Target": "Target: ",
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"DG.Roll.Success": "Success",
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"DG.Roll.Failure": "Failure",
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"DG.Roll.Critical": "Critical",
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"DG.Roll.CriticalSuccess": "Critical Success!",
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"DG.Roll.CriticalFailure": "Critical Failure!",
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"DG.Roll.Lethality": "Lethality",
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"DG.Roll.Lethal": "Lethal",
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"DG.Roll.For": "For",
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@@ -119,6 +176,7 @@
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"DG.Generic.AddButtonLabel": "Add",
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"DG.Mental.BreakingPoint": "Breaking Point: ",
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"DG.Mental.Tooltip.BreakingPoint": "The Breaking Point is the exact point of SAN at which your Agent has been worn down enough by trauma to develop a new, long-term mental disorder. If SAN reaches that point or below, subtract your Agent’s POW from the new SAN. That’s your Agent’s new Breaking Point.",
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"DG.Mental.Reset": "Reset",
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"DG.Mental.SanityLossIncidentsLabel": "Incidents of SAN Loss Without Going Insane",
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"DG.Mental.Violence": "Violence",
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@@ -153,17 +211,14 @@
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"DG.Bonds.Score": "Score",
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"DG.Bonds.NewBond": "New Bond",
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"DG.Tooltip.HP": "Hit points, a character becomes unconsious at 2 HP, and dies at 0 HP.",
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"DG.Tooltip.MaximumHP": "Maximum health is the average of STR + CON, rounded UP.",
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"DG.Tooltip.WP": "Willpower Points are mental fuel. Agents require Willpower Points to keep going despite exhaustion or mentally taxing situations. See page 47 of the Agent's Handbook for more detail.",
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"DG.Tooltip.MaximumWP": "Maximum WP is equal to POW.",
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"DG.Tooltip.SanityLabel": "Click to roll a SAN test...",
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"DG.Tooltip.CurrentSanityPartOne": "Current sanity, current breaking point is ",
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"DG.Tooltip.CurrentSanityPartTwo": ", click the SAN label above to roll a sanity check.",
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"DG.Tooltip.MaximumSanity": "Maximum sanity is equal to 99 - the Unnatural skill.",
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"DG.Tooltip.SkillLabel": "Click to roll a skill check.",
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"DG.Tooltip.CannotRollSkillLabel": "A skill at 0% cannot be used. See page 28 of the Agent's Handbook.",
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"DG.Tooltip.SkillFailCheckbox": "After failing a test on this skill (if proficiency is at least 1%), check this box. At the end of the session, add 1D4 percentage points to the skill and uncheck the box. Does not apply to the Unnatural or Ritual skill. See page 29 of the Agent's Handbook.",
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"DG.Tooltip.SkillFailCheckbox": "After failing a test on this skill (if proficiency is at least 1%), check this box. At the end of the session, add 1D4 percentage points to the skill and uncheck the box. Does not apply to the Unnatural or Ritual skill. See Page 29 of the Agent's Handbook.",
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"DG.Tooltip.DistinguishingFeature": "Distinguishing Feature (fill out if score is 13 or higher, or 8 or lower).",
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"DG.Tooltip.x5AttributeLabel": "Click to roll a x5 check.",
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"DG.Tooltip.FirstAidAttempted": "Once an agent receives first aid, they cannot benefit from it again until they receive further damage from a different source.",
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@@ -191,7 +246,7 @@
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"DG.ItemWindow.Motivations.DisorderNameTooltip": "A disorder replaces a motivation after hitting a break point.",
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"DG.ItemWindow.Motivations.IsDisorderTooltip": "Check this if adding a disorder, or if an existing motivation has been lost due to gaining a disorder.",
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"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Disorder Has Been \"Cured\"",
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"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "A critical success on a therapy luck roll can 'cure' a disorder. It may return the next time a breaking point is hit however. See the Therapy section on pages 78-79 of the Agent's Handbook.",
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"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "A critical success on a therapy luck roll can 'cure' a disorder. It may return the next time a breaking point is hit however. See Pages 78-79 of the Agent's Handbook - Therapy.",
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"DG.ItemWindow.Gear.Attributes": "Attributes",
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"DG.ItemWindow.Gear.Description": "Description",
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@@ -315,5 +370,25 @@
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"DG.ItemWindow.Ritual.StudyTime": "Study Time",
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"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
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"DG.MissionPaused": "Mission Paused"
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"DG.MissionPaused": "Mission Paused",
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"DG.Settings.charactersheet.name": "Character Sheet Style",
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"DG.Settings.charactersheet.hint": "Choose how actor sheets should be styled. 'Program' is a more modern government style, where 'Cowboy/Outlaw' is an older, grittier looking typewriter style.",
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"DG.Settings.charactersheet.cowboys": "The Cowboys",
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"DG.Settings.charactersheet.outlaws": "The Outlaws",
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"DG.Settings.charactersheet.program": "The Program",
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"DG.Settings.sortskills.name": "Sort Skills By Column?",
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"DG.Settings.sortskills.hint": "Checked sorts by column. Unchecked sorts by row.",
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"DG.Settings.sanityprivate.name": "Keep Sanity Private",
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"DG.Settings.sanityprivate.hint": "Hide sanity from players on both character sheet and rolls.",
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"DG.Settings.improvementroll.name": "Default Skill Improvement Roll",
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"DG.Settings.improvementroll.hint": " Default 1d4. There have been multiple errata on this, choose which fits best for the pace of your game.",
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"DG.Settings.improvementroll.1": "Flat +1",
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"DG.Settings.improvementroll.2": "+1D3%",
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"DG.Settings.improvementroll.3": "+1D4%",
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"DG.Settings.improvementroll.4": "+1D4-1%",
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"DG.Settings.hypergeometry.name": "Always Show Hypergeometry Section for Players",
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"DG.Settings.hypergeometry.hint": "Always show Hypergeometry item section for players, even if they don't have any items of that type.",
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"DG.Settings.landscapes.name": "Show Impossible Landscapes Content",
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"DG.Settings.landscapes.hint": "Show Impossible Landscapes-specific fields from character sheets."
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}
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+3
-3
@@ -137,11 +137,11 @@
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"DG.Bonds.Score": "Puntuación",
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"DG.Bonds.NewBond": "Nuevo Vínculo",
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"DG.Tooltip.HP": "Puntos de Vida, un personaje cae inconsciente a los 2 PV, y muere con 0 PV.",
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"DG.Attributes.Tooltip.HP": "Puntos de Vida, un personaje cae inconsciente a los 2 PV, y muere con 0 PV.",
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"DG.Tooltip.MaximumHP": "La salud máxima es el promedio de FUE + CON, redondeado hacia arriba.",
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"DG.Tooltip.WP": "Los Puntos de Voluntad son el combustible mental. Los agentes requieren puntos de voluntad para seguir adelante a pesar del agotamiento o en situaciones mentalmente graves. Consulte la página 47 del Manual del Agente para obtener más detalles.",
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"DG.Attributes.Tooltip.WP": "Los Puntos de Voluntad son el combustible mental. Los agentes requieren puntos de voluntad para seguir adelante a pesar del agotamiento o en situaciones mentalmente graves. Consulte la página 47 del Manual del Agente para obtener más detalles.",
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"DG.Tooltip.MaximumWP": "Los Ptos Voluntad máximos son iguales al POD.",
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"DG.Tooltip.SanityLabel": "Click para hacer una tirada de Cordura...",
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"DG.Attributes.Tooltip.SAN": "Click para hacer una tirada de Cordura...",
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"DG.Tooltip.CurrentSanityPartOne": "Cordura actual, punto de ruptura actual es ",
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"DG.Tooltip.CurrentSanityPartTwo": ", haga clic en la etiqueta COR anterior para realizar una tirada de de cordura.",
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"DG.Tooltip.MaximumSanity": "La cordura máxima es igual a 99 - la habilidad Antinatural.",
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+4
-4
@@ -66,7 +66,7 @@
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"DG.TypeSkills.Pilot": "Pilotage",
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"DG.TypeSkills.Science": "Science",
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"DG.TypeSkills.Other": "Autre",
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"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Ajouter un Entraînement Spécial",
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"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Compétences Personnalisées/Typées",
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"DG.SpecialTraining.Dialog.DropDown.Skills": "Compétences",
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@@ -153,11 +153,11 @@
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"DG.Bonds.Score": "Score",
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"DG.Bonds.NewBond": "Nouvelle Attache",
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"DG.Tooltip.HP": "Points de vie, un personnage devient inconscient à 2PV et meurt à 0PV",
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"DG.Attributes.Tooltip.HP": "Points de vie, un personnage devient inconscient à 2PV et meurt à 0PV",
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"DG.Tooltip.MaximumHP": "La Santé maximum est la moyenne de FOR+CON, arrondi au supérieur",
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"DG.Tooltip.WP": "Les Points de Volonté (VOL) sont le carburant psychologique. Les Agents ont besoin de Points de Volonté pour continuer à travailler malgré l'épuisement ou les situations mentalement éprouvantes. Voir la page 47 du Manuel de l'agent pour plus de détails",
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"DG.Attributes.Tooltip.WP": "Les Points de Volonté (VOL) sont le carburant psychologique. Les Agents ont besoin de Points de Volonté pour continuer à travailler malgré l'épuisement ou les situations mentalement éprouvantes. Voir la page 47 du Manuel de l'agent pour plus de détails",
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"DG.Tooltip.MaximumWP": "La Volonté maximum est égale au POUVOIR",
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"DG.Tooltip.SanityLabel": "Cliquer pour effectuer un jet de Santé Mentale",
|
||||
"DG.Attributes.Tooltip.SAN": "Cliquer pour effectuer un jet de Santé Mentale",
|
||||
"DG.Tooltip.CurrentSanityPartOne": "Santé Mentale actuelle, le seuil de rupture actuel est ",
|
||||
"DG.Tooltip.CurrentSanityPartTwo": ", cliquez sur SAN ci-dessus pour effectuer un jet de santé mentale",
|
||||
"DG.Tooltip.MaximumSanity": "La Santé Mentale maximum est égale à 99 moins la compétence Paranaturel",
|
||||
|
||||
+3
-3
@@ -153,11 +153,11 @@
|
||||
"DG.Bonds.Score": "スコア",
|
||||
"DG.Bonds.NewBond": "新規絆",
|
||||
|
||||
"DG.Tooltip.HP": "ヒットポイント、HPが2になるとエージェントは意識を失い、HPが0で死亡する。",
|
||||
"DG.Attributes.Tooltip.HP": "ヒットポイント、HPが2になるとエージェントは意識を失い、HPが0で死亡する。",
|
||||
"DG.Tooltip.MaximumHP": "最大HPはSTRとCONの平均(切り上げ)。",
|
||||
"DG.Tooltip.WP": "意志力ポイント(WP)は精神的な燃料。エージェントは、疲労や精神的に負担のかかる状況下でも活動を続けるために、WPを必要とする。詳細はAgent's Handbook 47ページ参照。",
|
||||
"DG.Attributes.Tooltip.WP": "意志力ポイント(WP)は精神的な燃料。エージェントは、疲労や精神的に負担のかかる状況下でも活動を続けるために、WPを必要とする。詳細はAgent's Handbook 47ページ参照。",
|
||||
"DG.Tooltip.MaximumWP": "最大WPはPOWに等しい。",
|
||||
"DG.Tooltip.SanityLabel": "クリックで、SANテストをロール...",
|
||||
"DG.Attributes.Tooltip.SAN": "クリックで、SANテストをロール...",
|
||||
"DG.Tooltip.CurrentSanityPartOne": "現在正気度、現在の限界点は",
|
||||
"DG.Tooltip.CurrentSanityPartTwo": "、上のSANラベルをクリックで正気度チェックをロール。",
|
||||
"DG.Tooltip.MaximumSanity": "最大SANは99-非自然技能に等しい。",
|
||||
|
||||
+3
-3
@@ -153,11 +153,11 @@
|
||||
"DG.Bonds.Score": "Wynik",
|
||||
"DG.Bonds.NewBond": "Nowa Więź",
|
||||
|
||||
"DG.Tooltip.HP": "Punkty Wytrzymałości, postać traci przytomność przy 2 PW i umiera przy 0 PW.",
|
||||
"DG.Attributes.Tooltip.HP": "Punkty Wytrzymałości, postać traci przytomność przy 2 PW i umiera przy 0 PW.",
|
||||
"DG.Tooltip.MaximumHP": "Maksymalne Punkty Wytrzymałości to średnia STR + CON, zaokrąglona w górę.",
|
||||
"DG.Tooltip.WP": "Punkty Siły Woli to paliwo mentalne. Agenci potrzebują Punktów Siły Woli, aby kontynuować mimo wyczerpania lub mentalnych trudności. Zobacz stronę 47 w Podręczniku Agenta po więcej szczegółów.",
|
||||
"DG.Attributes.Tooltip.WP": "Punkty Siły Woli to paliwo mentalne. Agenci potrzebują Punktów Siły Woli, aby kontynuować mimo wyczerpania lub mentalnych trudności. Zobacz stronę 47 w Podręczniku Agenta po więcej szczegółów.",
|
||||
"DG.Tooltip.MaximumWP": "Maksymalne PSW to wartość MOC.",
|
||||
"DG.Tooltip.SanityLabel": "Kliknij, aby wykonać test na Poczytalność...",
|
||||
"DG.Attributes.Tooltip.SAN": "Kliknij, aby wykonać test na Poczytalność...",
|
||||
"DG.Tooltip.CurrentSanityPartOne": "Aktualne PP, aktualny punkt załamania to ",
|
||||
"DG.Tooltip.CurrentSanityPartTwo": ", kliknij powyższą etykietę PP, aby wykonać test poczytalności.",
|
||||
"DG.Tooltip.MaximumSanity": "Maksymalne PP to 99 - umiejętność Nienaturalne.",
|
||||
|
||||
+3
-3
@@ -153,11 +153,11 @@
|
||||
"DG.Bonds.Score": "Pontuação",
|
||||
"DG.Bonds.NewBond": "Novo Vínculo",
|
||||
|
||||
"DG.Tooltip.HP": "Pontos de Vida, um personagem fica inconsciente com 2 PV e morre com 0 PV.",
|
||||
"DG.Attributes.Tooltip.HP": "Pontos de Vida, um personagem fica inconsciente com 2 PV e morre com 0 PV.",
|
||||
"DG.Tooltip.MaximumHP": "A Vida máxima é a média de FOR + CON, arredondado para CIMA.",
|
||||
"DG.Tooltip.WP": "Pontos de Força de Vontade são combustível mental. Os agentes precisam de Pontos de Força de Vontade para continuar, apesar da exaustão ou situações mentalmente desgastantes. Consulte a página 47 do Manual do Agente para obter mais detalhes.",
|
||||
"DG.Attributes.Tooltip.WP": "Pontos de Força de Vontade são combustível mental. Os agentes precisam de Pontos de Força de Vontade para continuar, apesar da exaustão ou situações mentalmente desgastantes. Consulte a página 47 do Manual do Agente para obter mais detalhes.",
|
||||
"DG.Tooltip.MaximumWP": "FV máximo é igual a POD.",
|
||||
"DG.Tooltip.SanityLabel": "Clique para rolar um teste de SAN...",
|
||||
"DG.Attributes.Tooltip.SAN": "Clique para rolar um teste de SAN...",
|
||||
"DG.Tooltip.CurrentSanityPartOne": "Sanidade atual, atual ponto de ruptura é ",
|
||||
"DG.Tooltip.CurrentSanityPartTwo": ", clique o botão de SAN acima para rolar sanidade.",
|
||||
"DG.Tooltip.MaximumSanity": "A sanidade máxima é igual a 99 - a habilidade Antinatural.",
|
||||
|
||||
+3
-3
@@ -153,11 +153,11 @@
|
||||
"DG.Bonds.Score": "Poäng",
|
||||
"DG.Bonds.NewBond": "Ny Kamrat",
|
||||
|
||||
"DG.Tooltip.HP": "Hälsopoäng, en karaktär blir medvetslös vid 2 HP och dör vid 0 HP.",
|
||||
"DG.Attributes.Tooltip.HP": "Hälsopoäng, en karaktär blir medvetslös vid 2 HP och dör vid 0 HP.",
|
||||
"DG.Tooltip.MaximumHP": "Maximala hälsopoäng är hälften av STY + FYS, avrundat UPP.",
|
||||
"DG.Tooltip.WP": "Viljepoäng är mentalt bränsle. Agenter behöver viljepoäng för att fortsätta trots utmattning eller mentalt påfrestande situationer. Se sidan 47 i Agenthandboken för mer detaljer.",
|
||||
"DG.Attributes.Tooltip.WP": "Viljepoäng är mentalt bränsle. Agenter behöver viljepoäng för att fortsätta trots utmattning eller mentalt påfrestande situationer. Se sidan 47 i Agenthandboken för mer detaljer.",
|
||||
"DG.Tooltip.MaximumWP": "Maximal VP är lika med VIL.",
|
||||
"DG.Tooltip.SanityLabel": "Klicka för att slå för PSYKE och ser hur Stabil du är.",
|
||||
"DG.Attributes.Tooltip.SAN": "Klicka för att slå för PSYKE och ser hur Stabil du är.",
|
||||
"DG.Tooltip.CurrentSanityPartOne": "Nuvarande stabilitet, nuvarande brytpunkt är ",
|
||||
"DG.Tooltip.CurrentSanityPartTwo": ", klicka på texten PSY ovan för att slå för Stabilitet.",
|
||||
"DG.Tooltip.MaximumSanity": "Maximal Stabilitet är lika med 99 minus färdigheten Onaturligt.",
|
||||
|
||||
+25
-23
@@ -808,11 +808,11 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
htmlContent += ` <select name="new-type-skill-group" />`;
|
||||
|
||||
if (currentGroup === game.i18n.translations.DG?.TypeSkills?.Art ?? "Art") {
|
||||
htmlContent += ` <option selected>${
|
||||
htmlContent += ` <option value="Art" selected>${
|
||||
game.i18n.translations.DG?.TypeSkills?.Art ?? "Art"
|
||||
}</option>`;
|
||||
} else {
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Art">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Art ?? "Art"
|
||||
}</option>`;
|
||||
}
|
||||
@@ -821,11 +821,11 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
currentGroup === game.i18n.translations.DG?.TypeSkills?.Craft ??
|
||||
"Craft"
|
||||
) {
|
||||
htmlContent += ` <option selected>${
|
||||
htmlContent += ` <option value="Craft" selected>${
|
||||
game.i18n.translations.DG?.TypeSkills?.Craft ?? "Craft"
|
||||
}</option>`;
|
||||
} else {
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Craft">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Craft ?? "Craft"
|
||||
}</option>`;
|
||||
}
|
||||
@@ -834,12 +834,12 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
currentGroup === game.i18n.translations.DG?.TypeSkills?.ForeignLanguage ??
|
||||
"Foreign Language"
|
||||
) {
|
||||
htmlContent += ` <option selected>${
|
||||
htmlContent += ` <option value="ForeignLanguage" selected>${
|
||||
game.i18n.translations.DG?.TypeSkills?.ForeignLanguage ??
|
||||
"Foreign Language"
|
||||
}</option>`;
|
||||
} else {
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="ForeignLanguage">${
|
||||
game.i18n.translations.DG?.TypeSkills?.ForeignLanguage ??
|
||||
"Foreign Language"
|
||||
}</option>`;
|
||||
@@ -849,12 +849,12 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
currentGroup === game.i18n.translations.DG?.TypeSkills?.MilitaryScience ??
|
||||
"Military Science"
|
||||
) {
|
||||
htmlContent += ` <option selected>${
|
||||
htmlContent += ` <option value="MilitaryScience" selected>${
|
||||
game.i18n.translations.DG?.TypeSkills?.MilitaryScience ??
|
||||
"Military Science"
|
||||
}</option>`;
|
||||
} else {
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="MilitaryScience">${
|
||||
game.i18n.translations.DG?.TypeSkills?.MilitaryScience ??
|
||||
"Military Science"
|
||||
}</option>`;
|
||||
@@ -864,11 +864,11 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
currentGroup === game.i18n.translations.DG?.TypeSkills?.Pilot ??
|
||||
"Pilot"
|
||||
) {
|
||||
htmlContent += ` <option selected>${
|
||||
htmlContent += ` <option value="Pilot" selected>${
|
||||
game.i18n.translations.DG?.TypeSkills?.Pilot ?? "Pilot"
|
||||
}</option>`;
|
||||
} else {
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Pilot">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Pilot ?? "Pilot"
|
||||
}</option>`;
|
||||
}
|
||||
@@ -877,11 +877,11 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
currentGroup === game.i18n.translations.DG?.TypeSkills?.Science ??
|
||||
"Science"
|
||||
) {
|
||||
htmlContent += ` <option selected>${
|
||||
htmlContent += ` <option value="Science" selected>${
|
||||
game.i18n.translations.DG?.TypeSkills?.Science ?? "Science"
|
||||
}</option>`;
|
||||
} else {
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Science">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Science ?? "Science"
|
||||
}</option>`;
|
||||
}
|
||||
@@ -890,11 +890,11 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
currentGroup === game.i18n.translations.DG?.TypeSkills?.Other ??
|
||||
"Other"
|
||||
) {
|
||||
htmlContent += ` <option selected>${
|
||||
htmlContent += ` <option value="Other" selected>${
|
||||
game.i18n.translations.DG?.TypeSkills?.Other ?? "Other"
|
||||
}</option>`;
|
||||
} else {
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Other">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Other ?? "Other"
|
||||
}</option>`;
|
||||
}
|
||||
@@ -944,27 +944,27 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
game.i18n.translations.DG?.Skills?.SkillGroup ?? "Skill Group"
|
||||
}:</label>`;
|
||||
htmlContent += ` <select name="new-type-skill-group" />`;
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Art">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Art ?? "Art"
|
||||
}</option>`;
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Craft">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Craft ?? "Craft"
|
||||
}</option>`;
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="ForeignLanguage">${
|
||||
game.i18n.translations.DG?.TypeSkills?.ForeignLanguage ??
|
||||
"Foreign Language"
|
||||
}</option>`;
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="MilitaryScience">${
|
||||
game.i18n.translations.DG?.TypeSkills?.MilitaryScience ??
|
||||
"Military Science"
|
||||
}</option>`;
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Pilot">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Pilot ?? "Pilot"
|
||||
}</option>`;
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Science">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Science ?? "Science"
|
||||
}</option>`;
|
||||
htmlContent += ` <option>${
|
||||
htmlContent += ` <option value="Other">${
|
||||
game.i18n.translations.DG?.TypeSkills?.Other ?? "Other"
|
||||
}</option>`;
|
||||
htmlContent += ` </select>`;
|
||||
@@ -1073,7 +1073,7 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
([key, skill]) => ({
|
||||
value: key,
|
||||
group: optionGroups.skills,
|
||||
label: skill.label,
|
||||
label: game.i18n.localize(`DG.Skills.${key}`),
|
||||
targetNumber: skill.proficiency,
|
||||
})
|
||||
);
|
||||
@@ -1083,7 +1083,9 @@ export default class DeltaGreenActorSheet extends foundry.appv1.sheets
|
||||
([key, skill]) => ({
|
||||
value: key,
|
||||
group: optionGroups.typedSkills,
|
||||
label: `${skill.group} (${skill.label})`,
|
||||
label:
|
||||
game.i18n.localize(`DG.TypeSkills.${skill.group}`) +
|
||||
` (${skill.label})`,
|
||||
targetNumber: skill.proficiency,
|
||||
})
|
||||
);
|
||||
|
||||
+8
-9
@@ -319,23 +319,22 @@ export class DGPercentileRoll extends DGRoll {
|
||||
|
||||
let resultString = "";
|
||||
let styleOverride = "";
|
||||
if (this.isCritical) {
|
||||
resultString = `${game.i18n.localize("DG.Roll.Critical")} `;
|
||||
}
|
||||
|
||||
if (this.isSuccess) {
|
||||
resultString += `${game.i18n.localize("DG.Roll.Success")}`;
|
||||
|
||||
if (this.isCritical) {
|
||||
resultString = `${resultString.toUpperCase()}!`;
|
||||
resultString = `${game.i18n.localize("DG.Roll.CriticalSuccess")}`;
|
||||
resultString = `${resultString.toUpperCase()}`;
|
||||
styleOverride = "color: green";
|
||||
} else {
|
||||
resultString = `${game.i18n.localize("DG.Roll.Success")}`;
|
||||
}
|
||||
} else {
|
||||
resultString += `${game.i18n.localize("DG.Roll.Failure")}`;
|
||||
|
||||
if (this.isCritical) {
|
||||
resultString = `${resultString.toUpperCase()}!`;
|
||||
resultString = `${game.i18n.localize("DG.Roll.CriticalFailure")}`;
|
||||
resultString = `${resultString.toUpperCase()}`;
|
||||
styleOverride = "color: red";
|
||||
} else {
|
||||
resultString = `${game.i18n.localize("DG.Roll.Failure")}`;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+19
-19
@@ -1,16 +1,16 @@
|
||||
export default function registerSystemSettings() {
|
||||
game.settings.register("deltagreen", "characterSheetStyle", {
|
||||
name: "Character Sheet Style",
|
||||
hint: "Choose how actor sheets should be styled. 'Program' is a more modern government style, where 'Cowboy/Outlaw' is an older, grittier looking typewriter style.",
|
||||
name: game.i18n.localize("DG.Settings.charactersheet.name"),
|
||||
hint: game.i18n.localize("DG.Settings.charactersheet.hint"),
|
||||
scope: "world", // This specifies a world-stored setting
|
||||
config: true, // This specifies that the setting appears in the configuration view
|
||||
requiresReload: true,
|
||||
type: String,
|
||||
choices: {
|
||||
// If choices are defined, the resulting setting will be a select menu
|
||||
cowboy: "The Cowboys",
|
||||
outlaw: "The Outlaws",
|
||||
program: "The Program",
|
||||
cowboy: game.i18n.localize("DG.Settings.charactersheet.cowboys"),
|
||||
outlaw: game.i18n.localize("DG.Settings.charactersheet.outlaws"),
|
||||
program: game.i18n.localize("DG.Settings.charactersheet.program"),
|
||||
},
|
||||
default: "program", // The default value for the setting
|
||||
onChange: (value) => {
|
||||
@@ -20,8 +20,8 @@ export default function registerSystemSettings() {
|
||||
});
|
||||
|
||||
game.settings.register("deltagreen", "sortSkills", {
|
||||
name: "Sort Skills By Column?",
|
||||
hint: "Checked sorts by column. Unchecked sorts by row.",
|
||||
name: game.i18n.localize("DG.Settings.sortskills.name"),
|
||||
hint: game.i18n.localize("DG.Settings.sortskills.hint"),
|
||||
scope: "client",
|
||||
config: true,
|
||||
requiresReload: true,
|
||||
@@ -30,8 +30,8 @@ export default function registerSystemSettings() {
|
||||
});
|
||||
|
||||
game.settings.register("deltagreen", "keepSanityPrivate", {
|
||||
name: "Keep Sanity Private",
|
||||
hint: "Hide sanity from players on both character sheet and rolls.",
|
||||
name: game.i18n.localize("DG.Settings.sanityprivate.name"),
|
||||
hint: game.i18n.localize("DG.Settings.sanityprivate.hint"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
requiresReload: true,
|
||||
@@ -40,17 +40,17 @@ export default function registerSystemSettings() {
|
||||
});
|
||||
|
||||
game.settings.register("deltagreen", "skillImprovementFormula", {
|
||||
name: "Default Skill Improvement Roll",
|
||||
hint: " Default 1d4. There have been multiple errata on this, choose which fits best for the pace of your game.",
|
||||
name: game.i18n.localize("DG.Settings.improvementroll.name"),
|
||||
hint: game.i18n.localize("DG.Settings.improvementroll.hint"),
|
||||
scope: "world", // This specifies a world-stored setting
|
||||
config: true, // This specifies that the setting appears in the configuration view
|
||||
type: String,
|
||||
choices: {
|
||||
// If choices are defined, the resulting setting will be a select menu
|
||||
1: "Flat +1",
|
||||
"1d3": "+1D3%",
|
||||
"1d4": "+1D4%",
|
||||
"1d4-1": "+1D4-1%",
|
||||
1: game.i18n.localize("DG.Settings.improvementroll.1"),
|
||||
"1d3": game.i18n.localize("DG.Settings.improvementroll.2"),
|
||||
"1d4": game.i18n.localize("DG.Settings.improvementroll.3"),
|
||||
"1d4-1": game.i18n.localize("DG.Settings.improvementroll.4"),
|
||||
},
|
||||
default: "1d4", // The default value for the setting, per the most recent errata.
|
||||
onChange: (value) => {
|
||||
@@ -63,8 +63,8 @@ export default function registerSystemSettings() {
|
||||
"deltagreen",
|
||||
"alwaysShowHypergeometrySectionForPlayers",
|
||||
{
|
||||
name: "Always Show Hypergeometry Section for Players",
|
||||
hint: "Always show Hypergeometry item section for players, even if they don't have any items of that type.",
|
||||
name: game.i18n.localize("DG.Settings.hypergeometry.name"),
|
||||
hint: game.i18n.localize("DG.Settings.hypergeometry.hint"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
requiresReload: true,
|
||||
@@ -74,8 +74,8 @@ export default function registerSystemSettings() {
|
||||
);
|
||||
|
||||
game.settings.register("deltagreen", "showImpossibleLandscapesContent", {
|
||||
name: "Show Impossible Landscapes Content",
|
||||
hint: "Show Impossible Landscapes-specific fields from character sheets.",
|
||||
name: game.i18n.localize("DG.Settings.landscapes.name"),
|
||||
hint: game.i18n.localize("DG.Settings.landscapes.hint"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
requiresReload: true,
|
||||
|
||||
@@ -85,6 +85,13 @@
|
||||
"flags": {}
|
||||
}
|
||||
],
|
||||
"packFolders": [{
|
||||
"name": "Delta Green",
|
||||
"sorting": "a",
|
||||
"color": "#556b2f",
|
||||
"packs": ["firearms","armor","hand-to-hand-weapons","agent-pregens","operation-code-name-generator-tables","operation-code-name-generator-macro"]
|
||||
}
|
||||
],
|
||||
"packs": [
|
||||
{
|
||||
"name": "firearms",
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
|
||||
{{!-- HP --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="actor.system.health.value" class="resource-label" title="{{localize 'DG.Tooltip.HP'}}">{{localize 'DG.Attributes.HP' }} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<label for="actor.system.health.value" class="resource-label" data-tooltip="{{localize 'DG.Attributes.Tooltip.HP'}}">{{localize 'DG.Attributes.HP' }} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.health.value" value="{{actor.system.health.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
@@ -35,7 +35,7 @@
|
||||
|
||||
{{!-- WP --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="system.wp.value" class="resource-label" title="{{localize 'DG.Tooltip.WP'}}">{{localize 'DG.Attributes.WP' }}</label>
|
||||
<label for="system.wp.value" class="resource-label" data-tooltip="{{localize 'DG.Attributes.Tooltip.WP'}}">{{localize 'DG.Attributes.WP' }}</label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.wp.value" value="{{actor.system.wp.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
@@ -49,7 +49,7 @@
|
||||
{{!-- Sanity --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="system.san.value" class="resource-label rollable"
|
||||
data-rolltype="sanity" title="{{localize 'DG.Tooltip.SanityLabel'}}"
|
||||
data-rolltype="sanity" data-tooltip="{{localize 'DG.Attributes.Tooltip.SAN'}}"
|
||||
>{{localize 'DG.Attributes.SAN' }} <i class="fas fa-dice"></i></label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
|
||||
@@ -99,14 +99,15 @@
|
||||
<div class="grid grid-3col">
|
||||
{{#each actor.system.sortedSkills as |skill key|}}
|
||||
<div class="flexrow flex-group-left flex-thin-border">
|
||||
<label class="{{if_gt skill.targetProficiency 0 'rollable' 'not-rollable'}} skill-label" data-key="{{skill.key}}" data-rolltype="skill" for="system.skills.{{skill.key}}.value"
|
||||
{{#if skill.proficiency}}title="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}title="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
>
|
||||
<label data-tooltip="{{localize (concat 'DG.Skills.Tooltip.' skill.key)}}">
|
||||
{{localizeWithFallback (concat "DG.Skills." skill.key) skill.label }}
|
||||
</label>
|
||||
<label class="{{if_gt skill.proficiency 0 'rollable' 'not-rollable'}} skill-label" data-key="{{skill.key}}" data-rolltype="skill" for="system.skills.{{skill.key}}.value"
|
||||
{{#if skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
>
|
||||
<i class="fas fa-dice"></i>
|
||||
</label>
|
||||
|
||||
{{#if_eq skill.key 'ritual' }}
|
||||
|
||||
{{#if (keepSanityPrivate)}}
|
||||
@@ -159,18 +160,18 @@
|
||||
<div>
|
||||
<div class="first-aid-received-section resource">
|
||||
<label class="bolded-label first-aid-label"
|
||||
title="{{localize 'DG.Tooltip.FirstAidAttempted'}}"
|
||||
data-tooltip="{{localize 'DG.Tooltip.FirstAidAttempted'}}"
|
||||
>{{localize 'DG.Physical.FirstAidLabel'}}</label>
|
||||
<input class="labeled-resource-checkbox" type="checkbox" name="system.physical.firstAidAttempted" {{checked actor.system.physical.firstAidAttempted}} data-dtype="Boolean" title="{{localize 'DG.Tooltip.FirstAidAttempted'}}" />
|
||||
</div>
|
||||
<div class="exhausted-section resource">
|
||||
|
||||
<label class="bolded-label exhaustion-label" title="{{localize 'DG.Tooltip.Exhaustion'}}">{{localize 'DG.Physical.Exhausted'}}</label>
|
||||
<label class="bolded-label exhaustion-label" data-tooltip="{{localize 'DG.Tooltip.Exhaustion'}}">{{localize 'DG.Physical.Exhausted'}}</label>
|
||||
<input class="labeled-resource-checkbox" type="checkbox" name="system.physical.exhausted" {{checked actor.system.physical.exhausted}} data-dtype="Boolean" title="{{localize 'DG.Tooltip.Exhaustion'}}" />
|
||||
|
||||
{{#if actor.system.physical.exhausted }}
|
||||
|
||||
<label class="bolded-label exhaustion-label" title="{{localize 'DG.Tooltip.Exhaustion'}}">{{localize 'DG.Physical.ExhaustionPenalty'}}</label>
|
||||
<label class="bolded-label exhaustion-label" data-tooltip="{{localize 'DG.Tooltip.Exhaustion'}}">{{localize 'DG.Physical.ExhaustionPenalty'}}</label>
|
||||
<input type="number" name="system.physical.exhaustedPenalty" value="{{actor.system.physical.exhaustedPenalty}}" data-dtype="Number" title="{{localize 'DG.Tooltip.Exhaustion'}}" min="-99" max="0" />
|
||||
|
||||
{{/if}}
|
||||
@@ -191,7 +192,7 @@
|
||||
</div>
|
||||
<div class="">
|
||||
<div class="breaking-point-grid-3col">
|
||||
<label class="bolded-label">{{localize 'DG.Mental.BreakingPoint'}}</label>
|
||||
<label class="bolded-label" data-tooltip="{{localize 'DG.Mental.Tooltip.BreakingPoint'}}">{{localize 'DG.Mental.BreakingPoint'}}</label>
|
||||
<input class="centered-input-value" title="{{localize 'DG.Tooltip.BreakPoint'}}" type="text" name="system.sanity.currentBreakingPoint" value="{{actor.system.sanity.currentBreakingPoint}}" data-dtype="Number"/>
|
||||
<a class="btn-tiny btn-reset-breaking-point" title="{{localize 'DG.Tooltip.BreakPointReset'}}">{{localize 'DG.Mental.Reset'}}</a>
|
||||
</div>
|
||||
@@ -206,7 +207,7 @@
|
||||
<input class="labeled-resource-checkbox" type="checkbox" name="system.sanity.adaptations.violence.incident3" {{checked actor.system.sanity.adaptations.violence.incident3}} data-dtype="Boolean" />
|
||||
|
||||
<label class="adapted-label"
|
||||
title="{{localize 'DG.Tooltip.AdaptedToViolence'}}"
|
||||
data-tooltip="{{localize 'DG.Tooltip.AdaptedToViolence'}}"
|
||||
>
|
||||
{{#if actor.system.sanity.adaptations.violence.isAdapted}}
|
||||
{{localize 'DG.Mental.AdaptedToViolence'}}
|
||||
@@ -219,7 +220,7 @@
|
||||
<input class="labeled-resource-checkbox" type="checkbox" name="system.sanity.adaptations.helplessness.incident3" {{checked actor.system.sanity.adaptations.helplessness.incident3}} data-dtype="Boolean" />
|
||||
|
||||
<label class="adapted-label"
|
||||
title="{{localize 'DG.Tooltip.AdaptedToHelplessness'}}"
|
||||
data-tooltip="{{localize 'DG.Tooltip.AdaptedToHelplessness'}}"
|
||||
>
|
||||
{{#if actor.system.sanity.adaptations.helplessness.isAdapted}}
|
||||
{{localize 'DG.Mental.AdaptedToHelplessness'}}
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
|
||||
{{!-- HP --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="actor.system.health.value" class="resource-label" title="{{localize 'DG.Tooltip.HP'}}">{{localize 'DG.Attributes.HP'}} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<label for="actor.system.health.value" class="resource-label" data-tooltip="{{localize 'DG.Attributes.Tooltip.HP'}}">{{localize 'DG.Attributes.HP'}} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.health.value" value="{{actor.system.health.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
@@ -34,7 +34,7 @@
|
||||
|
||||
{{!-- WP --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="system.wp.value" class="resource-label" title="{{localize 'DG.Tooltip.WP'}}">{{localize 'DG.Attributes.WP' }}</label>
|
||||
<label for="system.wp.value" class="resource-label" data-tooltip="{{localize 'DG.Attributes.Tooltip.WP'}}">{{localize 'DG.Attributes.WP' }}</label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.wp.value" value="{{actor.system.wp.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
@@ -48,7 +48,7 @@
|
||||
{{!-- Sanity --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="system.wp.value" class="resource-label rollable"
|
||||
data-rolltype="sanity" title="{{localize 'DG.Tooltip.SanityLabel'}}"
|
||||
data-rolltype="sanity" data-tooltip="{{localize 'DG.Attributes.Tooltip.SAN'}}"
|
||||
>{{localize 'DG.Attributes.SAN' }} <i class="fas fa-dice"></i></label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.sanity.value" value="{{actor.system.sanity.value}}" data-dtype="Number" title="{{localize 'DG.Tooltip.CurrentSanityPartOne'}}{{actor.system.sanity.currentBreakingPoint}}{{localize 'DG.Tooltip.CurrentSanityPartTwo'}}" />
|
||||
@@ -102,11 +102,13 @@
|
||||
|
||||
{{#if (hideSkillBasedOnProficiencyAndUserChoice ../actor.system.showUntrainedSkills skill.proficiency)}}
|
||||
<div class="flexrow flex-group-left flex-thin-border">
|
||||
<label class="{{if_gt skill.proficiency 0 'rollable' 'not-rollable'}} skill-label" data-rolltype="skill" data-key="{{skill.key}}" for="system.skills.{{skill.key}}.value"
|
||||
{{#if skill.proficiency}}title="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}title="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
>
|
||||
<label data-tooltip="{{localize (concat 'DG.Skills.Tooltip.' skill.key)}}">
|
||||
{{localizeWithFallback (concat "DG.Skills." skill.key) skill.label }}
|
||||
</label>
|
||||
<label class="{{if_gt skill.proficiency 0 'rollable' 'not-rollable'}} skill-label" data-rolltype="skill" data-key="{{skill.key}}" for="system.skills.{{skill.key}}.value"
|
||||
{{#if skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
>
|
||||
<i class="fas fa-dice"></i>
|
||||
</label>
|
||||
<input class="percentile-skill-input" type="text" name="system.skills.{{skill.key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number" {{#if skill.isCalculatedValue}} disabled {{/if}}/>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
<div class="flex-group-center flex-mid-border">
|
||||
<div class="">
|
||||
<div class="physical-stats-outer-grid-3col">
|
||||
<label class="rollable resource-label" data-rolltype="stat" data-key="{{key}}" title="{{localize 'DG.Tooltip.x5AttributeLabel'}}" for="system.statistics.{{key}}.value">{{localize (concat 'DG.Attributes.' key)}}</i></label>
|
||||
<label class="rollable resource-label" data-rolltype="stat" data-key="{{key}}" data-tooltip="{{localize (concat 'DG.Attributes.Tooltip.' key)}}" for="system.statistics.{{key}}.value">{{localize (concat 'DG.Attributes.' key)}}</i></label>
|
||||
<input type="text" name="system.statistics.{{key}}.value" value="{{statistic.value}}" data-dtype="Number"/>
|
||||
<span class="rollable" data-rolltype="stat" data-key="{{key}}" title="{{localize 'DG.Tooltip.x5AttributeLabel'}}">({{numberFormat statistic.x5 decimals=0 sign=false}}% <i class="fas fa-dice"></i>)</span>
|
||||
</div >
|
||||
|
||||
@@ -13,11 +13,13 @@
|
||||
|
||||
<div class="item flexrow flex-group-left flex-thin-border">
|
||||
<div class="flexrow">
|
||||
<label data-tooltip="{{localize (concat 'DG.TypeSkills.Tooltip.' skill.group)}}">
|
||||
{{localize (concat 'DG.TypeSkills.' skill.group)}} ({{skill.label}})
|
||||
</label>
|
||||
<label class="{{if_gt skill.proficiency 0 'rollable' 'not-rollable'}} skill-label" data-key="{{skill.key}}" data-rolltype="skill" data-roll="d100" data-target="{{skill.proficiency}}" data-label="{{skill.label}}"
|
||||
{{#if skill.proficiency}}title="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}title="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
{{#if skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
>
|
||||
{{skill.group}} ({{skill.label}})
|
||||
<i class="fas fa-dice"></i>
|
||||
</label>
|
||||
<input class="percentile-skill-input" type="text" name="system.typedSkills.{{skill.key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number"/>
|
||||
@@ -37,8 +39,22 @@
|
||||
|
||||
<div class="item flexrow flex-group-left flex-thin-border special-training-box">
|
||||
<div class="flexrow">
|
||||
{{#if_not_eq (localize (concat 'DG.Attributes.' skill.key)) (concat "DG.Attributes." skill.key)}}
|
||||
<label data-tooltip="{{localize (concat 'DG.Attributes.Tooltip.' skill.key)}}">
|
||||
{{skill.name}} ({{localize (concat 'DG.Attributes.' skill.key)}}, {{skill.targetNumber}}%)
|
||||
</label>
|
||||
{{else}}
|
||||
{{#if_not_eq (localize (concat 'DG.Skills.' skill.key)) (concat "DG.Skills." skill.key)}}
|
||||
<label data-tooltip="{{localize (concat 'DG.Skills.Tooltip.' skill.key)}}">
|
||||
{{skill.name}} ({{localize (concat 'DG.Skills.' skill.key)}}, {{skill.targetNumber}}%)
|
||||
</label>
|
||||
{{else}}
|
||||
<label>
|
||||
{{skill.name}} ({{skill.attribute}}, {{skill.targetNumber}}%)
|
||||
</label>
|
||||
{{/if_not_eq}}
|
||||
{{/if_not_eq}}
|
||||
<label class="{{if_gt skill.targetNumber 0 'rollable' 'not-rollable'}}" data-key="{{skill.key}}" data-name="{{skill.name}}" data-rolltype="special-training">
|
||||
{{skill.name}} ({{skill.attribute}}, {{skill.targetNumber}}%)
|
||||
<i class="fas fa-dice"></i>
|
||||
</label>
|
||||
<div class="item-controls skill-and-training-controls">
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
|
||||
{{!-- HP --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="actor.system.health.value" class="resource-label" title="{{localize 'DG.Tooltip.HP'}}">{{localize 'DG.Attributes.HP'}} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<label for="actor.system.health.value" class="resource-label" data-tooltip="{{localize 'DG.Attributes.Tooltip.HP'}}">{{localize 'DG.Attributes.HP'}} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.health.value" value="{{actor.system.health.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
@@ -31,7 +31,7 @@
|
||||
|
||||
{{!-- WP --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="system.wp.value" class="resource-label">{{localize 'DG.Attributes.WP' }}</label>
|
||||
<label for="system.wp.value" class="resource-label" data-tooltip="{{localize 'DG.Attributes.Tooltip.WP'}}">{{localize 'DG.Attributes.WP' }}</label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.wp.value" value="{{actor.system.wp.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
@@ -41,7 +41,7 @@
|
||||
|
||||
{{!-- Sanity Damage --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label class="resource-label rollable" data-rolltype="sanity-damage">{{localize 'DG.Attributes.SAN'}} <i class="fas fa-dice"></i></label>
|
||||
<label class="resource-label rollable" data-rolltype="sanity-damage" data-tooltip="{{localize 'DG.Attributes.Tooltip.SAN'}}">{{localize 'DG.Attributes.SAN'}} <i class="fas fa-dice"></i></label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.sanity.successLoss" value="{{actor.system.sanity.successLoss}}" />
|
||||
<span> / </span>
|
||||
@@ -96,11 +96,13 @@
|
||||
|
||||
{{#if (hideSkillBasedOnProficiencyAndUserChoice ../actor.system.showUntrainedSkills skill.proficiency)}}
|
||||
<div class="flexrow flex-group-left flex-thin-border">
|
||||
<label class="{{if_gt skill.proficiency 0 'rollable' 'not-rollable'}} skill-label" data-rolltype="skill" data-roll="d100" data-key="{{skill.key}}" for="system.skills.{{skill.key}}.value"
|
||||
{{#if skill.proficiency}}title="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}title="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
>
|
||||
<label data-tooltip="{{localize (concat 'DG.Skills.Tooltip.' skill.key)}}">
|
||||
{{localizeWithFallback (concat "DG.Skills." skill.key) skill.label }}
|
||||
</label>
|
||||
<label class="{{if_gt skill.proficiency 0 'rollable' 'not-rollable'}} skill-label" data-rolltype="skill" data-roll="d100" data-key="{{skill.key}}" for="system.skills.{{skill.key}}.value"
|
||||
{{#if skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.SkillLabel'}}"{{/if}}
|
||||
{{#unless skill.proficiency}}data-tooltip="{{localize 'DG.Tooltip.CannotRollSkillLabel'}}"{{/unless}}
|
||||
>
|
||||
<i class="fas fa-dice"></i>
|
||||
</label>
|
||||
<input class="percentile-skill-input" type="text" name="system.skills.{{skill.key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number" {{#if skill.isCalculatedValue}} disabled {{/if}}/>
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
|
||||
{{!-- HP --}}
|
||||
<div class="resource-outer-grid-1col">
|
||||
<label for="actor.system.health.value" class="resource-label" title="{{localize 'DG.Tooltip.HP'}}">{{localize 'DG.Attributes.HP'}} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<label for="actor.system.health.value" class="resource-label" data-tooltip="{{localize 'DG.Attributes.Tooltip.HP'}}">{{localize 'DG.Attributes.HP'}} (<span>{{actor.system.health.protection}} <i class="fas fa-shield-alt"></i></span>)</label>
|
||||
<div class="resource-inner-grid-3col">
|
||||
<input type="text" name="system.health.value" value="{{actor.system.health.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
|
||||
Reference in New Issue
Block a user